Airride Posted July 18, 2016 Report Share Posted July 18, 2016 Player SwapNormal SpellActivate only at the Start of your Main Phase 1. Until the opponent's end phase, apply the following effects:- Your opponent can see all cards you would normally see, and makes all of your decisions during this turn for you.- You can see all cards you would normally see, and you make all of their decisions for them.- Battle Damage becomes 0.- Players cannot be declared the winner or loser. Rulings;- Decisions you can make include Summoning or Setting a Monster(s), activating effects, setting or activating Spell/Trap cards, ending and entering phases, declaring attacks, paying costs, and any choices card effects would give that player. Final 2 effects were originally more complicated, but I made it this way to prevent instant comebacks that are unfair. Hopefully?Also maybe I'm missing something in that decisions ruling. Maybe it's unnecessary. Not sure. Link to comment Share on other sites More sharing options...
Dova Posted July 18, 2016 Report Share Posted July 18, 2016 Why not just: "Activate only at the start of your Main Phase 1. Both players swap their hands, and swap control of all cards they control. Any battle damage either player takes is reduced to 0. These effects last until the End Phase." No idea how close I am with OCG, but would be easier to write and to actually perform. Also, as for that "neither player can win or lose the duel." You've already handled that with your battle damage, and if you do something like Jackpot 7, exodia, or even burn, the cards will swap around at the end of the turn (except for Jackpot 7) so the opposing player wins instead of the person who obtained the win, and it's not like you can try to win with your opponent's card, as you can't win either. As for the idea...made to prevent instant comebacks, so what does this card do? Do an instant destroy your opponent's play by messing with their field/hand? I mean, I don't see how it directly combats that. Link to comment Share on other sites More sharing options...
Airride Posted July 18, 2016 Author Report Share Posted July 18, 2016 Why not just: "Activate only at the start of your Main Phase 1. Both players swap their hands, and swap control of all cards they control. Any battle damage either player takes is reduced to 0. These effects last until the End Phase." No idea how close I am with OCG, but would be easier to write and to actually perform. Also, as for that "neither player can win or lose the duel." You've already handled that with your battle damage, and if you do something like Jackpot 7, exodia, or even burn, the cards will swap around at the end of the turn (except for Jackpot 7) so the opposing player wins instead of the person who obtained the win, and it's not like you can try to win with your opponent's card, as you can't win either. As for the idea...made to prevent instant comebacks, so what does this card do? Do an instant destroy your opponent's play by messing with their field/hand? I mean, I don't see how it directly combats that.Well, okay, that seems like it'd emulate it well, but a few problems;1.) No grave/deck swapping.2.) You omitted the fact that it lasts for 1 turn cycle (yours and your opponent's3.) Effects on players/ effects that need original owner/etc dont work right re: Not winning or losing: Its more of a failsafe for ruling's sake so it doesn't get confusing. most auto-win effects are continuous anyway, except final countdown and a couple others.I do see issues arising with the fielded monster ones, since they could be killed during this time, but perhaps that could be used as an application for the card? Not like anybody uses gimmick leo, ghostrick angel, exodious, or vennominaga, anyway...Though I don't quite understand what you're saying with that last part. Unless you're referring to how yours works, in which case...that's a problem with yours. In my case, the players still retain ownership of the card, it's just their opponent is choosing what to do with them. And yeah, it does that. You and your opponent wreak havoc on each other's resources. I mean, what do these kinds of effects do in mtg? Aside from the damage part, that was also part of the thing to make it a bit easier to understand with rulings, otherwise it'd get messy. Unless it didn't. Maybe i can just remove those 2 clauses, since the way this is worded, it's still that player that owned the cards "winning". Link to comment Share on other sites More sharing options...
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