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Assault on Enemy Territory!


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Assault on Enemy Territory!

Continuous Spell

Once per Battle Phase during your opponent's turn, you can activate this effect: Immediately after this effect resolves, conduct 1 attack as if it was your own Battle Phase.  You can only activate this effect if your LP is lower than your opponent's. After you have activated this effect thrice: Destroy this card. If this card is destroyed by your opponent's card effect: You can target 1 monster you control and 1 monster your opponent controls; send both targets to the GY, then you take 400 damage, also, after that, your opponent takes 800 damage. You can only control 1 "Assault on Enemy Territory".

 

Here's a funny card that pretty much popped up suddenly in my mind as I was watching a WWII documentary xD. I didn't think too much on the consequences, I just said, let's go. The card is flavourful everywhere. The main effect is pretty obvious, but there's stuff like the fact it only lasts 3 times, which you can consider the limit of a Special Force doing their best on enemy's territory, causing a lot of damage until finally caught or defeated. It can only be used if your LP is lower as a wink to the idea that you're at a disadvantage in a military conflict and decide to use a risky tactic to gain the upper hand. Lastly, a suicidal mission. A hero that manages to take down a foe with themselves. You take damage, but as it's the opponent's base, they take more damage than you. The damage seems pretty smol, but if you manage to catch an opponent's Level 8 or so mob, it's not that bad. So yeah, hopefully there's no precedent to you attacking during your opponent's battle phase, making this card original and fun to use, but probably not that competitive.

Perhaps @Horu will find this card appealing as he was in the militia. 

Edited by Rayfield Lumina
Adjusted effect. Credits to Sleepy-Chan
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The card sounds like a fun little combo with something that needs battle to work. Though it is a little situational seeing as how the opponent will likely combo off a million things to make sure at the start of the battle phase nothing they have can lose the battle. 
I'd like to suggest an effect more along the lines of "once per battle phase during your opponent's turn, you can activate this effect:" kinda deal, so you have a little more than the start of it to work with. The thing is, my suggestion is still not ideal but with how it is, your opponent is allowed to say "I will now end my main phase" and if you decide you wanna do something, doing so will cancel that statement and give the opponent the choice to reconsider chaining to your actions.... what does this have to do with anything? well, what I mean is, controlling what the board is like for a "start of phase" effect during the opponent's turn is considerably difficult. You can't do fun stuff like giving Ojama Tokens with "Ojama Trio" to force a piercer you have to attack, because your opponent might go "well I guess I can instead link them away instead of ending the MP1".... stuff like that.

the damage is small indeed, and you'll have an awkward time for the flavor if the monsters destroyed are Xyzs or Links.
Also, referring to them as "targets" after the colons/semi-colons of the effect makes the card a lot easier to fizzle out. There's a lot of things in that effect that can turn out not great xD
Btw, "you opponent takes damage equal to" has a typo ("your").
For this one, I'd suggest a set small amount of burn like (always 500 damage) for example..... not all monsters have levels or DEF, and doing ATK I understand results in too big of a number for what you intend.

All in all, I find the concept to be pretty interesting. I'd like to somehow give my opponent a chump that I could beat over and have something like Don Zaloog on my field to immediately force an extra attack (and discard), or "Dark Scorpion Chick the Yellow" to bounce this card back to hand in the last possible time before getting it destroyed via its own timer effect.
Fun stuffs.

 

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On 6/30/2021 at 7:23 PM, Horu said:

This card could have some interesting uses in a lockdown/beatdown deck.

Alrighty. Can you elaborate? What combos/strategies do you have in mind?

