SirReal Posted March 6, 2016 Report Share Posted March 6, 2016 Fusion Factory Continuous Spell Card During your standby phase: Place 1 Fusion Counter on this card. Once per turn: You can remove any number Fusion Counters from this card (min 1); Fusion Summon 1 Fusion Monster from your Extra Deck using up to 1 monster from your hand or field and monsters from your deck up to the number of Fusion Counters removed. Edits in blue. Link to comment Share on other sites More sharing options...
Snatch Steal Posted March 6, 2016 Report Share Posted March 6, 2016 Wow where were you this whole time During your Standby Phase: Place 1 [name of counter] Counter on this card. Once per turn: You can remove any number of [name of counter] Counters from this card (min 1); Fusion Summon 1 Fusion Monster from your Extra Deck using up to 1 monster from your hand and monsters from your deck up to the number of Counters removed. Well, this seems fair. Since it's very vulnerable to backrow hit, yet has a great payoff in being able to Shaddoll Fusion. I feel like it should allow materials to be on the field as well, though, since restricting your opponent from making a less broken play is kind of odd.Also bear in mind that you need to call your counters something. They can be spell counters, fusion counters, SNAFU counters, you name it. All in all, it could either do absolutely nothing (which might be likely, due to twin twisters), or be your win condition, it seems, since Future Fusion was banned for a reason. I'm unsure as to how to make it much stronger without making it too good, however. Link to comment Share on other sites More sharing options...
SirReal Posted March 6, 2016 Author Report Share Posted March 6, 2016 Made some changes based on the input. Thank you. Link to comment Share on other sites More sharing options...
Forest Fire Posted March 6, 2016 Report Share Posted March 6, 2016 So you can totally summons Infernoid Tierra turn 10 with a board of either: 1) Just Seits/Atton/Dev/Onu 2)Seits + Anton/Seits + Dev/Seits x 2/ Seits + Atton/ Atton x 2/ Atton + Dev/ Atton + Onu. Good luck recovering from that. Or turn 3 and beyond Fortress Dragon for a nice beatstick. Or Frightfur Tiger with whatever number of targets you want. Do I really need to go on, or do you see how broken this is? Put a limit on the number of charges you can remove/ have on it, and make the fusion once per turn. Link to comment Share on other sites More sharing options...
Mysty Posted March 6, 2016 Report Share Posted March 6, 2016 Fusion Factory Continuous Spell Card During your standby phase: Place 1 Fusion Counter on this card. Once per turn: You can remove any number Fusion Counters from this card (min 1); Fusion Summon 1 Fusion Monster from your Extra Deck using up to 1 monster from your hand or field and monsters from your deck up to the number of Fusion Counters removed. Edits in blue. During your standby phase: Place 1 Fusion Counter on this card. Once per turn: You can remove any number of Fusion Counters from this card (min 1); Fusion Summon 1 Fusion Monster from your Extra Deck using any number of monsters (up to the number of Fusion Counters removed) from your hand, field or Main Deck as Fusion Material. This might be better wording. Also, it could probably be (min. 2) since you almost certainly aren't Fusion Summoning using only 1 monster. So you can totally summons Infernoid Tierra turn 10 with a board of either: 1) Just Seits/Atton/Dev/Onu 2)Seits + Anton/Seits + Dev/Seits x 2/ Seits + Atton/ Atton x 2/ Atton + Dev/ Atton + Onu.Good luck recovering from that. Or turn 3 and beyond Fortress Dragon for a nice beatstick. Or Frightfur Tiger with whatever number of targets you want.Do I really need to go on, or do you see how broken this is?Put a limit on the number of charges you can remove/ have on it, and make the fusion once per turn.10 turns is a LOT for a spell/trap card to survive. (Actually, 10 turns is a lot for the game to still be going.) Also, Chimeratech Fortress Dragon "must first be Special Summoned" by its method, meaning it can't be summoned by this card.I'm not sure I see the issue with being able to remove four counters and summoning two Fusions in one turn. Overall, the card seems quite fine, if rather slow. Taken King may have a point, though: maybe I'm overestimating the speed of the game, availability of Spell/trap destruction, etc. It's good for designs like this to be very cautious. Better to be underpowered and used rarely than overpowered, banned, and thus used never, in terms of game design. As such, I'll amend my above re-write suggestion to include the above suggestions just to be sure: During your standby phase: Place 1 Fusion Counter on this card. Once per turn: You can remove any number of Fusion Counters from this card (min 2, max 6); Fusion Summon 1 Fusion Monster from your Extra Deck using any number of monsters (up to the number of Fusion Counters removed) from your hand, field or Main Deck as Fusion Material.You can only use this effect of "Fusion Factory" once per turn. Six allows for Elemental HERO Divine Neos. I don't think there are any Fusion Monsters that REQUIRE more than six materials, please tell me if I'm wrong. Link to comment Share on other sites More sharing options...
SirReal Posted March 6, 2016 Author Report Share Posted March 6, 2016 Well the concept is that the number of counters removed only applies for using monsters from the deck, the one used from the hand/field is free. Link to comment Share on other sites More sharing options...
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