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Temple of might support card


redman30

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 Temple of might

field spell

whenever you triubute 3 card in order to summon a level 10 or higher monster, it is untargetable and un affected by your opponnent's effects until your next end phase and you can activate one of this effect : 
 
- draw 2 cards  
- you can place one of the card you tributed on the field in the position it was before being tributed 
 
i wanted to create support to gods and divine cards as one of their weakness is to make you loose too much tempo when you play them 
so i though of things that could help getting some value 
the draw is obviously useful too gain card advantage or at least compensate the loss of 3 cards 
 
the second effect is designed to be able to continu doing thing even after playing your god (+ if you summon obelisk you gain one tribute for its effect)
 
 
tell me how it is i don't know if it would make them playable or op 
if you have ideas about what efect add to the card tell me 
 
also i'm thinking about making a set about gods but i don't know wich one yet (greek / japanese/ etc)
 
PS : i've made this card in a hurry so it most likely not ok 
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You're one of the many people who wish for more support for the God cards :D

 

You tried decently, but there are some flaws which you'd avoid if you read the God cards' effects carefully or if you searched through the cardpool for what can support them. This 2nd part is usually done if you play on DuelingBook/Nexus or YGOPro. As for the 1st part, you probably forgot some details.

 

For example, When any of the God cards is Normal Summoned, cards and effects cannot be activated. Therefore, the additional effects your card has will never kick in. Also, there's already a good Field Spell that supports them (and every Level 10 or higher monster in general): Mound of the Bound Creator. It protects them from being targeted or destroyed by card effects, also when they destroy a monster by battle, the opponent takes 1000 damage. The card is also made to search the Gods if it's destroyed.

Obviously, they need a good protection. Mound offers it, but yours is better. However, to make them completely unaffected by the opponent is kinda too much for some cases (e.g. the opponent will struggle to get over Slifer by battle & Ra can become a fierce OTK beast). Maybe I overthink it because it's only about 3 cards we're talking about, but that's how I feel about them.

Some other cards you can look for are March of the Monarchs, Trial and Tribulation, and Advanced Zone. If you run March, then your Field Spell could do something different for the Gods, so that you'll have a varying set of protections and not the same ones (but I won't say specific things now). Something extra that could prove useful would be an effect that will allow them to use their effects w/o being interrupted (preferably, only once per turn).

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well i don't really like to play gods cards and i know that gods have their own protection when they are summonned but cards like Ases or sacred beasts don't and even if they're not "divine" lore makes them gods as well
yeah i should change it to something like continuous spell
 

and you're right it might be too much protection so i'll probably change it even though i don't know how 

i want to point that the main goal of this card was to let you recover some card advantage after you summoned gods (didn't think about slifer though ) and the second effect is just something i splashed there for more flexibility 

 

ps sorry for what i wrote i'm not god at english

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