A bunch of field spells

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A bunch of field spells Empty A bunch of field spells

Post by Aquamarius on Mon Oct 14, 2013 3:53 am

So there's this thing that's been really bothering me about a lot of Field Spells. They tend to support certain kinds of monsters, but your opponent, if he so happens to have one of those kinds of monsters, then he'll benefit from the field spell as well. In other words, you will occasionally go up against deck which will obtain a random and unfair advantage over you. You have no control over this. Seeing as this is an obvious source of potential frustration, and as it adds almost no depth or fun to the game, I decided to put this up. These are all the field spells I could find which can give your opponent an unfair advantage if he happens to run monsters that benefit from them, as well as updated versions of them that do not have these issues. I also remade them in PSCT, because PSCT is awesome. An important thing to note is that if a Field Spell turns out to be overpowered after these changes, that actually means it was overpowered all along: except in the past it had a random chance of being nigh-useless.

lotsofcards:
Forest of Fear:

old:
Increase the ATK of all EARTH monsters by 300. All EARTH monsters you control gain the following effect, During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent.

to
new:
EARTH monsters you control gain 300 ATK. All EARTH monsters you control gain the following effect: If this card attacks a Defense Position monster, inflict piercing Battle Damage to your opponent.

Tornado Zone:

old:
Increase ATK of all WIND monsters on the field by the number of empty opponent's Spell and Trap Card Zones x100. When WIND monster is Normal Summoned, controller of that monster can return 1 Spell or Trap Card on the field to its owner's hand.

to
new:
WIND monsters you control gain ATK equal to your opponent's empty Spell and Trap Card Zones x100. When you Normal Summon a WIND monster: You can return 1 Spell or Trap card on the field to the owner's hand.

Blazing Grasslands:

old:
Increase ATK of all FIRE monsters on the field by 300. When FIRE monster is Summoned, inflict 400 Damage to its controller's opponent.

to
new:
FIRE monsters you control gain 300 ATK. When you Summon a FIRE monster: Inflict 400 damage to your opponent.

Sunken Ship:

old:
Decrease the Level of all WATER monsters on the field, in both player's Graveyard and Decks by 1. If a player attacks a WATER monster, the controller of that monster can change the target of that attack to another WATER monster.

to
new:
Decrease the Level of all WATER monsters in either player’s field, Graveyard and Deck by 1. When a WATER monster is attacked, you can change the attack target to another WATER monster.

Lost Eden:

old:
Increase ATK and DEF of all LIGHT monsters on the field by 300. When a LIGHT monster is Summoned, increase its owners Life Points equal to the Level of Summoned monster x200.

to
new:
LIGHT monsters you control gain 300 ATK and DEF. When you Summon a LIGHT monster: Increase your Life Points by the Level of the Summoned monster x200.

Dimension of Despair:

old:
Increase the ATK of all DARK monsters by 400. Whenever a DARK monster is sent to the Graveyard, you can remove it from play instead. When a DARK monster destroys an opponent's monster by battle, you can remove that monster from play instead of sending it to the Graveyard.

to
new:
DARK monsters you control gain 400 ATK. When a DARK monster would be sent to the Graveyard: You can banish it instead. When a DARK monster you control destroys an opponent’s monster in battle, you can banish that monster instead of sending it to the Graveyard.

Dark Cave:

old:
As long as this card remains face-up on the field, your opponent's monsters cannot attack more than twice the same Battle Phase. All face-up Rock-Type monsters gains 500 ATK and DEF. If this card would be destroyed, you can discard 1 card instead.

to
new:
Your opponent cannot attack more than twice per Battle Phase. Rock-Type monsters you control gain 500 ATK and DEF. If this card would be destroyed: You can discard 1 card instead.

Burning Rainforest:

old:
All Reptile-Type Monsters and FIRE Monsters gain 300 ATK. When this card is destroyed, the controller of this card destroys 1 Monster on the field.

to
new:
Reptile-Type and FIRE monsters you control gain 300 ATK. When this card is destroyed: The controller of this card destroys 1 monster on the field.

