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Healink Fruit Tree [Written]


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Healink Fruit Tree

[Trap Continuous]
Target 1 face-up monster on the field; gain LP equal to its ATK, and if you do, that monster cannot attack for the rest of the turn. If a Link Monster points to this card: You can return this card to the hand, and if you do, you can destroy that Link Monster during the End Phase. If you do not and it is still on the field, the Link Monster is destroyed during next turn's End Phase.


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The idea is simple, to make a card that can use otherwise dead down-pointing arrows from Links in the Main Monster Zones.

The effect itself was second plane to this concept's idea. There can be a bunch of variations to this.

It also kills the Link so if you have a Link that cannot be destroyed, a Link you'll ladder into something else anyways, or a Mind Controlled Link from your opponent, there are options here. No hard OPT clause because it's just LP gain in the form of a trap, if you get multiples I think it is deserving, or if you invest in Temple of the Kings combos, just as well. IMO.

Thoughts/comments/suggestions/etc. Welcomed~

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i fail to see a deck that would use thiis card rather than something else that is faster 

i mean yeah the effect is cool but this card don"t really do anything 
sure you gain LP but that's all 
and it's a trap wich means that you have to set this card before you can activate it (and it can be countered by many things) 
though the return to your hand mechanic is fun 
 

so IMO you should either :
make this card a spell 
change its effect for something that can be useful even if you can't return the card to you hand like "gain LP and the monster can't attack" that would enable you to use it against your opponent 

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i fail to see a deck that would use thiis card rather than something else that is faster 

i mean yeah the effect is cool but this card don"t really do anything 

sure you gain LP but that's all 

and it's a trap wich means that you have to set this card before you can activate it (and it can be countered by many things) 

though the return to your hand mechanic is fun 

 

so IMO you should either :

make this card a spell 

change its effect for something that can be useful even if you can't return the card to you hand like "gain LP and the monster can't attack" that would enable you to use it against your opponent 

 

 

The "that monster can't attack" is a pretty good idea actually. 

Yes I admit that as is currently the actual effect is not very good. I was more concerned about the the return to hand opinion, and it's good to hear it is fun.

 

Making it a Spell would not play very well with the other suggestions as it loses the "quick effect" factor if Continuous.

It could be a Quick-play Spell that immediately goes back to the hand after resolving but that'd also require it to have a hard once per turn clause slapped in. I also am not a fan of traps in general being left behind into the game. Things like Scapegoats are commonly seeing play and are cards that require to be set and even survive the opponent's turn, so "set it down and wait" is not as obsolete in the game... yet. xD

 

 

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I don't really see any appeal on this. As you said, the timer on the Link matters less when you can use it as fodder or Link material before ending the turn, but still, returning this card to hand doesn't look like a big thing to me. Even for the purposes of reusing it, you have to Set it again and wait for the next turn, so you may as well leave it on the board face-up.

As for the LP part, well, pretty sure you know that mere LP gain is not good enough for today's game. Even if you gain massive LPs by targeting 3000+ ATK monsters repeatedly, this card doesn't contribute to beating the opponent up, and thus is not helping with your win condition. I know it has amusing applications with custom mechanics, though, but I'm putting those aside to stay on section.

 

I guess it's good enough as a casual card and for niche or custom purposes. It can be better IMO, but at the moment can't pinpoint how. Only thing that comes to mind is allowing it to be activable on the same turn it's Set if it was bounced to your hand by its own effect, effectively allowing you to use it twice in the same turn for a big LP boost.

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I don't really see any appeal on this. As you said, the timer on the Link matters less when you can use it as fodder or Link material before ending the turn, but still, returning this card to hand doesn't look like a big thing to me. Even for the purposes of reusing it, you have to Set it again and wait for the next turn, so you may as well leave it on the board face-up.

As for the LP part, well, pretty sure you know that mere LP gain is not good enough for today's game. Even if you gain massive LPs by targeting 3000+ ATK monsters repeatedly, this card doesn't contribute to beating the opponent up, and thus is not helping with your win condition. I know it has amusing applications with custom mechanics, though, but I'm putting those aside to stay on section.

 

I guess it's good enough as a casual card and for niche or custom purposes. It can be better IMO, but at the moment can't pinpoint how. Only thing that comes to mind is allowing it to be activable on the same turn it's Set if it was bounced to your hand by its own effect, effectively allowing you to use it twice in the same turn for a big LP boost.

 

 

As I did mention above, the resolving effect I can admit doesn't further your win condition at all, not even the post-edit version that now paralyzes the target. That's the part that could be changed for something else to make the card more useful. I don't even expect my custom mechanics to be part of the topic to be honest.

 

The main focus was to try out the self-recycle bit about the card. I don't think it's meaningless since it is more interesting than just giving it a Scrap Iron Scarecrow reset clause and calling it a day. It gives you the freedom to re set it to the field just the same, or go home with that single time resolution and then use it as a discard fodder if needed. It might not be more efficient than other methods, but I'm looking for fun variations here.

 

The part about the Link destruction is easy to go around by design. It forces you to take a certain path, even if it won't technically cost you much, but it still punishes staying completely static about it. If anything I'd like to tweak it so that you have more control over it. Destroying during THE End Phase means a Mind Controlled Link will not come back but also that using this card in the opponent's turn will set your link in flames without much to do unless you happened to have brought up Needlefiber at the MMZ and used it's quick effect. On the other hand, using it during YOUR End Phase will prevent you sacrificing Links needlessly, but will mean you can't destroy Mind Controlled Links and the such, being as slow as the timing of Blast Sphere. I'd like to be able to come up with something that achieved the best of both worlds, if you know what I mean xD

 

 

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