16 hours ago, Sleepy said:

The card sounds like a fun little combo with something that needs battle to work. Though it is a little situational seeing as how the opponent will likely combo off a million things to make sure at the start of the battle phase nothing they have can lose the battle. 
I'd like to suggest an effect more along the lines of "once per battle phase during your opponent's turn, you can activate this effect:" kinda deal, so you have a little more than the start of it to work with. The thing is, my suggestion is still not ideal but with how it is, your opponent is allowed to say "I will now end my main phase" and if you decide you wanna do something, doing so will cancel that statement and give the opponent the choice to reconsider chaining to your actions.... what does this have to do with anything? well, what I mean is, controlling what the board is like for a "start of phase" effect during the opponent's turn is considerably difficult. You can't do fun stuff like giving Ojama Tokens with "Ojama Trio" to force a piercer you have to attack, because your opponent might go "well I guess I can instead link them away instead of ending the MP1".... stuff like that.

the damage is small indeed, and you'll have an awkward time for the flavor if the monsters destroyed are Xyzs or Links.
Also, referring to them as "targets" after the colons/semi-colons of the effect makes the card a lot easier to fizzle out. There's a lot of things in that effect that can turn out not great xD
Btw, "you opponent takes damage equal to" has a typo ("your").
For this one, I'd suggest a set small amount of burn like (always 500 damage) for example..... not all monsters have levels or DEF, and doing ATK I understand results in too big of a number for what you intend.

All in all, I find the concept to be pretty interesting. I'd like to somehow give my opponent a chump that I could beat over and have something like Don Zaloog on my field to immediately force an extra attack (and discard), or "Dark Scorpion Chick the Yellow" to bounce this card back to hand in the last possible time before getting it destroyed via its own timer effect.
Fun stuffs.

 

Oooof, I couldn't agree more. The card had many faults all around the place. I implemented your suggestions, both to make flexible the moment in which you can perform the attack and the direct damage. I'm unsure if this would be acceptable, but I kept a double damage to the opponent to keep the flavour and punish your foe for getting rid of this card. Perhaps I misunderstood you and you meant 500/1000?
Big thanks, Sleeeepie, now the card looks more solid, I hope n.n

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I was considering something with Marauding Captain and Total Defense Shogun. The idea is to get the 2 Captains out and get TDS to as big of a wall as possible since he can attack while defense position using his DEF.

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On 7/2/2021 at 2:15 PM, Horu said:

I was considering something with Marauding Captain and Total Defense Shogun. The idea is to get the 2 Captains out and get TDS to as big of a wall as possible since he can attack while defense position using his DEF.

Oooof, I completely forgot about TDS, it's quite the olde relic. But it'd be definitely fun to attack with a def position mob AND in the opponent turn. The world upside down xD

On 7/2/2021 at 4:02 PM, TheWanderingMist said:

If you changed the effect slightly so that it literally made it your Battle Phase during that attack, you could get up to some shenanigans using "Mischief of the Time Goddess" to steal the remainder of your opponent's turn.

Damn, Mist (can I call you Mist?) your idea is extremely intriguing! I've been pondering for a while about it. Could it be implemented? I think it could, but It'd require a hell of a paragraph. Here's what I thought (but I'm no great expert of rules or PSCT, so I might be wrong):

The main problem I'm seeing here is certain game mechanics related to the Battle Phase. I could make a "simple" wording to do what you suggest, but I'm unsure if that would be enough. Before going further, the wording.

Once per Battle Phase during your opponent's turn, you can activate this effect: Immediately after this effect resolves, treat your opponent's Battle Phase as if it was your own and conduct an attack, then your opponent proceeds with their Battle Phase as usual.

Since this effect has no precedence, we can use some invented wording. As long as it's clear and doesn't lend itself to controversy, we're good to go, But my thinking is, this won't be as simple. The reason would be, you're entering your Battle Phase as part of an effect, it's not exactly the same as a "normal Battle Phase", so to speak. For this reason, it has no "Start" or an "End". You kinda teleport at the middle of it, perform 1 lone attack and run away laughing your ass off.

Now, Mischief of the Time Goddess states: "At the end of your Battle Phase", but you're not reaching the end, the effect takes you outside of the Battle Phase before that, in a sense. Am I stupid or I'm  explaining myself properly? lol. If what I've said is correct, then we need a more complex wording:

Once per Battle Phase during your opponent's turn, you can activate this effect: Immediately after this effect resolves, start your Battle Phase. You can only perform 1 attack during this Battle Phase. After the attack is done, or if you couldn't perform an attack, or if you decide not to attack, end your Battle Phase, then your opponent proceeds with their Battle Phase as usual.

