Guest BGMCANN0N Posted April 12, 2017 Report Share Posted April 12, 2017 Haste Towards the Future[Normal Trap]During your opponent's turn, depending on the following Phase this card is activated: Apply this effect.Standby Phase: If opponent controls more cards than you do: They cannot conduct their Battle Phase, also effects of the cards they currently control are negated until the end of this turn.Main Phase 1: If your opponent Summoned 2 or more monsters during this turn: Your opponent immediately conducts their Battle Phase. This turn, all face-up monsters they control must attack, if able to.Battle Phase: If your opponent inflicts 2000 or more battle damage to you during this Battle Phase: It becomes the End Phase. Link to comment Share on other sites More sharing options...
ÆƵ– Posted April 12, 2017 Report Share Posted April 12, 2017 Only 1 problem with this card I see is that you can't conduct main phase 2 without the battle phase. 'Ts just how it works. A possible fix would be that they can't conduct their battle phase instead. Also why limit the 2nd effect to just main phase 1? Why not the whole turn, since there are cards that are able to summon/ be summoned during the draw and standby phases? Link to comment Share on other sites More sharing options...
Guest BGMCANN0N Posted April 12, 2017 Report Share Posted April 12, 2017 Only 1 problem with this card I see is that you can't conduct main phase 2 without the battle phase. 'Ts just how it works. A possible fix would be that they can't conduct their battle phase instead. Also why limit the 2nd effect to just main phase 1? Why not the whole turn, since there are cards that are able to summon/ be summoned during the draw and standby phases?Thank you for the fix. As for your question, Idk... I thought it was risky enough in terms of card design as is, but I suppose I could add more versatility to it. Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted April 15, 2017 Report Share Posted April 15, 2017 1st effect: Alrighty. A slight variant of Threatening Roar. Seems fair enough.2nd effect: Can be damaging for you if done at the wrong time. But done right, and you force your opponent to mess up their set up (let's say the Summon Zoodiac Ratpier and then proceed to Summon 1 of their Xyz Monsters before building up to Zoodiac Drident). Chances are they will not survive.3rd effect: Arguably better than Flashbang, since it doesn't have to be direct. Overall, a neat way of toying with Phases, much like the game will be toying with Zones. Link to comment Share on other sites More sharing options...
Darj Posted April 16, 2017 Report Share Posted April 16, 2017 Damn, the Main Phase 1 effect is truly evil: not only it blocks any Summon follow-ups and laddering, also if you happen to control a bigger monster, the opponent is forced to crash all of its monsters. The card being chainable is a big perk, too.Really, a meta-worthy card right here, IMO.Would be funny if, with this card around, players started using their Quick-Play backrow removal cards during their Draw or Standby Phases to prevent this card from being activated during their MP1. Link to comment Share on other sites More sharing options...
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