TOPsycho Posted November 19, 2017 Report Share Posted November 19, 2017 I have the urge to create some generic, gimmicky cards that aren't all too bad, but are still are useful. I present to you my second card,Phantasms of Whim. Phantasms of WhimNormal TrapDuring the Main Phase: target 2 cards your opponent controls; destroy them, then Set this card to your opponent's side of the field, and if you do, this Set card cannot be destroyed by card effects. Only 1 "Phantasms of Whim" can be activated per turn. Not many Traps nowadays have good, meaningful destruction effects. This one does! But, if you aren't careful, your opponent can use it against you! So...comments? Link to comment Share on other sites More sharing options...
Kid Gambino Posted November 19, 2017 Report Share Posted November 19, 2017 Hm.. it seems like a balanced card; the wording is made to where it can't be activated unless your opponent has an open S/T Zone, and a HOPT to prevent spam shenanigans. I just don't know who would voluntarily use this though lol. I mean, the cost and reward are surely balanced, but you're pretty much giving yourself a cripple from doing anything until your opponent fires it. The only way this card is leaving the field is through bounce or negation, so it boils down to who can draw the card to stop the destruction train first. Interesting concept, just the high risk/high reward aspect of it makes it somewhat discouraging to use instead of many other card removal options (to me, anyway). Link to comment Share on other sites More sharing options...
TOPsycho Posted November 19, 2017 Author Report Share Posted November 19, 2017 Hm.. it seems like a balanced card; the wording is made to where it can't be activated unless your opponent has an open S/T Zone, and a HOPT to prevent spam shenanigans. I just don't know who would voluntarily use this though lol. I mean, the cost and reward are surely balanced, but you're pretty much giving yourself a cripple from doing anything until your opponent fires it. The only way this card is leaving the field is through bounce or negation, so it boils down to who can draw the card to stop the destruction train first. Interesting concept, just the high risk/high reward aspect of it makes it somewhat discouraging to use instead of many other card removal options (to me, anyway). Remember though, the trap is, well, a trap. It can't be activated the turn it's Set, not that they could use it anyway. Other than that, I just thought it'd be weird and gimmicky. Nothing too special Link to comment Share on other sites More sharing options...
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