D.A._Sakuyamon Posted October 10, 2012 Report Share Posted October 10, 2012 [quote name='Chance Furlong' timestamp='1349900370' post='6041713'] Or how about a Quick-Play that "disrupts" Special Summons? [/quote] [quote name='♥ D.A._Siegfried ♥' timestamp='1349897133' post='6041675'] To start brainstorming, I find this to be some crazy Fusion type card. [/quote] To follow up on my brainstorm, I was thinking something "like" super poly but not as broken........ Link to comment Share on other sites More sharing options...
Darj Posted October 10, 2012 Report Share Posted October 10, 2012 I find the artwork too aggressive for a Fusion Spell, unless it involves the mass destruction of cards. If it were to be a Fusion Spell, then it could be something like this: Spell Card Type: Quick-Play Effect: Send, from your hand or your side of the field to the Graveyard, Fusion Material Monsters that are listed on a Fusion Monster Card, then Special Summon that monster from your Extra Deck, and it cannot attack your opponent directly this turn. Then, destroy all Spell and Trap Cards on the field. The main drawback being that it costs you 2 monsters, just like a regular Fusion. Link to comment Share on other sites More sharing options...
Strider Tigerwolf Posted October 10, 2012 Author Report Share Posted October 10, 2012 [quote name='Frex' timestamp='1349903598' post='6041766'] Spell Card Type: Quick-Play Effect: Send, from your hand or your side of the field to the Graveyard, Fusion Material Monsters that are listed on a Fusion Monster Card, then Special Summon that monster from your Extra Deck, and it cannot attack your opponent directly this turn. [b][i]Then, destroy all Spell and Trap Cards on the field.[/i][/b] [/quote] This is what would break the card. It's another Heavy Storm except you reap a monster out of it and it's faster. If anything I see the card as a disruption of Special Summons, like so: Spell Card Quick Play If a monster is Special Summoned: Return all Special Summoned monsters on the field to either owner's Decks.[b][i] Card effects cannot be activated in response to this effect.[/i][/b] I'm arguing this last clause though as it may be too much. Link to comment Share on other sites More sharing options...
D.A._Sakuyamon Posted October 10, 2012 Report Share Posted October 10, 2012 [quote name='Frex' timestamp='1349903598' post='6041766'] I find the artwork too aggressive for a Fusion Spell, unless it involves the mass destruction of cards. If it were to be a Fusion Spell, then it could be something like this: Spell Card Type: Quick-Play Effect: Send, from your hand or your side of the field to the Graveyard, Fusion Material Monsters that are listed on a Fusion Monster Card, then Special Summon that monster from your Extra Deck, and it cannot attack your opponent directly this turn. Then, destroy all Spell and Trap Cards on the field. The main drawback being that it costs you 2 monsters, just like a regular Fusion. [/quote] I was thinking something more along the lines of chances thinking. Spell Card Type: Quick-Play Effect: Activate when your opponent Special Summons a monster(s); Send that monster(s) and a DARK monster you control to the Graveyard: Select 1 DARK Fusion monster from your Extra Deck and Special Summon it disregarding summoning conditions (This is consider a Fusion Summon). You cannot attack until your 2nd Standby Phase after this card was activated. EDIT: If your wondering why it pulls any DARK Fusion, to me when I look at that image I see a forceful combining of several monsters but thats just me. Clearly we all have different interpretations of the card. ^^; Link to comment Share on other sites More sharing options...
Darj Posted October 10, 2012 Report Share Posted October 10, 2012 The last suggestion is much better. But rather than a random DARK monster and Fusion Monster, the Spell Card could require your monster to be 1 appropiate Fusion Material for the Fusion Monster. That way, it could work, for instance, by "fusing" the Special Summoned monster and 1 "Lesser Dragon" you control to Special Summon "Metal Dragon". So, the effect would be: Spell Card Type: Quick-Play Effect: Activate when your opponent Special Summons a monster(s); Send to the Graveyard that monster(s) and 1 Fusion Material Monster you control that is listed a on Fusion Monster Card, then Special Summon that Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) You cannot declare an attack until your 2nd Standby Phase after this card was activated. Link to comment Share on other sites More sharing options...
D.A._Sakuyamon Posted October 11, 2012 Report Share Posted October 11, 2012 [quote name='Frex' timestamp='1349906872' post='6041825'] The last suggestion is much better. But rather than a random DARK monster and Fusion Monster, the Spell Card could require your monster to be 1 appropiate Fusion Material for the Fusion Monster. That way, it could work, for instance, by "fusing" the Special Summoned monster and 1 "Lesser Dragon" you control to Special Summon "Metal Dragon". So, the effect would be: Spell Card Type: Quick-Play Effect: Activate when your opponent Special Summons a monster(s); Send to the Graveyard that monster(s) and 1 Fusion Material Monster you control that is listed a on Fusion Monster Card, then Special Summon that Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) You cannot declare an attack until your 2nd Standby Phase after this card was activated. [/quote] The only real problem I have with that is that it's a bit too flexible. Cause now it can hit just about any HERO fusion monster. Granted, unlike Super Poly this can be stopped but still I'd much rather see some form of restriction on what fusion it can pull. I like the part in Chance's idea were the monsters are sent back to the deck. so maybe that could be added as well. Link to comment Share on other sites More sharing options...
