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Enter Room 101


«CØgni§»

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[spoiler=Effect]

During your Main Phase 1: Target 1 card on the field your Opponent controls; banish it. Whilst you control an "Enter Room 101", you and your Opponent cannot play any card with the same name as the banished card. If there are any cards with the same name as banished card on the field or in your hand, or if you or your Opponent draw a card with the same name as the banished card; reveal it and then shuffle it back into your deck, then draw 1 card for each card returned this way. If this card is removed from the field: return the banished card to your Opponent's hand. You can only activate the effect of "Enter Room 101" twice per duel. 

 

So, with this card I was trying to get a "Cursed Seal" vibe, but with different mechanics. I'm not sure how attaching works in regard to Spell cards, so any feedback on that side of things would be great! Also, I hope it isn't too broken.

 

[spoiler=EDIT I]

+Added a running cost for each card attached per Stand-By Phase. Even though it is low, only 200 per attached card, it makes up for being able to accidentally add multiple cards at once.

+Added a second effect, allowing you to remove cards from this one and send them back to your Opponent's deck. Still difficult to get back the cards, but if they run multiple it makes them easy to access again, and reduces your costs.

-Reduced Discard cost from 2 to 1.

 

 

[spoiler=EDIT II]

+Increased cost per turn from 200 to 500 Life points.

=Changed cost from Discard to 1000 Life points.

=Changed the final effect to return them to the top of the Opponent's deck instead of their hand.

 

 

[spoiler=EDIT III]

| Changed the card completely, removing all costs and benefits. Instead of attaching cards, it locks them in the deck, banishing the original and returning it to the hand when the card leaves. Also put a limit on the number of times the effect could be used per duel, so at most 2 could be locked out.

 

 

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I'm going to assume that the answer to this is "no," but I might as well ask.

 

What if an Xyz monster with Xyz material is attached to it? Are its Xyz material attached as well? If so, are those cards also subject to its effect? And if not, are the Xyz materials sent to the hand or the graveyard?

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Um, I'm not too sure. Didn't really think of that. I would assume it would work in the same way as XYZ's that use XYZ cards as materials, such as cXYZ's, meaning that all of the materials would be attached as well.

 

If that's the case, that makes this card a little broken to say the least. I might have to add a restriction to the number of cards that can be attached to this card, or add a running cost per card attached, and that you can detach cards from this card to send them to the graveyard.

 

Thanks for pointing that out man, will sort that out pronto

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Um, I'm not too sure. Didn't really think of that. I would assume it would work in the same way as XYZ's that use XYZ cards as materials, such as cXYZ's, meaning that all of the materials would be attached as well.

 

If that's the case, that makes this card a little broken to say the least. I might have to add a restriction to the number of cards that can be attached to this card, or add a running cost per card attached, and that you can detach cards from this card to send them to the graveyard.

 

Thanks for pointing that out man, will sort that out pronto

You're welcome, glad I could help. 

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at first i just gonna assume that you mistype "equip" but since it work on multiples implying you really meant it when you type the "attach" wording

 

that being said there is NO spell card in the game that has wording exactly like yours. the closest we get is some Xyz Monster related effect that works by ATTACHING themselves to the Xyz Monster. not the other way around. so yeah realism in definitely out of window well there is experimental card section

 

lets assume that this card is an Xyz monster that cannot attack or be attacked (ala Dark Sanctuary's Spirit Message monsters)  with starting material being 0 somehow. on that perspective this card is nearly overpowered. it has a dual selection of non-destruction removal and simply being a stronger version of Prohibition all triggered by a single discard....which can be combo further with Grave effects. paying 200 per attach is an awfully cheap for such effect and its final drawback don't really matter much once you able to stop opponent key card for a turn or 2

 

back to this card being spell: presence of anti-backrow still not justify this card either

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I do mean attach, as in the attach mechanic used for XYZ monsters, not Equip such as Equip Spells and Union monsters.

 

Right, so I'm having a little bit of trouble with your wording here, but I get what you mean. Card is OP, as the costs are still too low, and it is just a stronger version of a card already in circulation (didn't know that card even existed, to be honest). So, going back to the drawing board then, I will up the cost from 200 to 500 a turn, and also make the effect cost 1000 to activate, therefore causing a bare minimum of 1000 to play, 2500 for the second attachment (total), and preventing Graveyard interactions. Will also alter the second effect to make it so that it places the detached card on the top of the Opponent's deck, instead of just hidden inside

 

Further note, would it be worth adding in a distinct target? So it effects only monsters, and not Spells and Traps as well? 

 

Thank you for your feedback!

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I do mean attach, as in the attach mechanic used for XYZ monsters, not Equip such as Equip Spells and Union monsters.

well this is what i trying to addressed originally. until now,  the official ruling only allow Xyz Monster to have Attach/Detach wording as part of their mechanic. so unless you changed your card into an full-fledge Xyz Monster your spell is way to experimental to be abide by real game rule. thus will create an unnecessary interaction that could confuse players no matter how simple it is

 

Right, so I'm having a little bit of trouble with your wording here, but I get what you mean. Card is OP, as the costs are still too low, and it is just a stronger version of a card already in circulation (didn't know that card even existed, to be honest). So, going back to the drawing board then, I will up the cost from 200 to 500 a turn, and also make the effect cost 1000 to activate, therefore causing a bare minimum of 1000 to play, 2500 for the second attachment (total), and preventing Graveyard interactions. Will also alter the second effect to make it so that it places the detached card on the top of the Opponent's deck, instead of just hidden inside

 

Further note, would it be worth adding in a distinct target? So it effects only monsters, and not Spells and Traps as well?

kinda hard to nerf this card  without changing too much of the effect, honestly. if this card can't no longer target S/T it just end-up being slightly riskier-yet-also better Number 101 more so with the Prohibition effect i want you to take example upon Number 45 for its limited "Prohibition-esque effect" but the attach effect is still too strong to be tandem with it, turning the entire cost to bigger LP payment while prevent GY interaction it also sadly make it cheaper...and yes im contradicting myself here since earlier i make point about your card has low payment but i just being reminded that Solemn cards is a generic staples no matter how expensive the cost is. the spin effect changes to be back to opponent top deck is also a new dillema either your opponent happily accept it or its actually can further disturb your opponent draw flow

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Right, I get you now.

 

So, I'm going to go away and fix the card by doing a complete re-work of it. Same idea, locking away cards you don't like and preventing them from being used whilst this card is in play. I just did the attach as a fluff gimmick to be fair. Planned changes are;

 

-Removing the equip clause; changing it to locking the cards into the players deck (You'll see what I mean). It won't lock cards like some of the trap cards (such as Cursed Seal), and force it to being a late-game play (unlike prohibition, which if played early can stop key parts from the get go). Trying to balance play ability with fun.

-Changing the costs, making it artificially take up more zones ("you can only have 2 other Spell/Trap cards on the field" type dealio), or having a counter/turn system where the card is on a clock.

 

Hopefully these changes will resolve these issues, and should be up in around 10 mins max. from now.

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