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Cyanide Pill [Written]


MetaSkipper

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Cyanide Pill – Equip Spell
When the equipped monster would be destroyed by battle: Negate that attack, destroy the equipped monster, and take damage equal to 300 x the difference between equipped monster’s Level and the attacking monster’s Level. If the attacking monster has the higher Level, no damage is taken and end the Battle Phase.

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I'm confused by how it activates when the equipped monster would be destroyed, but it negates the attack....

[spoiler=Attacking has a sequence. In the most fragmented way I can put it]
-You declare you are attacking.

-You declare what monster you are gonna attack with.

- - - - - - 

-Special Note: If something causes a replay, you will not "re-play" the above 2 points that came before this one. You either fully nullify the attack and stop here, or continue on, but if you stop right here, this same monster will not be able to attack again later this battle phase.

-You select your attack target (if not attacking directly).

-That's what would encompass the "Battle Step" ^, so make sure both players are clear nobody wants to take care of any effects n' junk before damage step kicks in.

- - - - - -

-Enters your damage step. Ally of Justice Catastor usually kicks in its destroying effect at this stage.

-The attack target gets flipped face-up (if it was face-down).

-Do whatever damage step shenanigans before we get to damage calculation (Last chance for your Neo Spacian Grand Mole to kick in).

- - - - - -

-Damage calculation... Well, it IS part of the damage step, but the wording affects how things play out. Honest's "damage step" effect is always earlier than Clear Vice Dragon's "damage calculation" effect, and so Honest never wins, but somebody more knowledgeable than me will have to specify that one xD

-Substract the damage from the losing player of that battle.

-This is the end of the calculation, here's where Red Dragon Archfiend's effect kicks in.

-Destroy the monster by battle(don't quite send it to the GY yet).

-Send it to the GY now (this is where Giant Rat, kicks in).

 

 

 

That's more or less the general cycle that repeats itself with every attack in the game. I might be a bit rusty on some of the specifics, but I think that's more or less how it goes.

 

*cough* moving on. So does your card activate during the battle step (negating the attack) or does it activate after damage has been accounted for and the monster is about to be sent to the GY due to battle destruction?

 

 

Either way, regardless of the answer to the above, the card's issues I can see are that:
-It can be live in both players' turns so your monster can be the attacking monster, and you might end up ending your own Battle Phase.

-The card is an equip spell. I think it'd be better as a Normal Trap Card that just has a self-equipping effect, like Metalmorph, Blast With Chain, or Kunai With Chain (to name a few examples) because that'd allow for an element of surprise to kick in.

-That the card is completely dead when an Xyz or Link monster is involved in the battle, because Rank and Rating are immune to this.

-That it still destroys your monster and inflicts you with damage regardless.

 

- - - - -

 

 

In my opinion, the card would do well as a Normal Trap that equips to a monster when activated, and destroyed itself if the monster would be destroyed by battle, and have it pass on that battle damage to your opponent. It would have pros and cons with the Phantom Knight Traps with these traits, and it's effect would be more worth it and free from Level-driven issues.

Then it could keep the last effect that if both monsters had Levels and your opponent's was bigger, you could end your opponent's battle phase.

 

^Those are my two cents.

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