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Stasis Concept Official Thread


Ultimagamer

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This is the official thread for the concept of Stasis counters in yugioh. Please tell me your thoughts on the cards I've created so far below

 

 

Stasis counters

 

Monsters with Stasis counters on them have their effects negated, and are treated as normal monsters.

 

 

Far Future - Security Drone

Level 2 / Earth / Machine

500 attack / 0 defense

 

Effect: Cannot be used as link material. Once per turn, you can target 1 Normal monster your opponent controls: equip this target from the field onto that target. During the next standby phase take control of the equipped monster. The equipped monster cannot be destroyed by battle.

 

Far Future - Defense Drone

Level 2 / Earth / Machine

500 attack / 0 defense

 

Effect: Cannot be used as link materials. Once per turn, you can target 1 Normal monster your opponent controls: equip this target from the field onto that target. During the next standby phase shuffle the equipped monster into the deck. The equipped monster cannot have counters removed from it.

 

Far Future - Basic Bot

Level 4 / Earth / Machine

1700 attack / 700 defense

 

Effect: Once per turn, you can place 1 Stasis counter on one monster your opponent controls. Monsters your opponent controls with Stasis counters on them have their effects negated, also they become normal monsters.

 

Far Future - Structure Bot

Level 4 / Earth / Machine

 

Effect: When your opponent summons a monster(s), you can place 1 Stasis counter on that monster(s). Monsters your opponent controls with Stasis counters on them have their effects negated, also they become normal monsters.

 

Far Future - Powered Android

Level 5 / Earth / Machine

2400 attack / 1000 defense

 

Effect: When this card is summoned, you can target 1 face-up monster on the field: place Stasis counters on monsters your opponent controls up to the Level, Rank, or Link Rating of the targeted monster. Monsters your opponent controls with Stasis counters on them have their effects negated, also they become normal monsters.

 

Far Future - Defensive Stronghold

Level 9 / Earth / Machine

0 attack / 2500 defense

 

Effect: This card cannot be normal summoned or set. Must first be special summoned from your hand or GY by removing 3 Stasis counters from either players field and tributing 1 “Far Future” monster and 1 Normal monster who was originally an effect monster that you control. This card is unaffected by your opponent’s card effects. This card gains 500 defense for every Stasis counter on the field.

 

Far Future - Offensive Destroyer

Level 12 / Earth / Machine

4000 attack / 0 defense

 

Effect: This card cannot be normal summoned or set. Must first be special summoned from your hand or GY by removing 5 Stasis counters from either players field and tributing 1 “Far Future” monster and 2 Normal monsters that were originally effect monsters that you control. This card is unaffected by your opponent’s card effects. This card can attack all monsters your opponent controls twice during each battle phase.

 

The Far Future

Spell - Field


Effect: Apply the following effects, depending on the number of Stasis counters on the field.

2+ - During your standby phase, gain 100 lifepoints for every Stasis counter on the field.

4+ - Monsters your opponent controls lose 100 attack and defense for every Stasis counter on the field

6+ - Once per turn, you can distribute Stasis counters on monsters your opponent controls equal to the number of “Far Future” monsters you control

8+ - Once per turn, you can pay 1000 lifepoints, draw 2 cards. You cannot conduct your battle phase during the turn you activate this effect.

10+ - Once per turn, you can special summon 1 “Far Future” monster from your deck or GY.


The Economy of the Far Future

Spell - Continuous


Effect: Apply one of the following effects

  • Remove 3 Stasis counters from either players field; draw 1 card.

  • Remove 5 Stasis counters from either players field; draw 2 cards.

  • Remove 7 Stasis counters from either players field; draw 3 cards.

You can only use 1 effect of “The Economy of the Far Future” per turn, and only once that turn.


The Transportation of the Far Future

Spell - Continuous


Effect: Once per turn, you can remove any number of Stasis counters and tribute “Far Future” monsters in your hand or on your field; special summon “Far Future” monsters from your deck or GY with different names than the tributed monsters. You can only use the effect of “The Transportation of the Far Future” once per turn.