Alchemic Tour:

old:
Each time a Level 4 or lower EARTH, FIRE, WIND or WATER monster is destroyed, the monsters controller can Special Summon 1 Level 4 or lower monster from their hand with a different attribute than that monster. The monster must be Non-LIGHT or DARK. If a player controls at least 1 of each FIRE, WATER, WIND, EARTH monsters, they draw 1 card from their deck during each of their Main Phase 1.

to
new:
Each time a Level 4 or lower EARTH, FIRE, WIND or WATER monster you control is destroyed: You can Special Summon 1 Level 4 or lower monster from your hand with a different Attribute than the destroyed monster. The monster must be non-LIGHT or DARK. If you control at least 1 each of FIRE, WATER, WIND and EARTH monsters: Draw 1 card during each of your Main Phase 1.

Dragon’s Lair:

old:
Either player can Normal Summon Dragon-Type monsters without Tributing if there is a monster of the same Attribute face-up on the field. A monster Summoned by this effect has its effect(s) negated until the End Phase.

to
new:
You can Normal Summon Dragon-Type monsters without Tributing if there is a monster with the same Attribute face-up on the field. The effects of a monster Summoned by this effect are negated until the End Phase.

Tactical Battlefield:

old:
All face-up "Gunmetal" monsters gain 400 ATK. When a "Gunmetal" monster you control inflicts battle damage to your opponent: Flip a coin and call it. If you call it right: Place 2 Ammo Counters on all face-up "Gunmetal" monsters you control.

to
new:
Face-up “Gunmetal” monsters you control gain 400 ATK. When a “Gunmetal” monster you control inflicts Battle Damage to your opponent: Flip a coin and call it. If you call it right: Place 2 Ammo Counters on all face-up “Gunmetal” monsters you control.

Ancient Temple of the Avians:

old:
This card is not removed from the Field when your opponent activates a Field Spell Card (Both Field Spell cards effects remain active). All Winged Beast-type monsters on the Field gain 300 ATK. Once per turn, you can select 1 Level-3 or lower Winged Beast-type monster on the Field. It can declare a direct attack this turn.

to
new:
This card is not removed from the field when your opponent activated a Field Spell Card (Both Field Spells remain on the field). Winged Beast-type monsters you control gain 300 ATK. Once per turn, you can target 1 face-up Level 3 or lower Winged Beast-Type monster. It can attack directly this turn.

Jurassic Prairie:

old:
Each player can Normal Summon 1 additional Dinosaur Type monster each turn. During each of your End Phases: you can return 1 Dinosaur Type monster in your Hand to your Deck; add 1 Dinosaur Type monster with the same level +1/-1 from your Deck to your hand.

to
new:
You can Normal Summon 1 additional Dinosaur-Type monster per turn. During each of your End Phases: You can return 1 Dinosaur-Type monster from your hand to your Deck; Add 1 Dinosaur-Type monster 1 level lower or higher than the returned monster from your Deck to your hand.

Earth Shattering Winds:

old:
This card is removed from the field during the end phase of a turn that there is not 1 WIND and 1 Other EARTH monster on your side of the field. Every monster that is either an Earth or Wind attribute is treated as both and gains 1000 ATK and DEF.

to
new:
During your End Phase, if you do not control a WIND and an EARTH monster(they cannot be the same monster): Destroy this card. Monsters you control that are EARTH or WIND are treated as both, and gain 1000 ATK and DEF.

