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[DPR] Recyclable Spell/Trap removal? What's the catch?


Eshai

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Wanted to make a Gimmicky card that would have its uses among the other MST varients. This one is more like Giant Trunade in that it returns cards to the hand rather than destroying the card, but despite not doing as much as it could it has its uses.

 

Winded Wind (As in Wind-up toys, then as Wind)
Quick-play Spell
"Target 1 Spell/Trap on the field: Return it to your opponent's hand. After this effect resolves, if a card is not returned to the hand by this effect, return this card to the hand. You can only activate 1 "Winded Wind" per turn."

This way the card would be balanced along the lines of a Quick-play Bait Doll, where your opponent could activate the card immediately so they can get it off that turn, but you can return it to your hand if you do. It solves the old MST problem of your opponent activating in response but at a cost of being potentially worse against cards like the Solemns because they don't get destroyed.

 
Idea was inspired by another post that did something similar. Didn't copy, but it's worth mentioning.
 
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They could even be combined.
 

Bouncy Cyclone
Quick-Play Spell
Target 1 Spell/Trap your opponent controls; return it to the hand, and if you do, draw 1 card. If a card was not returned by this effect, return this card to the hand after it resolves instead of sending it to the GY. You can only activate 1 "Bouncy Cyclone" once per turn.

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I think that would be a bit broken. You draw a card, and if your opponent ends up activating the card, you can recycle it for another draw in the next turn. That's a little messed up.

 

You don't get to draw if they do.

 

So you don't get "another draw" and there's nothing wrong with it.

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