Stasis Origin

Spell - Continuous


Effect: During each standby phase, you can place 1 Stasis counter on each face-up card on your opponent’s field for every “Far Future” monster you control. Card’s your opponent controls with Stasis counters on them have their effects negated. If an effect monster your opponent controls has a stasis counter on it, it becomes a normal monster.


Stasis Creation

Spell - Normal


Effect: You can tribute a normal monster on either players field, then distribute Stasis counters on cards your opponent controls equal to it’s level, rank, or link rating. You can only activate 1 “Stasis Creation” per turn.

 

Civilization Starts

Trap - Normal

 

Effect: If you control no monsters, special summon 1 “Far Future” monster from your deck, then place 1 Stasis counter on one card your opponent controls.

 

Stasis Paralysis

Trap - Continuous

 

Effect: While you control a “Far Future” monster, and there are 5 or more Stasis counters on your opponent’s field: banish all normal monsters your opponent controls and ones that your opponent summons. If your opponent would summon a monster, you can tribute 1 “Far Future” monster, then place 1 Stasis counter on that monster. Cards your opponent controls with Stasis counters on them have their effects negated. If a monster has a Stasis counter on it, it becomes a normal monster

 

Stasis Overload

Trap - Continuous

 

Effect: Cards your opponent controls with 10 or more Stasis counters on them have their effects negated, also they cannot leave the field because of a card effect. If a field spell has 10 or more Stasis counters on it, your opponent cannot activate a new field spell as long as that field spell has 10 or more counters on it . A monster with 10 or more Stasis counters cannot be used as Link, Xyz, Fusion, Synchro, or Ritual material, and cannot be tributed for the tribute summon of a monster.

 

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It doesn't stop monster that have "If summoned: do blank".

 

monster that are face-down then get flip face-up outside of the window you can activate the effect.

 

Need a monster with an effect in a GY that have insures monsters with static counters effects are negated and treated as normal monsters

 

need a monster with an effect within the archetype that "FLASHES" the monsters in.

 

a way to place static counters during your opponent's turn.

 

Far Future - Basic Bot: Level 4 / Earth / Machine 1700 attack / 700 defense

Once per turn, you can place 1 Stasis counter on one monster your opponent controls. Monsters your opponent controls that have Stasis counters on them have their effects negated, also they become normal monsters.

 

 

Once per turn, you can place 1 Stasis counter on one monster your opponent controls.

 

so each turn (if the monster can live) which can be pretty powerful

 

Monsters your opponent controls that have Stasis counters on them have their effects negated.

 

only applies while on the field so the opponent just have to get rid of it

 

maybe extend while the card is also in the GY or have a monster with a effect while it is in the GY keeps static counters doing their thing.

 

also they become normal monsters.

 

so the archetype will do something with the normal monster thing?

 

many ways of doing this....

 

one example is: while your opponent controls a normal monster, your opponent can not blank

 

the card does not stop effects that happen when your opponent summon or etc.

 

this card is mostly stop things like this card inflicts piercing damage or monsters that have effects gain atk

 

would like to see how you would EXTEND the concept further....

 

I think a continuous spell card and/or field spell that can place down static counters during opponent's turn. once per turn during either player's turn: you can place 1 static counter on 1 face-up monster your opponent controls.

 

a search card that have a effect that helps keeps static counters doing their job. while this card is in your GY the effect of monsters your opponent controls with static counters are negated and treated as normal monsters.

 

Security steals but is somewhat delayed

 

defense is second removal

 

basic is thing I talked about earlier. the key card to keep spreading counters

 

Structure is a optional basic

 

android why need more counters than 1?

 

offensive and defensive stronghold may require a lot to get on the field. they do not much and some may opt to leave them out or only use 1 (offensive most likely)

 

field spell reminds of rainbow field spell but, archetype lacks the ability to spread counters to get the most out of the field spell

 

kind of a meh card (economy)

 

Transport is thing you need to get the archetype ramping upward and onward. this is a good card.

transport should be once per turn during either player's turn.

 

origin is the thing to spread counters maybe negating your opponent's field/spell/trap maybe to much.

 

starts is ok

 

paralysis is conditional but a tad much maybe

 

overload is a tad wordy.

 

opponent can set field spells which make this card pointless? unless you add can not set field spell

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