Token Manipulator:

old:
As long as this card remains face-up on the field: Token Monsters are treated as effect monsters with the following effect; Cannot be targeted by the effects of your opponent's Spell and Trap Cards.

to
new:
Token Monsters you control are treated as Effect Monsters with the following effect: This card cannot be targeted by the effects of your opponent’s Spell and Trap cards.

cell 7:

old:
All Level-7 monsters require only 1 tribute. All Level-7 monsters lose 700 DEF and gain 700 ATK. Once per turn, Both players can activate the following effect: If there are exactly 7 Level-7 monsters in your Graveyard, you can banish them to inflict 2100 damage to your opponent.

to
new:
Your Level 7 monsters only require 1 Tribute. Level 7 monsters you control gain 700 ATK and lose 700 DEF. Once per turn, if you have exactly 7 Level 7 monsters in your Graveyard: Banish them; Inflict 2100 damage to your opponent.

R’lyeh, City of the Ocean Lords:

old:
All face up WATER monsters gain 200 ATK. When a Level 5 or higher WATER monster is summoned, you can return this card to the hand, that monster cannot be destroyed by card effects until the end phase. This card cannot be activated during the turn it was returned to the hand.

to
new:
WATER monsters you control gain 200 ATK. When a level 5 or higher WATER monster is Summoned: You can return this card to your hand; that monster cannot be destroyed by card effects until the End Phase. This card cannot be activated during the turn it was returned to the hand.

Gateway of the Abyss:

old:
If a player controls no Fusion monsters while this card is on the field: Once per turn, the player can Fusion Summon a Fusion Monster without using any spell card, but the Fusion Material Monsters are banished instead of being sent to the Graveyard. Once per turn, if a player controls a face-up Fusion monster, they can add 1 of the fusion material of a fusion monster they control from the banished pile to your hand.

to
new:
Once per turn, if you control no Fusion Monsters: You can banish Fusion Material monsters from your hand and your side of the field; Fusion Summon 1 Fusion Monster from your Extra Deck. Once per turn, if you control a Fusion Monster: You can add 1 banished Fusion Material Monster used as a Fusion Material for a Fusion Monster you control to your hand.

Heatwave Valley:

old:
While there a FIRE and WIND monsters on the field, non-FIRE or WIND monsters loses 800 ATK and DEF. Any Battle Damage would be inflicted to a player involving a non-FIRE or WIND monster they control in a battle with a FIRE or WIND monster increased by the Level of that non-FIRE or WIND monster x 100.

to
new:
While you control FIRE and WIND monsters, non-FIRE or WIND monsters you control and monsters your opponent controls lose 800 ATK and DEF. When a FIRE or WIND monster you control battles an opponent’s monster, any Battle Damage your opponent takes is increased by the level of their monster x100.

Volcanic Spring:

old:
While there a FIRE and WATER monsters on the field, FIRE or WATER monsters gains 500 ATK and DEF and non-FIRE or WATER monsters lose 500 ATK and DEF. When a FIRE or WATER monster is destroyed: Its Controller gains Life Points equal to its Level x 200 and their opponent take damage by that amount.

to
new:
While you control FIRE and WATER monsters, FIRE and WATER monsters you control gain 500 ATK and DEF and monsters your opponent controls lose 500 ATK and DEF. When a FIRE or WATER monster you control is destroyed: Gain Life Points equal to it’s Level x200, and your opponent takes Damage equal to that amount.

Seething Desert:

old:
While there an EARTH and FIRE monsters on the field, EARTH or FIRE monsters gains 1000 ATK and non-FIRE or EARTH monsters lose 1000 DEF. EARTH or FIRE monsters inflict piercing Battle Damage when they attack a non-FIRE or EARTH Defense Position monster.

to
new:
While you control EARTH and FIRE monsters, EARTH or FIRE monsters you control gain 1000 ATK and monsters your opponent control lose 1000 DEF. EARTH and FIRE monsters you control inflict piercing Battle Damage when they attack a Defense Position monster.

