Jump to content

Double Spells, Double Traps


encapturer

Recommended Posts

Well, I was making cards for my YGO RP and potential fanfics, and throwing them into a booster. And then I made a spell that activates on the field, but could be activated from the graveyard to achieve a similar (or same) effect. Then I made a bunch of them. Just trying to figure out what's overpowered, and what can be powered up.

 

[spoiler=Double Cards]

Sneak Summon

Normal Spell

Special Summon 1 Level 4 or lower monster in your hand to your opponent's side of the field. During your turn, if this card was not sent to the graveyard this turn, you may remove this card in the graveyard from play to Special summon 1 Level 4 or lower monster in your hand to your opponent's side of the field.

 

Double Draw

Normal Trap

If your opponent draws a card outside of the draw phase, draw 1 card. During your turn, if this card was not sent to the graveyard this turn, you may remove this card in the graveyard from play to draw 1 card.

 

Twin Tuning

Normal Spell

Treat a monster on the field as a Tuner monster until the end of this turn. That monster can only be used to Synchro Summon a Synchro Monster that shares the same Attribute as it. During your turn, if this card was not sent to the graveyard this turn, remove this card from play to treat a monster on the field as a Tuner monster until the end of this turn. That monster can only be used to Synchro Summon a Synchro Monster that shares the same Type as it.

 

Enhanced Equipment

Equip Spell

The equipped monster gains 500 ATK. During either player's Battle Phase, if this card was not sent to the graveyard this turn, remove this card from play to increase target face-up monster's ATK by 500 until the end of the turn.

 

Reduce Requirement

Normal Spell

Tribute Summon a monster using 1 less tribute than required. During your turn, if this card was not sent to the graveyard this turn, remove this card from play to Tribute Summon a monster using 1 less tribute than required.

 

 

 

Help? Suggestions? Rates? Thanks in advance.

Link to comment

So alot of powering up, huh.

 

And [!] @ Skill Successor. I... had no idea that card even existed. And it even fits into the theme.

 

In any case, powering up:

 

Sneak Summon

Normal Spell

Special Summon 1 Level 4 or lower monster in your hand or deck to your opponent's side of the field. During your turn, if this card was not sent to the graveyard this turn, you may remove this card in the graveyard from play to Special summon 1 Level 4 or lower monster in your hand or deck to your opponent's side of the field.

 

I figure it might be good to be able to pull stuff out of the deck as well; for stuff that activates 'when destroyed and sent to the graveyard' or along those lines.

 

Twin Tuning

Normal Spell

Treat a monster on the field as a Tuner monster until the end of this turn. That monster can only be used to Synchro Summon a Synchro Monster that shares the same Attribute as it. During your turn, if this card was not sent to the graveyard this turn, remove this card from play to treat a monster on the field as a Tuner monster until the end of this turn. That monster can only be used to Synchro Summon a Synchro Monster that shares the same Attribute as it.

 

Attribute only now in both cases. Would removing the restriction altogether be overwhelming, a good balance, or still underwhelming?

 

...And I seriously don't know what to do with Double draw. No field activation requirement makes it a two-turn Pot of Greed. Maybe increase the field draw to two, keeping the restriction, and the grave draw at 1?

 

Thanks for the feedback; off to make more cards.

Link to comment

I really like the concept! Yes it does seem a bit inspired by Magic the Gathering's Flashback mechanic but I don't think that is a bad thing. Adds more variety to Yugioh. I kind of made a mechanic based off Time Counters, Suspending, and Vanishing.

 

Reduce Requirement seems like a double free Cost Down so that seems overpowered.

 

I really like Double Draw and even Enhanced Equipment.

 

Maybe you should include some kind of burn card. Maybe even something which heals your opponent when you play it but inflicts double the damage when removed from play. Other cards with vastly different effects when removed from play could be interesting. Or maybe some that you can only remove from play to activate when a certain trigger happens.

Link to comment

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...