Strider Tigerwolf Posted October 11, 2012 Author Report Share Posted October 11, 2012 [size=3][color=#000000]The thing is, I didn't even suggest bringing out a Fusion Monster...and it kinda beats the...wait no it doesn't beat the purpose. If a card was design as follows:[/color] [color=#000000]Quick-Play Spell[/color] [color=#000000][font=tahoma, helvetica, arial, sans-serif]Activate only when your opponent Special Summons a monster(s). Send to the Graveyard that monster(s) and 1 Fusion Material Monster you control that is listed a on Fusion Monster Card, then Special Summon that Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) Then, return all Special Summoned monsters on the field to their owner's Decks.[/font][/color] [font=tahoma, helvetica, arial, sans-serif][color=#000000]The best shennanigans this card can pull off? E-HERO ZERO. You get rid of your opponent's monsters, (Stardust and such) and then you pop all their remaining monsters. Although it's funny, it's not a good card to design which is why I've been staying solely with the Special Summon disruption effect solely.[/color][/font][/size] Link to comment Share on other sites More sharing options...
D.A._Sakuyamon Posted October 11, 2012 Report Share Posted October 11, 2012 [quote name='Chance Furlong' timestamp='1349962572' post='6042128'] [size=3][color=#000000]The thing is, I didn't even suggest bringing out a Fusion Monster...and it kinda beats the...wait no it doesn't beat the purpose. If a card was design as follows:[/color] [color=#000000]Quick-Play Spell[/color] [color=#000000][font=tahoma, helvetica, arial, sans-serif]Activate only when your opponent Special Summons a monster(s). Send to the Graveyard that monster(s) and 1 Fusion Material Monster you control that is listed a on Fusion Monster Card, then Special Summon that Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) Then, return all Special Summoned monsters on the field to their owner's Decks.[/font][/color] [font=tahoma, helvetica, arial, sans-serif][color=#000000]The best shennanigans this card can pull off? E-HERO ZERO. You get rid of your opponent's monsters, (Stardust and such) and then you pop all their remaining monsters. Although it's funny, it's not a good card to design which is why I've been staying solely with the Special Summon disruption effect solely.[/color][/font][/size] [/quote] (is a bit confused) Erm but then wouldn't the fusion get returned as well......since the return to deck hits after the Fusion hits the field...... What I meant by returning to the deck was that the monsters used as materials get returned to their owners deck instead of going to grave. Link to comment Share on other sites More sharing options...
Strider Tigerwolf Posted October 11, 2012 Author Report Share Posted October 11, 2012 I see what happened. Miss-translation with my effect caused me to miss-translate the effect. Currently this is what I'm thinking:[list] [*]Quick-Play Spell [*]Disrupts Special Summons [*]No Fusion Summon [/list] You guys are thinking something along the following:[list] [*]Quick-Play Spell [*]New Fusion Material's Ending Location (instead of going to Grave, return them to Deck) [*]Fusion Summon [*][Add Restriction Here] [/list] Link to comment Share on other sites More sharing options...
Sander Posted October 11, 2012 Report Share Posted October 11, 2012 So yeah, didn't feel like being active yesterday, but I finalized the effect for my card: [i]During your Main Phase 1, if you only control "Element" monster(s), you can Special Summon this card (from your hand). If you control 2 or more other face-up "Element" monsters when this card is Special Summoned: The Attribute of all face-up "Element" monsters is treated as WIND, WATER, FIRE, and EARTH. As long as this card remains face-up on the field, "Element" monsters you control cannot be destroyed by card effects. This cards Attribute is also treated as DARK while in the Graveyard.[/i] [i][img]http://yugico.com/customcard/120461.jpg[/img][/i] This is probably the best version for it, as it gives all "Element" monsters pretty much all of the attributes that they use to get the boosts from their effects. Link to comment Share on other sites More sharing options...
Strider Tigerwolf Posted October 11, 2012 Author Report Share Posted October 11, 2012 Forcing the Special Summon clause onto Main Phase 1...I like it. 2200 ATK, copies no effects yet grants Everyone the their abilites AND allows for Fu-Rin-Ka-Zan plays.btw, made the edits on 4-71. Link to comment Share on other sites More sharing options...
