SirReal Posted December 29, 2015 Report Share Posted December 29, 2015 So here's a weird synchro that rips apart pendulum scales, but doesn't completely remove the ability to pendulum summon, even granting it to the player that summoned the monster. Lore: 1 Tuner + 1 or more non-tuner monstersWhen this card is Synchro Summoned: Destroy all cards in the Pendulum Zone(s). While this card is face-up on the field: The turn player can Pendulum Summon monster(s) of any level from the hand without cards in their Pendulum Zones, but only while they control no cards in their Pendulum Zones. The turn player cannot conduct their battle phase during the turn they Pendulum Summon this way. If this card leaves the field: Return all Pendulum Summoned monsters on the field to the hand. If there's a better way to word the effect, please do tell. Link to comment Share on other sites More sharing options...
Hello my name is Enguin Posted December 29, 2015 Report Share Posted December 29, 2015 What. So it's a generic 7 that blows up all scales when summoned, then allows you to "Pendulum summon" without scales at all. As in basically, "Once per turn, summon everything in your hand, using the imaginary scales of 0 and 13". Yes it bounces them back when it leaves the field, that's hardly a downside given the turn you make this you can go for absolutely any kind of play. It's, from what I understand, essentially Double Summon in monster form for pendulum summons. That, at least in theory, is insane. Completely ignores regular scale restrictions or anything, it literally lets you summon anything at all that can be Normal Summoned. It would only facilitate utterly stupid and otherwise impossible plays. I really can't think of anything to suggest because the idea of the effect is simply ridiculous. It also, if you can't get rid of it, gives your opponent a ridiculous platform to go off. I don't know how to feel about this really. It takes the game to a ludicrous place where every deck becomes a pendulum deck with 0/13s and that... what. Just how would this not cause a myriad of problems. Monarchs can now summon multiple tribute fodders in a go, Pepe is slightly damaged but not really because they can now just go wild without any need for scales, every single non-tiered deck can drop their hand on the board, Tellarknights just go mental with it, like... At this point I've brought this comment all around while saying little because I don't know what to really offer. If I'm understanding it correctly it's a card that will either win you or lose you the duel the turn it's summoned by being a costless Soul Charge of the hand that has no further restrictions. Link to comment Share on other sites More sharing options...
SirReal Posted December 30, 2015 Author Report Share Posted December 30, 2015 The card is very two sided for the reason that you've stated above: It offers you an unrestricted pendulum summon from the hand only at the cost of your battle phase, but also allows the opponent the same while punishing both players should it be removed from the field. I'm considering upgrading the remove from field effect to bouncing back all monsters or all special summoned monsters because I'm sure people will xyz/synch with whatever they summon before removing this thing so it'll give the opponent incentive to allow you to keep it. Another change would be to make it a little easier to remove from the field ie. lowering its stats, which makes the controller's field more fragile. Dropping your entire hand onto the board is hardly considered good right now because of how reckless it is to do that. Leaving little to nothing in hand is basically asking your opponent to Raigeki you and leave you with no plays to recover. Essentially, it's supposed to sound broken on paper but be balanced in practice like many anime->irl cards. Link to comment Share on other sites More sharing options...
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