Magician’s Starlight Observatory:

old:
If a player control a Spellcaster-type monster, once per turn they can activate one of the following effects:*Shuffle 3 different Quick-play spell cards from your graveyard to your deck. Draw 1 card, then send a level 4 or lower Spellcaster-type monster from your deck to the graveyard.*Discard 1 Quick-play spell card. Send 2 Quick-play spell cards from your deck to the graveyard, then special summon 1 level 4 or lower Spellcaster-type monster from your graveyard. When this card is destroyed, add 1 level 4 or lower Spellcaster-type monster from your deck to your hand. During the turn a player activated any of this card's effect, the player cannot conduct their battle phase.

to
new:
Once per turn, if you control a Spellcaster-Type monster, you can activate 1 of the following effects: *Shuffle 3 different Quick-Play Spell Cards from your Graveyard into your Deck. Draw 1 card, then send a level 4 or lower Spellcaster-Type monster from your Deck to the Graveyard. *Discard 1 Quick-Play Spell Card. Send 2 Quick-Play Spell Cards from your Deck to the Graveyard, then Special Summon 1 Level 4 or lower Spellcaster-Type monster from your Graveyard. When this card is destroyed: Add 1 level 4 or lower Spellcaster-Type monster from your Deck to your hand. You cannot conduct your Battle Phase during the turn you activate one of this card’s effects.
Aquamarius
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A bunch of field spells Empty Re: A bunch of field spells

Post by Ash on Mon Oct 14, 2013 8:49 am

you seem to not realize that this is basically how fields should be, both design and flavour-wise

adversely, don't center your deck on field spells

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A bunch of field spells Empty Re: A bunch of field spells

Post by Ash on Tue Oct 15, 2013 12:34 am

to expand, i want to point to common themes people use in field spell these days - a source of continuous search power and incremental advantage increase. cards like dragon ravine, spellbook tower - these cards are overpowered and give the player a ridiculous amount of resources for simply having the card in their deck. this is most certainly not how field cards should be - they are a strategic tool, like every other card. they most certainly not be a "play me gg" card which is what seems to be the norm.

i wish to also point to an argument i made when sea had a card idea that would allow multiple field cards on the field from either player - this detracts from the strategic nature of the cards in which you should know when to play and hold them against other decks that utilize field spells, this is one of the very few parts in the game that requires real thought.
- are they also holding a field?
 - if so, how much usage can i get from mine before they play theirs over?
  - can i play mine and disrupt theirs from getting on the field over mine?
   - is their field spell recyclable? do i wait until i can break their field before i utilize mine?
    - can i stay in the game and bait out their field and counter with my own?

field spells are one of the very few themes in the game that require constant thought like this in a game in which both players utilize them.

aquamarius, you seem to be of the thought that they should be a continuous free resource for you, as opposed to being an actual interactive part of the game (which all cards should be) - and other people seem to be following this theme as well.

i do however feel that some of the older field spells can be buffed - but only because they have very little relevance to deck-types and overall playability.

now, i did mention flavour and i suppose i should expand:

they are called "Field Spell" cards, that is spells that produce a change to the game field. not the owners field - the whole field. a field spell card is intended to set an effect for the entire field, and it is by this basis that many field spell cards can also interact with your opponent (again player-to-player interaction). this also lends itself to strategic use though - do you play your field spell first turn blindly if there is a possibility that it might assist your opponent? the answer is no, obviously. wait until a moment that is optimal for yourself and has no affect on your opponent. you should have to think about the cards you play, not just have the mind set that if you have a field spell you have to play it, or the even worse one that it should exist as a free resource system for yourself.

good day.

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>A bunch of field spells Tumblr_lz2w42NI6E1qii6tmo1_400
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A bunch of field spells Empty Re: A bunch of field spells

Post by EMSOUP on Tue Oct 15, 2013 12:54 am

Yeah, field spells these days are glorified Cont.Spells that's more searchable in exchange to be more limited in usage.
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A bunch of field spells Empty Re: A bunch of field spells

Post by Aquamarius on Tue Oct 15, 2013 1:00 am

Great post, thank you. Convinced me, that's for sure.
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