Bringerofcake Posted September 17, 2011 Report Share Posted September 17, 2011 Tiki Guide Continuous Trap After activation, Special Summon this card; it is treated as a Monster Card (Level 4/WIND/Rock-type/ATK 1800/DEF 1800). Trap Cards that are treated as Monster Cards (except "Tiki Guide") do not take up Spell and Trap Card Zones in addition to Monster Card Zones. Ruling: If a Trap Card that is treated as a Monster Card would be re-set on the field, and all Spell and Trap Card Zones are occupied, destroy that card instead. Tiki Ruler Continuous Trap Card After activation, Special Summon this card; it is treated as a Monster Card (Level 4/FIRE/Rock-type/ATK 1000/DEF 1000). If you control another Trap Card treated as a monster, this card cannot be attacked. Continuous Trap Cards treated as monsters you control gain 800 ATK. Tiki Chant Normal Spell Add 1 Continuous Trap Card from your Deck to your hand. Swift Spirit EARTH Fairy/Xyz/Effect RNK4/2300/2700 3 Level 4 Continuous Trap Cards Once per turn; you can detach an Xyz Material Monster from this card: Target 3 Continuous Trap Cards that Special Summon themselves in your Graveyard; shuffle them into the deck and draw 2 cards. If a Trap Card would Special Summon itself to your side of the field: you can attach it to this card instead. This card gains 400 ATK for each Continuous Trap Card you control. Link to comment
Kazooie Posted September 17, 2011 Report Share Posted September 17, 2011 ...THAT XYZ <3 Tiki Guide is amazing. That whole, "still take up spaces" thing always pissed me off. Two great cards for a card mechanic that absolutely needs more support. You planning on doing anymore? Link to comment
Bringerofcake Posted September 17, 2011 Author Report Share Posted September 17, 2011 Idk, not sure what else needs to be done. ...WAITAMINUTE I'VE GOT AN IDEA Link to comment
Agro Posted September 17, 2011 Report Share Posted September 17, 2011 Is there any way that you think you can limit the effect of Swift Spirit to just Trap Monsters, because currently, targeting any Continuous trap card is a bit OPed? (No being able to go through 14 CotH) Link to comment
Bringerofcake Posted September 17, 2011 Author Report Share Posted September 17, 2011 Added Ruler and Chant. I don't think Chant is much of a problem with Oppression gone.@Aggro: Changed the requirements a bit. Link to comment
NumberCruncher Posted September 18, 2011 Report Share Posted September 18, 2011 On Tiki Guide, would the monsters still be treated as traps, despite not occupying a S/T zone. Link to comment
Bringerofcake Posted September 18, 2011 Author Report Share Posted September 18, 2011 Yep. Link to comment
NumberCruncher Posted September 18, 2011 Report Share Posted September 18, 2011 Tiki Chant Normal Spell [b]Make Skill Drain Malefics and Simoichi consistant.[/b] Link to comment
Bringerofcake Posted September 18, 2011 Author Report Share Posted September 18, 2011 And what is wrong with that? Link to comment
NumberCruncher Posted September 18, 2011 Report Share Posted September 18, 2011 [quote name='Bringerofcake' timestamp='1316319686' post='5522182']And what is wrong with that?[/quote] Nothing. Keep the support rolling, man. Link to comment
Duck_Sauce Posted September 18, 2011 Report Share Posted September 18, 2011 Excellent concept. I also find it very irritation when the cards take up S&T space. 10/10. I would like to see more of these. Link to comment
Horizon Posted September 18, 2011 Report Share Posted September 18, 2011 I lvoe the trap monsters, I really looked forth to the Tiki cards when before Ragnarok.^^ Also, It's sad that Oppression is gone, seeing how absueable it was with Trap Monsters.. You know, since if you had imperial Custom up, opponent's couldn't negate your Trap Monster's summoning since they'd be face-up when activating and Oppression needs to negate and destroy. Also, how about a normal spell series with the effects in style with: "Select one face-up Continuous Trap card that is being treated as a monster card and set it. Then destroy 1 card on the field" Stuff like that, you know? making the set a cost, possibly delaying your own attacks but gaining field or hand advantage instead?^^ Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.