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Generic Field Spell


SANDAA BORUTO

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Forbidden Magical Arts
Field Spell Card

The following effects are active if you control a monster with the respective Attribute.

*LIGHT: Your opponent cannot Summon DARK Monsters.
*FIRE: Your opponent cannot Summon WATER Monsters.
*EARTH: Your opponent cannot Summon WIND Monsters.
*WATER: Your opponent cannot Summon FIRE Monsters.
*WIND: Your opponent cannot Summon EARTH Monsters.
*DARK: Your opponent cannot Summon LIGHT Monsters.

The following effects can each be activated once per turn, when you Summon a monster with the respective Attribute, or if you control a monster with the respective Attribute that was Summoned this turn.

*LIGHT: Pay 1000 Life Points. Activate 1 Trap Card from your hand. This effect can be activated during either player's turn.
*FIRE: Inflict 500 damage to your opponent.
*EARTH: Return 1 monster your opponent controls to its owner's Deck.
*WATER: Your opponent selects 2 cards in their hand and returns them to the bottom of their Deck in any order.
*WIND: Send 1 card from your hand to the Graveyard and draw 1 card.
*DARK: Select 1 face-down card on the field and destroy it.

Please tell me if the "Your opponent cannot Summon a monster with the opposite Attribute as a monster you control" effect is broken, and if i should increase the cost for the LIGHT effect.

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Well go on. Try to fit all that text on a standard card. I dare you.

Anyway in terms of balance, here's why the first half is broken.

[center][url=http://yugioh.wikia.com/index.php?title=Elemental_Mistress_Doriado&image=ElementalMistressDoriadoDR3-EN-R-UE-jpg][img]http://images1.wikia.nocookie.net/__cb20070802203728/yugioh/images/1/16/ElementalMistressDoriadoDR3-EN-R-UE.jpg[/img][/url][/center]

Second half is just a Clear World that needs triggers instead of being continuous pain. You're right at least in that the LIGHT one is a lot stronger effect than the others.

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In my opinion, as it is a FIELD spell that doesn't affect a single specific archetype, I would say that it should be worded so that the effect works on both players.

For example:

The following effects are active if a player controls a monster with the respective Attribute.

*LIGHT: That player's opponent cannot Summon DARK Monsters.
*FIRE: That player's opponent cannot Summon WATER Monsters.
*EARTH: That player's opponent cannot Summon WIND Monsters.
*WATER: That player's opponent cannot Summon FIRE Monsters.
*WIND: That player's opponent cannot Summon EARTH Monsters.
*DARK: That player's opponent cannot Summon LIGHT Monsters.

Also, for the Clear World-esque effect, I'd actually turn each into a detriment just like Clear World. That way, if a player tries to utilize it to dominate with multiple attributes, they would have to pay some form of cost for such a powerful lockdown, and make them things that would befit each attribute, but also go with the Sealing theme. For example:

LIGHT: You cannot banish either player's cards.
FIRE: Your opponent cannot take effect damage.
EARTH: You cannot Flip Summon monsters.
WATER: You cannot activate effects that allow you to search your deck.
WIND: You cannot return cards to the hand or the deck.
DARK: You cannot activate the effects of cards in the graveyard. You cannot activate effects that affect monsters in the graveyard.


This way, as you seal your opponent, you are paying a cost in the form of sealing yourself as well. It's all about playing strategically around it.

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