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Reversed Time Theory


Lunar Origins

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Reversed Time Theory
[ Spell / Continuous ]
Each time a Spell Counter is placed on a card, except "Reversed Time Theory" or its effect: Place 1 Spell Counter on this card. By removing three Spell Counters from this card you control: You can advance the turn count by 1 (the current turn continues as normal), and place 1 Spell Counter on 1 card you control (except "Reversed Time Theory").

Inverted Time Denizen
LIGHT / Level 4
[ Spellcaster / Effect ]
You cannot Normal Summon this card. When this card is flipped face-up or Special Summoned: You can place 2 Spell Counters on a card you control, then advance the turn count by 1 (the current turn continues as normal).
[ ATK: 2100 / DEF: 1900 ]

Inverted Time Guru
LIGHT / Level 4
[ Spellcaster / Effect ]
This card gains 200 ATK for each Spell Counter on the field. When this card destroys a monster by battle: Distribute Spell Counters among face-up cards you control equal to that monster's Level. When the turn count of the Duel advances by 1: Place 1 Spell Counter on this card.
[ ATK: 1200 / DEF: 900 ]

Inverted Time Magician
LIGHT / Level 2
[ Spellcaster / Effect ]
FLIP: Distribute Spell Counters to face-up cards on the field equal to the Level of the highest monster on the field. When the turn count of the Duel advances by 1 by card effect and this card is in the Graveyard: You can banish this card in your Graveyard; Draw 1 card.
[ ATK: 1100 / DEF: 1200 ]

Inverted Time Lord Selphon
LIGHT / Level 8
[ Spellcaster / Effect ]
Cannot be Normal Summoned or Set. When the turn count advances by card effect and there are 4 or more Spell Counters on the field: You can Special Summon this card from your hand. The turn count does not advance while this card is face-up on the field. Each time a Spell Counter(s) is placed on a card: Place 1 extra Spell Counter on that card. You can remove all Spell Counters from the field; This card gains ATK equal to the amount of removed Spell Counters x 200, until the End Phase.
[ ATK: 2000 / DEF: 0 ]

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It's an interesting concept, but I'm not quite sure how turn-moving would affect the duel aside from buffing Selphon. Final Countdown, Swords of Revealing Light, and Pyro Clock of Destiny are the only turn-based cards that come to my mind. The timey-wimey soccer this set plays is fun, but I'm dubious as to its usefulness. What exactly did you have in mind with this?

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