Mmm... first thinking was it would be a pretty lengthy text, but it ended up decently. I'm still unsure about some stuff... After the attack is done, or if you didn't perform an attack is pretty unorthodox, specially the second and third part, but I'd say we can't afford only mentioning the first part. A lot of stuff can happen once you activate the effect. If your opponent screws your attack somehow, or the status of the board changes and you don't want to attack anymore, then after the attack is done is not enough, because if the attack is not performed, without the other clauses the game would get locked since it couldn't go past that Battle Phase. Ooof, this kind of effects are delicate.

@Dokutah JollyAs the specialist Experimentation Extraordinaire, what do you think about this idea?

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@Rayfield Lumina

 

I think the second one works fine. You don't need that part about "after the attack" etc., since that card would already state you're limited to 1 attack. Your Battle Phase still has to end for it to revert to the opponent's Battle Phase, and, despite being your opponent's turn, you'd still choose when to end it, so that's when "Time Goddess" would be able to activate.

 

Also, yes, Mist is fine. Everyone tends to shorten it to that anyway.

Edited by TheWanderingMist
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Hmmmmm i think i can purpose an elegant idea: https://yugipedia.com/wiki/Patrician_of_Darkness

At least a stronger version of that, and when i mean stronger, combo it with part of effect that ensured that opponent had to conduct battle phase

"Monsters your opponent control must attack if able. At the start of your opponent Battle Phase: Target 1 monster his/her control; You choose attack targets for that monster attacks this Battle Phase."

Its a bit deviation from your idea but it has same end game of forcing a battle in your complete favor. It also cut off possible over complicated interaction

Edited by Dokutah Jolly
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On 7/3/2021 at 11:31 PM, Dokutah Jolly said:

Hmmmmm i think i can purpose an elegant idea: https://yugipedia.com/wiki/Patrician_of_Darkness

At least a stronger version of that, and when i mean stronger, combo it with part of effect that ensured that opponent had to conduct battle phase

"Monsters your opponent control must attack if able. At the start of your opponent Battle Phase: Target 1 monster his/her control; You choose attack targets for that monster attacks this Battle Phase."

Its a bit deviation from your idea but it has same end game of forcing a battle in your complete favor. It also cut off possible over complicated interaction

Oh sorry, for the late reply, I realized until now. The idea is interesting, but as you mention, it deviates from the current effect, so I believe it merits its own card 😄. I'm thinking it avoids some of the problems we've been trying to solve, and the fact that now you'd be using an opponents mob to attack can be either a blessing on a curse depending on the situation. What I know is that it kinda doesn't click with the flavour of the card (unless you thought of something crazy like that the invaders infiltrated the enemies' base and freed mind control gas or injected mind control chips on someone, but I'm going insane lol). Anywho, I might make another card that goes along with this fun idea, thanks.

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On 7/3/2021 at 11:31 PM, Dokutah Jolly said:

Hmmmmm i think i can purpose an elegant idea: https://yugipedia.com/wiki/Patrician_of_Darkness

At least a stronger version of that, and when i mean stronger, combo it with part of effect that ensured that opponent had to conduct battle phase

"Monsters your opponent control must attack if able. At the start of your opponent Battle Phase: Target 1 monster his/her control; You choose attack targets for that monster attacks this Battle Phase."

Its a bit deviation from your idea but it has same end game of forcing a battle in your complete favor. It also cut off possible over complicated interaction

 

On 7/2/2021 at 4:02 PM, TheWanderingMist said:

If you changed the effect slightly so that it literally made it your Battle Phase during that attack, you could get up to some shenanigans using "Mischief of the Time Goddess" to steal the remainder of your opponent's turn.

I think having your monster initiate a battle on your opponent's turn, forcing your opponent to use a certain monster to attack a target of your choice, and having a 1 attack battle phase on your opponent's turn all warrant their own effects. They are all unique interactions with vastly different consequences.

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