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(Written) Great Dust Bowl


KidPhillip

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Field Spell.

 

While this card is face up, neither player can summon XYZ monsters if their extra deck has more than 7 cards. All "Dust" monsters cannot be targeted by card effects. Spell cards cost 100 LP to activate. At the end of each turn, select one spell card from your graveyard and add it to your hand, but only if you have less than 8 cards in your extra deck. If this card is destroyed, you can pay 900 LP to have this card sent back to your hand instead.

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Neither player can summon Xyz Monsters while they have 7 or more cards in their Extra Deck. "Dust" monsters cannot be targeted by card effects. Both players must pay an additional 100 LP to activate Spell Cards. During the End Phase: Choose 1 Spell Card from your Graveyard; add it to your hand. You must have 7 or less cards in your Extra Deck to activate and resolve this effect. If this card is destroyed: You can pay 900 LP; return this card to the hand. 

 

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Yeah, this card is pretty much a "screw you" to any/all Xyz-oriented Decks; given that all of them do run a full 15-card Extra (or certainly more, and face-up Pendulums just add to it). Heck, this card also penalizes Pendulum Decks in general (so no to pretty much all of them). Yeah, stuff like Speedroids or other Synchro heavy Decks don't care about the restriction, but considering how common Xyz are, it will hit a good amount of common Decks hard. 

 

Also, we don't know where these "Dust" monsters are, or really, what existing cards are counted as such. I know Dark Dust Spirit exists, but what else? 

 

I suppose ED-light Decks like Monarchs or something can use this as an added floodgate, but really, they have Domain already and it does not care about ED size. 

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So, it's a floodgate Field Spell that locks Xyz Summoning. A Field Spell on it's own with that effect is one thing. 100 Life Points may not be much of a cost to activate Spell Cards, but it still seems like a petty addition to the effect (just a little more to punish your opponent). I'm going to say no to the next effect, as it doesn't have much of a cost; just wait for the End Phase and get a Spell Card. Even with the condition of 7 or less Extra Deck cards. It's just excessive for a Field Spell that's already a floodgate fpr Xyz Monsters. For the last effect, I'd suggest it return to the top of your Deck instead. That or exclude this effect from the card given everything else it already does. It does a lot for relatively little.

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Also, we don't know where these "Dust" monsters are, or really, what existing cards are counted as such. I know Dark Dust Spirit exists, but what else? 

 

 

Off the top of my head, "Duston" monsters and "Stardust" monsters would probably count too.

 

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I'd really love it if Domain of the Monarchs had used such a condition (X or less Extra Deck to unlock) rather than the flat out no Extra Deck. It'd make it more tolerable for me as a floodgate. It would have changed the way Extra Decks and Side Decks were assembled to a degree during its prime.

 

I am not really in favor of a floodgate like that. Even Domain had some sort of condition to make that live. T

he idea of a Field Spell with such a readily available lock like this is an issue.

 

The LP cost for Spells is way too little to matter. Though the thing about this kind of effect is that you can't really find a right amount and leave the rest of it the same. I think it'd rather need a set cost for the turn to lift the lock. Something along the lines of "During either player's turn: A player can pay 1000 (or 1500? maybe?) LP; if they do not, that player cannot activate Spell Cards this turn." If you did, it'd also need a clause to prevent you from using up all your Spells before activating this card and cheating the condition, though.

 

The last effect is something I think you should remove entirely. A self-recycling Spell that is also a floodgate is a bad idea. The cost is also pretty random in amount but that's not the main issue here. You'll shut down quite a few decks entirely, and they can't really get rid of this card it seems. You don't need to make a stun card self-revivable for it to be solid in stun maneuvers.

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