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Frost Summoner & Ice Dragon [My First Hand Trap, and maybe AGM]


Yuuji Kazami

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I know that this card does not fit thematically with Snow Ogre and Drifting Ghost, but I'm trying to design a hand trap that are used for other attributes, aside from these two. Since Ghost Ogre is the "main hand trap" for DARK, I tried making an equal for WATER.

 

Mainly a counter against Pendulums, but can also deter your opponent from activating Spells during their MP 1 unless they want this card to revive itself during the EP, so they would have to either use a Trap removal or destroy this card by battle.

 

After its first use (Mainly as a hand trap), it can then be used as an optional Synchro Monster Material on your turn once it revives during the EP.

 

ZmGPCkA.jpeg

 

 Effect:

 

During either player's turn, when a Spell Card is activated: You can send this card from your hand to the Graveyard; destroy it, and the zone that the destroyed card was occupied in cannot be used for the remainder of the turn. During the End Phase, if this card was sent to the Graveyard this turn to activate its own effect: Special Summon this card. You can only use each effect of "Frost Summoner & Ice Dragon" once per turn.

 

Thoughts please. I put decent effort into this. =(

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Its good for the purpose it was made, sheet on pendulums

But the 2nd effect causes too much self synergy, kinda like damage juggler discard-banish.

Becoming in a best case scenario a double spell destroyer

 

It would be better if it returns upon being sent to grave anyway you want (up to you if you want to restrict it or not), except by her own effect. So you will have to choose, either use it as a tuner(faster this time) or a hand trap but no both.

 

Also if you don take the former Cnc, you still have to change the floating effect a bit, it says if goes to grave by its effect and you send it as a cost, so it should be "if this card was sent to the graveyard this turn to activate its effect"

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Its good for the purpose it was made, sheet on pendulums

But the 2nd effect causes too much self synergy, kinda like damage juggler discard-banish.

Becoming in a best case scenario a double spell destroyer

It would be better if it returns upon being sent to grave anyway you want (up to you if you want to restrict it or not), except by her own effect. So you will have to choose, either use it as a tuner(faster this time) or a hand trap but no both.

Also if you don take the former Cnc, you still have to change the floating effect a bit, it says if goes to grave by its effect and you send it as a cost, so it should be "if this card was sent to the graveyard this turn to activate its effect"

I'm a little confused by your CnC when you state it would be better to return upon being sent to grave whenever you want.

 

After the first time use, you can only use her effect on the field (Unless you have another copy in hand, but each effect is already hard OPT'ed). I don't really understand "either use it as a tuner or a hand trap but not both" part either.

 

Also confused by your last statement. Unless I made a mistake in the card grammar?

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He basically means that you can use this as a hand/field trap during the opponent's turn, revive this during the EP and then use this on your following turn to Synchro into whatever you want. In essence, just change the effect to have her revive EXCEPT if you discard her to trigger her effect. For the other part, if you choose not to edit the revival effect, you need to fix the wording because this card's discard thing is a cost to trigger (as far as PSCT/OCG is concerned), but I understand what you're going for otherwise.

 

But yes, this card is nice for shutting off Pendulums for a while (or something like Tenki or whatever needs to be face-up to resolve any of its effects). Granted, having it revive itself after it destroys/locks something that turn is somewhat questionable, especially since you could just opt not to Synchro Summon with her after revival, and just keep it around for more destroy/lock purposes. If its effect was limited to the hand only, then it wouldn't be as bad.

 

(Sure, you still get a revival out of it, but you can only pull it off once; bar for additional copies)

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He basically means that you can use this as a hand/field trap during the opponent's turn, revive this during the EP and then use this on your following turn to Synchro into whatever you want. In essence, just change the effect to have her revive EXCEPT if you discard her to trigger her effect. For the other part, if you choose not to edit the revival effect, you need to fix the wording because this card's discard thing is a cost to trigger (as far as PSCT/OCG is concerned), but I understand what you're going for otherwise.

 

But yes, this card is nice for shutting off Pendulums for a while (or something like Tenki or whatever needs to be face-up to resolve any of its effects). Granted, having it revive itself after it destroys/locks something that turn is somewhat questionable, especially since you could just opt not to Synchro Summon with her after revival, and just keep it around for more destroy/lock purposes. If its effect was limited to the hand only, then it wouldn't be as bad.

 

(Sure, you still get a revival out of it, but you can only pull it off once; bar for additional copies)

Yeah, I see it now, and have made the change. A small wording mistake, but I had initially meant that the card be SS'ed during the EP of the turn that you use its effect.

 

I toned it down so that her effect can only resolve in the hand, as opposed to the hand or field. This makes it more balanced as she can only function as a hand trap once, and after the first SS it would not be able to use her first effect again, as she is on the field now.

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Its good for the purpose it was made, s*** on pendulums

But the 2nd effect causes too much self synergy, kinda like damage juggler discard-banish.

Becoming in a best case scenario a double spell destroyer

 

It would be better if it returns upon being sent to grave anyway you want (up to you if you want to restrict it or not), except by her own effect. So you will have to choose, either use it as a tuner(faster this time) or a hand trap but no both.

 

Also if you don take the former Cnc, you still have to change the floating effect a bit, it says if goes to grave by its effect and you send it as a cost, so it should be "if this card was sent to the graveyard this turn to activate its effect"

Didnt see this yesterday, but the current version is ok.

 

Original wouldve had issues with the ghost ogre + ss effect both at once. 

 

Hand traps should only be used once, without a cycle. This wouldnt be a dead card playing a non-pend deck because you can still use it on other spells for the ss.

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Didnt see this yesterday, but the current version is ok.

 

Original wouldve had issues with the ghost ogre + ss effect both at once. 

 

Hand traps should only be used once, without a cycle. This wouldnt be a dead card playing a non-pend deck because you can still use it on other spells for the ss.

Thanks fam. ^_^

 

I'll go back and re-brainstorm this card. I wanted a regenerative hand trap, and one that is useful to be generic.

 

However, I wouldn't want it to be overpowered either. Guess Ghost Ogre's field/hand killing effect with regeneration was a bad idea after all. =/ 

 

Theoretically, since each effect is hard OPT'ed, I had only expected decks to incorporate only 1 copy. =/

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