Draconus297 Posted December 2, 2016 Report Share Posted December 2, 2016 Okay, so this is an idea I've had for a while. Version 1 is my original idea, Version 2 is an edited, weaker version based on criticism from VCR CAT. Note that I'm not putting this in Multiples because it's meant mostly to decide which version of the idea would be more fun, healthy, etc. Version 1, aka Draconus Having Fun: Dynamic FusionQuick-Play Spell ●During your turn, you can Fusion Summon 1 Fusion monster from your Extra Deck by banishing monsters you control and in your Graveyard as Material. ●During your opponent's turn, you can Fusion Summon 1 Fusion monster from your Extra Deck, using monsters either player controls as Fusion Material.You can only activate 1 "Dynamic Fusion" per turn. Version 2, aka the Slow Version: Dynamic Fusion Normal Trap●During your turn, you can Fusion Summon 1 Fusion monster from your Extra Deck, using monsters either player controls as Fusion Material. ●During your opponent's turn, you can Fusion Summon 1 Fusion monster from your Extra Deck by banishing monsters you control and in your Graveyard as Material. A monster Summoned this way is unaffected by your opponent's card effects until the end of the turn. You can only activate 1 "Dynamic Fusion" per turn. Link to comment Share on other sites More sharing options...
Draconus297 Posted December 2, 2016 Author Report Share Posted December 2, 2016 Bump for reviews? Link to comment Share on other sites More sharing options...
Draconus297 Posted December 4, 2016 Author Report Share Posted December 4, 2016 Bump bump. Link to comment Share on other sites More sharing options...
Abdelrahman Posted December 4, 2016 Report Share Posted December 4, 2016 Honestly, the card is balanced, but it's effect during your turn is too slow. Yes, I get it, using your opponent's monsters is powerful, but it's still too slow, imo. Here's what I'd suggest: Make both effects activatable during both player's turn, but nerf them so it doesn't become broken. Activate 1 of these effects.● Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your field or Graveyard, and if you do, it cannot be targeted by your opponent's card effects, until the end of this turn.● Fusion Summon 1 Fusion Monster from your Extra Deck, by using monsters from either player's field as Fusion Materials, including 1 monster you control.You can only activate 1 "Dynamic Fusion" per turn. Link to comment Share on other sites More sharing options...
)e//!s0P Posted December 5, 2016 Report Share Posted December 5, 2016 I certainly agree. I did vote for 1 because speed spells op. Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted December 5, 2016 Report Share Posted December 5, 2016 I certainly agree. I did vote for 1 because speed spells op. A note that even if you agree with another user, you need to give your own thoughts on the card. (Advanced Clause requires at least 30 words about the card) Link to comment Share on other sites More sharing options...
Draconus297 Posted December 5, 2016 Author Report Share Posted December 5, 2016 I suppose that makes sense, Yuri. I had just been mildly wary of a completely generic, searchable card (due to it being a "Fusion" card) that can be a Super Poly or a Miracle Fusion whenever you need, especially given that you can just use one, Set the other, and go mad with power. Plus, I liked the concept of RUM Revolution Force changing its effect depending on whose turn it was, and wanted to apply it to a Fusion card. Still, interesting suggestion. Link to comment Share on other sites More sharing options...
Abdelrahman Posted December 5, 2016 Report Share Posted December 5, 2016 I suppose that makes sense, Yuri. I had just been mildly wary of a completely generic, searchable card (due to it being a "Fusion" card) that can be a Super Poly or a Miracle Fusion whenever you need, especially given that you can just use one, Set the other, and go mad with power. Plus, I liked the concept of RUM Revolution Force changing its effect depending on whose turn it was, and wanted to apply it to a Fusion card. Still, interesting suggestion.Well, it DOES have a hard OPT, so you can't use 2 in 1 turn, in addition to being slow due to being a Trap Card, making it vulnerable to common S/T removal such as Twin Twisters and Cosmic Cyclone. Link to comment Share on other sites More sharing options...
Draconus297 Posted December 6, 2016 Author Report Share Posted December 6, 2016 Ah. There's the rub- I had thought that you were going off the original, which was a Quick-Play Spell instead of a Normal Trap. There you'd have the issue of using one, then Setting the other to use that one next turn (or just activating it from your hand during your opponent's turn with Condemned Maiden). I could see it working. Link to comment Share on other sites More sharing options...
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