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Destined Grounds


Spinny

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Hi guys!

[spoiler= Version 1]

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Continuous Spell

Special Summoned monsters gain 200 ATK. At the beginning of the Battle Phase, the turn conductor may activate one of the following effects:

- Target 1 monster on the field; banish that monster.

- Target 1 of your banished monsters that was banished by the effect of "Destined Grounds"; Special Summon it to your side of the field, the Special Summoned monster gains 500 ATK and battles target monster an opponent controls.


 

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Continuous Spell


Special Summoned monsters gain 200 ATK. At the beginning of the Battle Phase, the opponent of the turn conductor may activate one of the following effects:

- Target 1 monster on the field; banish that monster.

- Target 1 of your banished monsters that was banished by the effect of "Destined Grounds" ;Special Summon it to your side of the field, the Special Summoned monster gains 500 ATK and battles target monster an opponent controls.


 

I like making cards that really shake up the board and make people have to think, this is no different. Im tempted to make it so that both players activate it during either player's battle phase but maybe it would be too confusing, thoughts?

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Too strong.  Can be used to just banish one of your opponent's monsters every turn.  Needs to only be able to banish your monsters, or needs 1000 lifepoint payment to stay on field every turn.

it can be used like that, yes, but also means your opponent can special summon said monster again and attack with it twice essentially so it's got more than enough risk to it in my opinion.

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(Sorry for double post)

Okay so i updated it so the opponent of the turn conductor activates the effect so you dont get essentially what is an immediate banish 1 for a turn, now it retains it's flavor and is more defensive.

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In the future Arctic, if you think a card is broken, actually state why it is. 

 

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Anyway, card has some interesting applications; yeah, you can banish the opponent's monster on their turn, but in return, they get to SS it during YOUR turn with a power bonus. Conversely, you can banish your own monster and then SS it later (with more power) to force battle with something. A general idea would be to banish the opponent's monsters that cannot be Special Summoned outside of their requirement printed on the card; then they cannot SS it back to force battles.

 

It's a gimmicky idea, but suppose it also encourages you to be smart about what you choose to banish (and how you set up your own board later, lest the opponent makes you ram one of your weaker monsters into that boss you chose to get rid of last turn). Though, you can just blow it up yourself via Twin Twisters or something during your turn, so your opponent's card stays banished.

 

Right now, it should be fine (despite the way it's intended to work). I will say that the original version was pushing it in terms of power though.

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In the future Arctic, if you think a card is broken, actually state why it is. 

"Can be used to just banish one of your opponent's monsters every turn and is splashable into any deck." is that not a reason?

 

Here let me break it down,

1. Can be used to just banish, so the second effect WAS (at the time I had wrote the comment before the card update) useless.

2. It can go into every deck like the Seal of Orichalcos.

 

So... no idea why you called me out there.

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