Andross88 Posted September 28, 2010 Report Share Posted September 28, 2010 Extra Change Continuous Trap Activate only while you have 3 or more cards in your hand by sending your hand to the Graveyard. While this card is face-up on the field, each player can only Synchro Summon or Fusion Summon monsters from their opponent's Extra Deck. This face-up card cannot be destroyed by card effects while you do not control a Synchro or Fusion Monster. Super Threatening Roar Normal Trap Activate only while you control a Level 5 or higher monster. Draw 1 card. Both players skip their next Battle Phase. Game-Ending Draw Normal Spell Activate only while you have no cards in your hand. Both players draw 2 cards. You can only activate 1 "Game-Ending Draw" per turn. Power of One Normal Spell This card can only be activated at the start of your Main Phase 1. Remove from play 1 Level 1 monster from your hand or your side of the field. Your opponent's monster card effects cannot be activated and all your opponent's monster card effects are negated until the End Phase. Synchro-Fusion Swap Normal Trap Pay half of your Life Points. Activate 1 of the following effects: - Return 1 Fusion Monster you control to the Extra Deck. Special Summon 1 Synchro Monster that had been properly Synchro Summoned with the same Attribute as the returned monster from your Graveyard in Defense Position, ignoring Summoning Conditions. - Return 1 Synchro Monster you control to the Extra Deck. Special Summon 1 Fusion Monster that had been properly Fusion Summoned with the same Attribute as the returned monster from your Graveyard in Defense Position, ignoring Summoning Conditions. Well, what do you think? Link to comment
Andross88 Posted September 29, 2010 Author Report Share Posted September 29, 2010 Bump! Is my OCG correct on Synchro-Fusion Swap? I don't think it is. Link to comment
Vector Nightmare Posted September 30, 2010 Report Share Posted September 30, 2010 Extra Change would be OP if non-Synchro Infernities were viable. As it is it's kind of messy, Yugimanz doesn't like effects that change ownership of cards anywhere other than the field. STR is kind of cool. GED is meh, it needs at the very least a restriction like no SSs this turn or whatever, like other DP cards have. Synchro Fusion Swap: you need to lose the "ignoring summoning conditions" clause. It won't affect monsters that were properly Fusion / Synchro Summoned in the beginning anyway and those that "can only be Special Summoned by Fusion / Synchro Summon" have that clause for a reason, except for E-Heroes. I also suggest forcing Defense Pos. summoning. Overall it's kind of iffy, I suggest disallowing the summoning of higher level monsters than the returned one. Anyway OCG: Select and activate one of the following effects: ● Return 1 Fusion monster you control to the Extra Deck. Special Summon 1 Synchro monster from your Graveyard in Defense Position. ● Return 1 Synchro monster you control to the Extra Deck. Special Summon 1 Fusion monster from your Graveyard in Defense Position. Link to comment
Andross88 Posted September 30, 2010 Author Report Share Posted September 30, 2010 Edited Extra Change so it wouldn't work with Fabled stuff, and it couldn't be (easily) abused with Magical Hats. Unfortunately, it's pretty much required for my story to work, so I need to keep the effect. I agree, though. It could be pretty broken, conceivably. Added a no Special Summon clause to Game-Ending Draw. Added Power of One! It's kind of like a Cold Wave, but for Monster effects. I kept the "ignoring Summoning Conditions" bit, added a LP payment, and added a further restriction, that the Attribute of the monsters had to match. Thanks for the OCG help! Any other thoughts? Link to comment
Vector Nightmare Posted September 30, 2010 Report Share Posted September 30, 2010 The "that ha[s]d[/s]s been properly Synchro/Fusion Summoned" part is redundant. You [i]can't[/i] Special Summon Synchro, Ritual or Fusion monsters from your Graveyard unless they've been properly Synchro / Ritual / Fusion Summoned first. Even if the card text states to ignore Summoning conditions, that restriction will still apply. And I like how the Attribute part synergizes with certain stuff like the Stardust/Drago-Equites series, giving it some extra flavour. I like Power of One, it shouldn't be overpowered with the cost and if it ends at the End Phase, though it can screw up some decks really bad. EDIT: Extra Change works properly with Fabled monsters. "Discard" and "send from your hand to the Graveyard" are not quintessentially different in that aspect - the difference is that you can't "send from your hand to the Graveyard" as a cost when your Graveyard is inaccessible due to an effect like Macro Cosmos, whereas you can still "discard" cards as a cost. But Fabled monsters work with either - at least, I'm 95% certain that is the case. Link to comment
Time Psyduck Posted September 30, 2010 Report Share Posted September 30, 2010 These cards look quite good on the whole, although I don't know if you need the 'no special summon' restriction on Game-Ending Draw, since it's a -1. Maybe have a 1 per turn limit, or some kind of removal cost from the grave to add balance, since outside of Infernities an empty hand isn't that good, and letting your opponent draw is never a good thing. I guess it depends on how it integrates with your other cards. Maybe Extra Change could just force you to synchro/fusion summon monsters from your opponent's extra deck instead of your own, rather than swapping the extra decks, which prevents the ownership issues. Also, if it's a continuous card it should say 'whilst this card is face-up on the field', otherwise it's effect will stay after it goes away, and there's no reason for it to be a continuous card. Given it's immunity to destruction, I'm guessing you intend the effect to go away. The OCG would be: Activate only while you have 3 or more cards in your hand by sending your hand to the Graveyard. Whilst this card is face-up on the field, swap your Extra Deck with your opponent's Extra Deck. This face-up card cannot be destroyed by card effects while you do not control a Synchro or Fusion Monster. or, avoiding actually swapping the decks: Activate only while you have 3 or more cards in your hand by sending your hand to the Graveyard. Whilst this card is face-up on the field, each player can only Synchro Summon or Fusion Summon monsters from their opponent's Extra Deck. This face-up card cannot be destroyed by card effects while you do not control a Synchro or Fusion Monster. Link to comment
Andross88 Posted September 30, 2010 Author Report Share Posted September 30, 2010 [quote name='Ixigo' timestamp='1285829254' post='4668290'] The "that ha[s]d[/s]s been properly Synchro/Fusion Summoned" part is redundant. You [i]can't[/i] Special Summon Synchro, Ritual or Fusion monsters from your Graveyard unless they've been properly Synchro / Ritual / Fusion Summoned first. Even if the card text states to ignore Summoning conditions, that restriction will still apply. And I like how the Attribute part synergizes with certain stuff like the Stardust/Drago-Equites series, giving it some extra flavour.[/quote] How else would one require that the monster be properly Summoned first, while still allowing the revival of a monster like Draco-Equites? As for the Fabled thing, I believe that when you send cards from your hand to the Graveyard, they are not considered to be discarded, which is why it is specified in many cases. @Time Psyduck: 1 per turn on Game-Ending Draw wouldn't be bad. I was thinking it would be imbalanced in a Chain Strike OTK style Deck, but limiting it to once per turn would limit the usefulness in that strategy. As for the Extra Change thing, I do like that idea better, and I appreciate the clarification on the "While this card is face-up on the field" bit. Wow, really good feedback. Any other thoughts by the community? Link to comment
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