A few spells and traps (and some monster)

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A few spells and traps (and some monster) Empty A few spells and traps (and some monster)

Post by DIGITAL on Thu Feb 09, 2012 2:30 am

|Advanced Blade Technique|0|||Spell||Quick-Play|||Activate this card during an attack that your oppponent did not activate a spell or trap card. Unless your opponent can reveal a monster in their hand with more ATK than the attack card, double the ATK of the attacking card until the end phase.|

|Toll Gate|0|||Spell||Continuous|||Once per turn: Select one Face-down card on your side of the field and reveal it to your opponent. Select a card in your deck with the same name as the revealed card and place it Face-down on your side of the field. If this card is destroyed, destroy all cards on the field that were placed by this cards effect.|

|Time Fluxuation|0|||Trap|||||Activate this card an opponents monster declares an attack. Search your deck for 2 monsters with the same name and Banish them, return the attacking card to your opponents deck.|

|Time Jumper|0||Psychic|Wind|2||1300|1000|When this card is Banished, inflict 500 points of damage to your opponent. During your end phase, shuffle this card, and another one of your Banished cards in to your deck.|

|Grave Hopper|0||Zombie|Earth|3||1400|1200|When this card is sent to the Graveyard, inflict 500 points of damage to your opponent. During your end phase, shuffle this card, and another card in your Graveyard, in to your deck.|


Last edited by No. 34 Terror-Byte on Thu Feb 09, 2012 7:38 am; edited 2 times in total
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A few spells and traps (and some monster) Empty Re: A few spells and traps (and some monster)

Post by Ash on Thu Feb 09, 2012 2:37 am

Blade Technique seems fun, but I think "countered" = "activated" in this situation. Also, I'd scrap the bit that ends the Battle Phase.

Toll Gate is quite bad imo, you either -3 from it or +1 from it. It's not worth running based on the fact it could very easily deplete your resources and give your opponent a free card.

Time Fluxuation seems godly in ID's/Zombies/other stuff.

Jumper and Hopper are very meh.

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A few spells and traps (and some monster) Empty Re: A few spells and traps (and some monster)

Post by DIGITAL on Thu Feb 09, 2012 5:21 am

I'm adding an lp gain effect to the tuners and buffing them, changing gate completely
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A few spells and traps (and some monster) Empty Re: A few spells and traps (and some monster)

Post by DIGITAL on Thu Feb 09, 2012 7:38 am

Cards edited, please re-review
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A few spells and traps (and some monster) Empty Re: A few spells and traps (and some monster)

Post by Anime Girl References on Thu Feb 09, 2012 6:04 pm

|Advanced Blade Technique|0|||Spell||Quick-Play|||Activate this card
during an attack that your oppponent did not activate a spell or trap
card. Unless your opponent can reveal a monster in their hand with more
ATK than the attack card, double the ATK of the attacking card until the
end phase.|

The timing for this card is strange, but I like it's effect considering it chains with itself. Once you double the ATK the first time, they can't really counter it so you are free to flip another and double the doubled ATK.


|Toll Gate|0|||Spell||Continuous|||Once per turn:
Select one Face-down card on your side of the field and reveal it to
your opponent. Select a card in your deck with the same name as the
revealed card and place it Face-down on your side of the field. If this
card is destroyed, destroy all cards on the field that were placed by
this cards effect.|

It's a nice Transcending Curse engine and Nomi-cloner that actually evades the "Summoning" clauses since you are taking directly from the deck and placing it face-down on the field. That could be a problem for stronger cards, but when they start out face-down a lot of ATK eaters don't get their effects and ignition effects don't work at all.

|Time Fluxuation|0|||Trap|||||Activate this
card an opponents monster declares an attack. Search your deck for 2
monsters with the same name and Banish them, return the attacking card
to your opponents deck.|

That is a very nice card.

|Time
Jumper|0||Psychic|Wind|2||1300|1000|When this card is Banished, inflict
500 points of damage to your opponent. During your end phase, shuffle
this card, and another one of your Banished cards in to your deck.|

I like the effect but I don't really know of any other cards that would make good use of it's effect at all. There aren't very many Psychics that manipulate this effect very well. Seems kind of out-of-place effect-wise with no main goal for it to gear behind.


|Grave
Hopper|0||Zombie|Earth|3||1400|1200|When this card is sent to the
Graveyard, inflict 500 points of damage to your opponent. During your
end phase, shuffle this card, and another card in your Graveyard, in to
your deck.|

It seems fitting, but also doesn't look like it's applying towards anything important...but the "any card" part is very interesting, with recycling Spell/Trap cards and using the Solanum Hivemaggot to dump this thing.
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