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Memory Locus (Where A Time is Out of Joint)


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Bonus points for finding out which Vexx Level I stole my sub-title from folks. (oh yeah I'm a big Vexx fan in this, the day in which the PlayStation that hosted his fight against Dark Yabu is now obsolete by two orders of magnitude, fight me)

 

memory_locus_by_bdsceptyr-dcab8oi.png

 

[spoiler=Memory Locus: Info]

 

Continuous Trap Card
 
Lore: The first time that each monster on the field would be destroyed by battle or another card's effect while this card is already face-up on the field, it is not destroyed. Destroy this card during your 3rd End Phase after activation. If this card is destroyed by a card effect: You can add 1 Continuous Spell from your Deck to your hand, then destroy 1 card in your hand. You can only control 1 "Memory Locus".

 

 

 
But yeah, after Darkworld Headvise and Hollowing, I've really neglected the power of single Spells/Traps to turn a Duel on the head in some way other than just by Summon-locking. So this now helps to give a second life to every card that would be destroyed. 
 
Make of that (and the possibly degenerate combos and protection sp(h)ree(hz) ) what you will. 
 
Until next time, folks, review, revelry, you know the drill. 
 
BD'S, signing off.
 
WITH THIS: 
 
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It protects each monster from their first destruction, huh. That ought to be a good layer of protection there.

Not quite sure if this is supposed to be played in a deck in particular, but it's close to being generic enough to play it as a combo igniter. True Dracos come to mind because they sometimes use Diagram to destroy stuff in their hand to start plays plus they got Continuous Spells. Not to mention it can be used as Tribute fodder for their monsters.

Really, I suggest to make the last effect trigger when it's sent to the GY by a card effect, then it would be golden, as that would open plays through Foolish Burial Goods.

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