Sleepy Posted April 8, 2017 Report Share Posted April 8, 2017 [Counter Trap Card]Target 1 face-up Spell/Trap Card on the field; Flip it face-down. If this card is activated in response to the target's card/effect activation, that activation is negated. -A different form of -1 Spell/Trap negation, but most importantly a way to reset your own Call of the Haunted or Swords of Revealing Light. You can also save your Equip Spells if you think your monster is about to die with them on. Thoughts/Comments/Suggestions/Corrections/Etc. Welcomed and Encouraged~ Link to comment Share on other sites More sharing options...
DL Posted April 13, 2017 Report Share Posted April 13, 2017 Visually speaking, it's a shame you used line paper xD but it still looks great. TBH I like the simplistic, yet possibly very strategic effect. This can help shut down a bunch of different stuff, from Macros Cosmos decks, to Mage Power ben-kai XD Since the name "Recharger Furnace", did you moreso want it to be used to reset your own spell/traps? Link to comment Share on other sites More sharing options...
Sleepy Posted April 13, 2017 Author Report Share Posted April 13, 2017 Visually speaking, it's a shame you used line paper xD but it still looks great. TBH I like the simplistic, yet possibly very strategic effect. This can help shut down a bunch of different stuff, from Macros Cosmos decks, to Mage Power ben-kai XD Since the name "Recharger Furnace", did you moreso want it to be used to reset your own spell/traps?Yes that's exactly the inspiration, to re-use.The idea of being a potential disruption came afterwards but all in all I like how it turned out, if I say so myself xD Link to comment Share on other sites More sharing options...
Darj Posted April 13, 2017 Report Share Posted April 13, 2017 Really solid card. At first glance I found it underwhelming, but the more I think on its applications, the better I find it. For example, I thought it was undesirable for it to not remove the opponent's activated card, but in exchange it gets to negate pretty much anything, even Counter Traps due to its Counter type, and that of course is a big boon; even if it doesn't remove the negated card, chances are its negation will allow you to secure a play anyway. For example, in the case of negating Solemn Warning, you get to successfully Summon the monster that was going to be destroyed, and after that it cannot be stopped by that Trap anymore, so the card remaining on the field doesn't matter as much, plus the opponent cannot activate it for the rest of the turn due to Trap Card rulings (cannot be activate the turn it is Set) AND still paid the 2000 LP. However, the same can't be said about Solemn Judgment (Limited in OCG) and Strike, which can be re-activated to stop that same monster should it attempt to use its effect the next turn(s), but of course, since now you know the opponent has a Set Judgment/Strike, it allows to try to play around. I was thinking it would have been slightly better as a Quick-Play Spell, but it wouldn't be a meaningful change: if you used it to re-use CotH and other Traps, you would still to wait for your next turn to activate it again anyway; plus it would lose its ability of negating Counter Traps. It would only work better for cards like Tenki but those are scarce and IMO it's not worth to change just to assist a handful of cards. P.D. IIRC I have seen this artwork used for another card in the past. Would be neat if you made new artworks instead of just reusing them for new cards. Link to comment Share on other sites More sharing options...
Draconus297 Posted April 13, 2017 Report Share Posted April 13, 2017 Actually, what makes this really great is that it re-sets the S/T in question, and because it doesn't specify that whatever it is can get used that turn, you not only negate the Warning/Strike/what-have-you, but you make it a dead card on the field for the rest of the turn . . . in addition to your opponent having had to pay relevant costs, as well. Essentially, Book of Moon for S/T. This thing is seriously legit, and that artwork is pretty cool, to boot. Link to comment Share on other sites More sharing options...
Darj Posted April 13, 2017 Report Share Posted April 13, 2017 I would say what makes the card great is its versatility. If it, let's say, only re-Set your own cards, then you may as well play another copy of that card instead of running this and waiting for 2 turns to re-use the one you already have on board. But its ability of re-using cards or stopping an opponent's play, and with a Spell Speed 3,or also disabling a floodgate, including your own, temporarily, is what makes it shine IMO. Link to comment Share on other sites More sharing options...
Fruiota_Hiroshi Posted April 15, 2017 Report Share Posted April 15, 2017 Can Pendulums be Set in the Pendulum Zone? If they can't, then I suggest you limit the effect to just the Spell/Trap Card Zones. I like the idea, though. It seems useful. Link to comment Share on other sites More sharing options...
Darj Posted April 15, 2017 Report Share Posted April 15, 2017 Can Pendulums be Set in the Pendulum Zone? If they can't, then I suggest you limit the effect to just the Spell/Trap Card Zones. I like the idea, though. It seems useful. Pendulums on the field as Spell Cards cannot be Set due to their card type mechanics, so you cannot target them with this card in the first place. Regardless, there is no need to limit the effect to just Spell/Trap Card Zones, and it would only hurt its versatility unnecessarily by not letting it target Field Spells. Link to comment Share on other sites More sharing options...
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