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"Senet" Support (Card Zone Mechanic)


Zyzzyzus

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[b]Senet Cards[/b]
[url="http://yugioh.wikia.com/wiki/Senet_Switch"]Check out this card first.[/url]
Some early ideas for the continuation of this game mechanic. I'd appreciate suggestions and/or comments, as well as any image resources. Feel free to add any card ideas of your own as well.
[url="http://forum.yugiohcardmaker.net/topic/278862-chess-archfiend-remakes/"]Here[/url] are remakes of the Chess Archfiends, based on the same mechanic.


Xianqi Cannon
EARTH/Level 3
Rock/Effect
Once per turn, this card can move to an adjacent unoccupied Monster Card Zone or Spell/Trap Card Zone (as a monster card). While this card occupies a Monster Card Zone, it can attack the opponent directly if your opponent controls a monster in the same column. While this card occupies a Spell/Trap Card Zone, once per turn, you can destroy an opponent's monster in the same column if you control another monster in that column. Monsters you control in the same column as this card cannot attack during the same turn you use this effect.
ATK 800 / DEF 1200


Zephirus the Swift
WIND/Level 6
Warrior/Effect
Once per turn, this card can move to an adjacent unoccupied Monster Card Zone. Spell and Trap Cards cannot be activated in response to this card's Summon or attack, unless it is in the same column. Monsters occupying a different column cannot attack this card. If this card is the only monster you control, monsters your opponent controls in different columns can attack directly.
ATK 2150 / DEF 700


Spell Canceller Mk. II
WIND/Level 5
Machine/Effect
If your opponent controls a "Spell Canceller Mk. II" in a Spell/Trap Card Zone, negate this card's effect. When you control this face-up card as a monster, you can place this card in an unoccupied Spell/Trap Card Zone as a Continuous Spell Card. While you control this card as a Continuous Spell Card, you cannot place a card face-up in an adjacent Spell/Trap Card Zone (this does not apply to the activation of face-down cards). During each of your Standby Phases, draw 1 card.
ATK 1800 / DEF 1600


Scattershot Revolver Dragon
LIGHT/Level 8
Machine/Effect
Once per turn, this card can move to an adjacent unoccupied Monster Card Zone. This card can only attack monsters occupying an adjacent or diagonally adjacent Monster Card Zone on your opponent's side of the field. If this card destroys a monster in the same column as another monster you control, it can attack again (up to 3 times per turn).
ATK 2700 / DEF 2300


Quantum Firefly
LIGHT/Level 1
Insect/Effect
Once per turn, you must place this card in another unoccupied Zone on your side of the field (as a monster card). Cards you control in the same column as this card cannot be targeted by card effects.
ATK 100 / DEF 200


Adjustment
Quickplay Spell Card
Select 1 monster your opponent controls, and move it to an adjacent unoccupied Monster Card Zone. This card's activation and effect cannot be negated by any other card.


Blockade
Continuous Trap Card
Monsters cannot be placed on, moved to or moved from your opponent's Monster Card Zone that is in the same column as this card. Synchro Material Monsters and Xyz Material Monsters must be adjacent to each other to perform a Synchro/Xyz Summon.


Chain Lightning
Normal Spell Card
Destroy all cards your opponent control that occupy the same column as monsters you control. During the End Phase, destroy all monsters you control.


Barrier of Aurichalcum
Field Spell Card
As long as this card remains face-up on the field, both players can place monsters in their Spell/Trap Card Zones (they are still treated as monsters). A monster occupying a Spell/Trap Card Zone cannot be attacked if there exists another monster in the same column on the same side of the field.


Tactical Blunder
Quickplay Spell Card
Activate only when all (4) zones of a column is occupied. Roll a six-sided die. Destroy 1 card on the column of the result, and if that column is full, destroy all cards in that column. On a 6, both players discard 1 card.
*So with this card, columns must be numbered. On the player with the first turn, starting from left to right, the columns are numbered 1 to 5.

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