Lonk Posted August 21, 2011 Report Share Posted August 21, 2011 Cardiator Colosseum Field Spell Card While this card is the current Field Spell, both players do not have Life Points. The effects of Normal Spell Cards that inflict Increments of damage cannot be negated. Both players start off at 20 Increments upon this card's activation. Increments are lowered by attacking your opponent directly equal to half the Level of the attacking monster (if the Level is odd, damage is done by the higher half) or equal to the Rank of the attacking monster. Normal Spell Cards that inflict Increments of damage can only be used once per turn. If your opponent's Increments are reduced to 0, you win the duel. If your Increments are reduced to 0, your opponent wins the duel. If both player's Increments simultaneously become 0, then the result is a draw. If this card would be removed from the field (even If a new Field Spell is played), you can discard 1 card instead. -If you play a new "Cardiator Colosseum" over the current one, the increments are reset. Cardiator Gladiator **** EARTH Warrior/Effect ATK/1200 DEF/0 You can discard this card from your hand; add 1 "Cardiator Colosseum" to your hand from your Deck or Graveyard. Baby Penguin Normal Spell Card Inflict 1 Increment of damage to your opponent. You can discard 1 card; add this card from your Graveyard to your hand. Ukiki Normal Spell Card Inflict 2 Increments of damage to your opponent. If this card is in your Graveyard: you can banish this card to add 1 "Ukiki Trio" from your Deck to your hand. You cannot activate it on the turn you used this effect. Bob-Omb Normal Spell Card Inflict 5 Increments of damage to your opponent and destroy 1 monster on the field. Ukiki Trio Normal Spell Card Inflict 6 Increments of damage to your opponent. If this card is in your Graveyard: you can banish this card to add 1 "Ukiki" from your Banished Zone to your hand. Penguin Group Normal Spell Card Inflict 7 Increments of damage to your opponent. For each "Penguin" card in your Graveyard: inflict 1 more Increment of damage. If a "Penguin Group" is in your Graveyard, then you cannot use this card. Wiggler Normal Spell Card Inflict 8 Increments of damage to your opponent and destroy 1 Spell or Trap card your opponent controls. Bullet Bills Normal Spell Card Inflict 9 Increments of damage to your opponent. When this card is used: Banish 1 card you control.. Thwomp Normal Spell Card Inflict 10 Increments of damage to your opponent. If you use this card: you cannot declare an attack or activate card effects until the End Phase of your next turn. Chain Chomp Normal Spell Card Inflict 12 Increments of damage to your opponent. If a "Chain Chomp" already exists in your Graveyard: You cannot activate this card. YGO play is now changed forever. Link to comment
Agro Posted August 23, 2011 Report Share Posted August 23, 2011 Let's start out with this: All rules about 'increments' should be in parenthesis, that is how rules within card texts are supposed to be written (eg. Alien monsters have the effect that lowers the Opponent's ATK in parenthesis within the card texts) I'm all for new game mechanics, and new ways to take advantage of existing game mechanics, but this is ridiculous. So ridiculous in fact, that I don't want to argue, so let's just look at the cards... Okay, field spell is good, right... Gladiator is a 'Commandant'... Penguin needs a limitation. Now. That could be about six increments in one turn. Ukiki (trio): you need to figure out how much is too much damage, 6 increments is app. 2400 damage Bob-omb: ignoring the mario reference, this card takes 5 increments (2000 LP) and destroys a card. Too powerful. Penguin Group: 2800 damage plus more if you feel like it, say about 2000 more Wiggler: okay, take out 3200 and leave the opponent with no defenses, that's fair I wont go anywhere higher just because the 'damage' is too high. BTW, Chain Chomp's limitation isn't good enough. The Opponent can't activate it or else you gain it back on the next turn and can beat him with it. Link to comment
Lonk Posted August 23, 2011 Author Report Share Posted August 23, 2011 Take note that each card that inflicts increments of damage can only be used once per turn due to Field Spell (So penguin cannot be spammed and if you use a card that inflicts increments of damage, then you cannot play other increment-damaging spells). However, I see your points and will make changes. Link to comment
Agro Posted August 23, 2011 Report Share Posted August 23, 2011 [quote name='ZeroChill' timestamp='1314133937' post='5464088'] Take note that each card that inflicts increments of damage can only be used once per turn due to Field Spell (So penguin cannot be spammed and if you use a card that inflicts increments of damage, then you cannot play other increment-damaging spells). [/quote] Wow, can't believe I missed that. Link to comment
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