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[Written] Solemn Order - Pushing a "Solemn" Trap to the limit?


Darj

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Solemn Order

Trap Card

Type: Counter

When a monster would be Summoned, OR a monster or Spell/Trap effect is activated: Pay LP so that you only have 100; negate the Summon or activation, then you can Set that card to your field.

 

[spoiler=v1]

Solemn Order

Trap Card

Type: Counter

When a monster would be Summoned, OR a Spell Card, Trap Card, or monster effect is activated: Pay LP so that you only have 100; negate the Summon or activation, and if you do, destroy that card, then you can Set it to your field.

 

Yaaay, another Solemn card, so much fuuuuun! :v

Yeah, yeah, I know it is not as exciting, but I felt like exploring the boundaries and reception of a Solemn taken to the limits: this version of Solemn gives you the negated card like Toadally Awesome does, and can be a total game-changer, but in exchange it leaves you way too vulnerable with 100 LP. Now my questions are: is it still unfair? If not, is it worth it? would you play it regardless of the dangerous cost?

 

Thoughts?

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Maybe instead of going down to 100 LP, try 1000 LP. And if it was made, it'd have to be limited, since if you were somehow at 100/1000 or lower, it'd actually bring you up life points.

 

You don't gain LP if you have less than 100; paying negative amounts is not a thing. Then again, you're probably dead after you trigger this if you can't respond. Also keep in mind that this is basically retrained Solemn Judgment with some small changes. 

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  • 3 weeks later...

Hope it's not too late to reply this, but, well, if it only cost 1000 LP then it would blatantly outclass Solemn Strike and of course it would have to be Limited at least; not to mention it would be missing my point and intention of pushing a Solemn trap to its limits.

 

Anyway, I was actually thinking on improving the card by skipping the effect of destroying the negated card and take it right away like Hope Harbinger takes Spells without destroying them, also make it able to Set cards/effect that activated on anywhere, like the hand, grave, banished, deck, Extra Deck. It wouldn't still apply on monsters that need to be properly Summoned to be revived, though. Thoughts on these ideas?

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(Well, 2 days over, but I'll let this one go because you are considering a change to the card, which would push the period back.)

 

For suggestions:

 

1. I think you could get away with just stealing the card after negation and not destroying it. Least it'll bypass boss monsters that can't be destroyed (which a few of them do). 

 

2. That could probably work and make this card worth the risk factor in using it. I'm a bit iffy on hitting ANYWHERE, but depending on how things pan out, you either get a good card to trigger back on the opponent or you lose right after. 

 

====

I'm fine with #1, but iffy with 2. 

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Yeah, idea #1 should be fair enough. The second idea I'm still thinking about it, because it has the potential of stealing really good stuffs. Also I should re-word it so it can negate the effects of Spell/Traps, not just only the activation of the cards.

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