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Deadly-Go-Around


Rayfield Lumina

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@ITSUKOSOADO Yeah, the cards you posted earlier would create pretty nasty combos with this card, hence why I added a clause so it cannot be affected anymore by any other "movement effects" except its own. With that, we can forget about dangerous combos.

19 hours ago, ITSUKOSOADO said:

Deadly's once per turn move right effect can activate same turn as its move forward effect.

I believe it can't. Check the part of the effect that says "During the next turn this card is in your right-most Main Monster Zone: Switch control of this card within the same column". Since it says "during the next turn, that means you have to wait until moving this card, so both actions, moving to the right and moving "forward", don't happen in the same turn.

20 hours ago, ITSUKOSOADO said:

Not the issue but is Deadly's move effects forced, I believe they are based on wording and intent but when would your opponent move deadly if they didn't want to. (When does deadly move)

Yep, the effect is forced. Check this part: "Once per turn, except the turn this card is Summoned: Move this card to a zone adjacent to it on the right." It doesn't say "You can" so it's mandatory, and when this card reaches the opponent's field, they have to choice but to activate it.

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Adding to this thread a bit: You know, in the GX manga there's this character that is cursed by losing iirc one day of his life every time he draws a card, so he has had to quit dueling. Got reminded of that kind of concept of your Deck pile being the duelist's life. This makes it appropriate that the card in this thread slowly and steadily marches towards the opponent's Deck and wins the game when it's right next to it. Makes for a pretty cool concept.

As for how you guys would go about making this an archetype, you could keep the card as is and just put effects that revolve around its pattern or pulling it out sooner. Like a Field Spell that adds you the card from your Deck/GY to your hand and gives you an extra Normal Summon for it. Then Spell/Trap Cards that disrupt columns where the card is traveling at (or adjacent columns to it too, that's a possibility). Monsters that get boosts from being moved by it like something that suddenly gains 4000 and immunity or something like that. Maybe something like a Change of Heart but for monsters that have been moved by it, or a generic "destroy X cards up to the number of zones Deadly go Around has moved" (or the same idea but for drawing cards).

Ideas xD

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