The Nyx Avatar Posted March 15, 2017 Report Share Posted March 15, 2017 Field SpellYou can banish 1 card from your hand or Graveyard; add 1 card with the same Type (Spell, Trap, Monster) from your Graveyard to your hand. If this card leaves the field: You can Special Summon 1 of your banished monsters, but it is destroyed during the End Phase. You can only activate each effect of "Dream Zone" once per turn. Link to comment Share on other sites More sharing options...
Fruiota_Hiroshi Posted March 15, 2017 Report Share Posted March 15, 2017 The effect to get a card back from the graveyard seems like it's a bit too powerful. Maybe if you restricted that to just one card type or made the requirements not involve banishing from the graveyard, then it would be more balanced. Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted March 16, 2017 Author Report Share Posted March 16, 2017 The effect to get a card back from the graveyard seems like it's a bit too powerful. Maybe if you restricted that to just one card type or made the requirements not involve banishing from the graveyard, then it would be more balanced.Not necessarily. You need to banish 1 card of the same Type for it to work. If you want to recover a Trap Card like Solemn Notice, you're going to have to banish another Trap Card (let's say Call of the Haunted). And at a strict "once per turn" clause, too. Link to comment Share on other sites More sharing options...
Darj Posted March 17, 2017 Report Share Posted March 17, 2017 Damn, this card sure looks scary. Needs some turns for you to build up your grave and start making profits, or as soon as turn 1 in speedy decks (I'm already thinking in shenanigans with Allure and draw power Spells), or you can give it a try in mill/Lawnmowing decks so you can effectively pseudo-search for power cards right away: how about grabbing that milled Judgment Dragon, power staple, floodgate, etc.? Yeah... Plus as a Field you can max on Terraforming to increase your chances of fetching the card before starting the milling spree.It does need a bit more of balance IMO, but not sure how to approach it. Maybe increase the cost to, let's say, banish 3 cards of the same type? Or banish only from hand? IDK, really. Link to comment Share on other sites More sharing options...
Sleepy Posted March 17, 2017 Report Share Posted March 17, 2017 I agree it's a tad too generic in what it can work with. It can adapt to mostly any play style. Your Trap-heavy deck will have a useless extra Trap to banish to give you a second shot at another one, and it is pretty much a +1. You can combo with monsters rather easily. For example reviving a Zombie getting rid of a Shiranui. If it was more narrow on what it works with, it'd be more balanced and it'd give us a better hint at what you intended this card for. Link to comment Share on other sites More sharing options...
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