ContinuityOfficer Posted July 13, 2016 Report Share Posted July 13, 2016 I wanted to create a powerful ritual monster with a ritual condition that I haven't seen before. The artist has a lot of good art, so I might make an archetype based around summoning this card later, but for now, just the main cards. This card is used to ritual summon "Reality Walker". When this card is activated banish a total of 10 cards from your field or hand (Monster, Spell, and/or Trap); Then special summon 1 "Reality Walker" from your Hand, Deck, or Graveyard. If 1 or more level 8 or higher ritual monster(s) you control would be destroyed by card effect you can banish this card from your graveyard insteadCannot be Normal Summoned or Set. Must first be Ritual Summoned with Ritual Spell Card "Hole in Reality and cannot be Special Summoned by other ways except by its own Effect. when this card is Special Summoned you can apply 1 of the following Effects: > You can choose 4 unused Monster Zone or Spell & Trap Zone; while this card is face-up in the Monster Zone, that Zone cannot be used. >While this card is faceup on the field Halve the original ATK and DEF of all monsters on the field>During your the Standby Phase, a Fusion, Synchro, and/or Xyz Monster(s) that is face-up on the field for 2 Standby Phases is returned to its owner Deck (this is a quick effect).During your End Phase: You can banish this card until your next Standby Phase. Link to comment Share on other sites More sharing options...
A-counter Posted July 13, 2016 Report Share Posted July 13, 2016 your gonna have to go back to the drawing board with that ritual spell card, you cant activate it cause you field is gonna be full. as in 5/5 monster slots taken up and 5/5 spell/traps either set or active. give the ritual card and effect when its activated then another so it can banish itself from grave or something for the actual ritual summon... Link to comment Share on other sites More sharing options...
Dokutah Posted July 13, 2016 Report Share Posted July 13, 2016 your gonna have to go back to the drawing board with that ritual spell card, you cant activate it cause you field is gonna be full. as in 5/5 monster slots taken up and 5/5 spell/traps either set or active. give the ritual card and effect when its activated then another so it can banish itself from grave or something for the actual ritual summon...impractical yes, but not impossible..remember Field and Pendulums? Fixes: This card is used to Ritual Summon "Reality Walker" from you hand or Graveyard. You must also Banish 5 Monster and 5 Spell/Trap card you control. Cannot be Normal Summoned or Set. Must first be Ritual Summoned with Ritual Spell Card "Hole in Reality and cannot be Special Summoned by other ways except by its own Effect. when this card is Special Summoned you can apply 1 of the following Effects: ● You can choose 4 unused Monster Zone or Spell & Trap Zone; while this card is face-up in the Monster Zone, that Zone cannot be used. ● Halve the ATK and DEF of all monsters on the field, except this card. ● During your opponent Standby Phase, a Fusion, Synchro, and/or Xyz Monster(s) your opponent control that face-up on the field for 2 Standby Phases is returned to its owner Deck (this is a quick effect).During your End Phase: You can banish this card until your next Standby Phase. ok we got 2 extremes here: a super impractical Ritual Spell, and super OP Ritual monster. will these 2 cards balance each other as a pair? sadly and obviously no. sure its hard if not impossible to summon, there 1001 ways to have a better field presence than give it up for this 1 monster. on the other hand if you manage to summon this card you get either OP version of "Ojama King" (granted still less practical, this lock 4 of ANY zones at once), a weaker "the Wicked Dreadroot" (3 Tributes is easy in 2016), and a rather pointless spin effect (its quite specific, and take 3 turns to go off which is too slow). Link to comment Share on other sites More sharing options...
A-counter Posted July 13, 2016 Report Share Posted July 13, 2016 impractical yes, but not impossible..remember Field and Pendulums? (proper review in couple of minutes) that is true but at that point i wouldn't want to summon the card cause i have a damn near full field. also now thinking about it, this could be the fifth card in your spell/trap zones so could i target itself with its effect and still get the summon? Link to comment Share on other sites More sharing options...
Dokutah Posted July 13, 2016 Report Share Posted July 13, 2016 that is true but at that point i wouldn't want to summon the card cause i have a damn near full field. also now thinking about it, this could be the fifth card in your spell/trap zones so could i target itself with its effect and still get the summon? not that sure...but for a while i suppose it could. and while you here how about you give the review on the monster too Link to comment Share on other sites More sharing options...
A-counter Posted July 13, 2016 Report Share Posted July 13, 2016 lol forgot about that review part... When i look at cards, I'm looking at balance between the card(s) made and cards that already exist in the game of yugioh. i'm looking at how "fair" the card is once it hits the field and for what price it takes to summon it. Honestly i think that either the ritual spell needs to be toned down, or the ritual monster needs to be toned up because giving up my whole field for 1 monster with only 1 active effect and no form of protection is how you lose games in today's yugioh. even if you slipped in something like "this card cannot be targeted by card effects." it would make a huge difference because this card seems like a boss monster for a deck and most boss monsters get the job done in 3 turns or less, if they survive that long of course but when its send and done (and this not coming from a place of hate), the card is sub-par and needs a few small tweaks to either the monster or ritual spell. something like.... "This card is used to ritual summon "Reality Walker". When this card is activated banish a total of 8 cards from your field (Monster, Spell, and/or Trap); Then special summon 1 "REALITY WALKER" from your Hand, Deck, or Graveyard. If 1 or more level 8 or higher ritual monster(s) you control would be destroyed by card effect you can banish this card from your graveyard instead."or for the monster card. ."This card cannot be Normal summoned, Special summoned or Set. This card can only be special summoned by the effect of 'Hole In Reality' and 'Reality Walker'. When a card controlled by your opponent is activated you can banish this faced up card from the field. If this effect was activated (and was not negated) you can special summon this banished card to your side of the field in the end phase. When this card is summoned you can activate 1 of the following effects: ● You can choose up to 4 unused Monster Zone or Spell & Trap Zone; while this card is face-up in the Monster Zone, that Zone cannot be used. ● Halve the ATK and DEF of all monsters on the field, except this card." well that's my review and hope what i said made sense. :3 Link to comment Share on other sites More sharing options...
ContinuityOfficer Posted July 13, 2016 Author Report Share Posted July 13, 2016 I think what I wanted was a monster with the specific ability to be a rule changer, and where you would take advantage of your ability to choose how the rules changed to win, so I think i'll make it easier to summon instead of more powerful. Link to comment Share on other sites More sharing options...
ContinuityOfficer Posted July 14, 2016 Author Report Share Posted July 14, 2016 Changes it so that you need to banish 10 cards total, but you can use cards from your hand as well. I think this makes it a more realistic card to summon and gives you more options to summon it.EDIT: also edited Reality Walker's effects slighlt Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.