Sander Posted October 11, 2012 Report Share Posted October 11, 2012 [quote name='Chance Furlong' timestamp='1349962572' post='6042128'] [size=3][color=#000000]Quick-Play Spell[/color] [color=#000000][font=tahoma, helvetica, arial, sans-serif]Activate only when your opponent Special Summons a monster(s). Send to the Graveyard that monster(s) and 1 Fusion Material Monster you control that is listed a on Fusion Monster Card, then Special Summon that Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) Then, return all Special Summoned monsters on the field to their owner's Decks.[/font][/color][/size] [/quote] I would say, "return all [i]other[/i] Special Summoned monsters on the field to their owner's hands". Then add something in the lines of "return the Special Summoned monster by "insert name here" to your Extra Deck during your next End Phase. Also, I suggest, "Cataclysmic Fusion" to be the name of the card. Link to comment Share on other sites More sharing options...
Strider Tigerwolf Posted October 11, 2012 Author Report Share Posted October 11, 2012 The thing I don't like about the card is that in a sense it's "Super Poly", even a Temporary one, and E-HEROES are to some extent god tire atm (imo, but they are Tire 1 still) and giving them another "Super Poly" is just...*shivers* Link to comment Share on other sites More sharing options...
Darj Posted October 11, 2012 Report Share Posted October 11, 2012 Skeleton 2: I preferred the second latest version of the Element Boss because this one has been weakened ATK-wise, and the "becoming all 4 Attributes" effect has now a condition. Why not make a mixture of both effects? So the new one gets 2500 ATK/2200 DEF, keeps the built-in Special Summon (on Main Phase 1 only), the 4-Attribute effect would become a continuous effect (but only on the Boss), and the rest can stay the same (altough I support the "copy" effect for giving flexibility to the Boss). Skeleton 6: I was thinking that it could work with non-Effect Fusions only, and let the Fusion stay but unable to attack, or in DEF Position. So, this would become the new weapon of "Gem-Knights" (Zirconia), can be teched in Skull Servants (Flame Ghost), in Dragons if they run BEWD, and can be even used on Sangan (Sanwitch) and activate its effect. If HEROes wanted to use it, they would have to go for Mudballman (which I just realized is barely a drawback because Bubblebeat). But reading Mudballman, it says it can only be Fusion Summoned, so if we want to avoid HEROes from abusing yet another Super-Poly, this card could Special Summon without treating as a Fusion Summon, and thus Mudballman won't be an appropiate target. Link to comment Share on other sites More sharing options...
Strider Tigerwolf Posted October 11, 2012 Author Report Share Posted October 11, 2012 Non effect fusions eh? So...we can make Koala decks now? Or...? Link to comment Share on other sites More sharing options...
Darj Posted October 11, 2012 Report Share Posted October 11, 2012 As long a the Summoned Fusion is unable to attack, it should be fine. Decks such as Koalas deserve it: they are underused enough. The main drawback would be that you have to "catch" an Special Summoned monster. Your best chances would be by setting the Quick-Play, but then it is vulnerable to Spell/Trap destruction. Link to comment Share on other sites More sharing options...
Strider Tigerwolf Posted October 11, 2012 Author Report Share Posted October 11, 2012 Hmm, how about something like this: Quick-Play Spell [color=#000000][font=tahoma, helvetica, arial, sans-serif][size=3]Activate only when your opponent Special Summons a monster(s). Send that monster(s) and 1 Fusion Material Monster that is listed on a non-Effect Fusion Monster Card from your side of the field or hand to the Graveyard, then Special Summon that Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) [insert other stuff here for balance?][/size][/font][/color] Link to comment Share on other sites More sharing options...
D.A._Sakuyamon Posted October 11, 2012 Report Share Posted October 11, 2012 [quote name='Zanda Panda' timestamp='1349971594' post='6042221'] I would say, "return all [i]other[/i] Special Summoned monsters on the field to their owner's hands". Then add something in the lines of "return the Special Summoned monster by "insert name here" to your Extra Deck during your next End Phase. Also, I suggest, "Cataclysmic Fusion" to be the name of the card. [/quote] [quote name='Frex' timestamp='1349973436' post='6042261'] Skeleton 2: I preferred the second latest version of the Element Boss because this one has been weakened ATK-wise, and the "becoming all 4 Attributes" effect has now a condition. Why not make a mixture of both effects? So the new one gets 2500 ATK/2200 DEF, keeps the built-in Special Summon (on Main Phase 1 only), the 4-Attribute effect would become a continuous effect (but only on the Boss), and the rest can stay the same (altough I support the "copy" effect for giving flexibility to the Boss). Skeleton 6: I was thinking that it could work with non-Effect Fusions only, and let the Fusion stay but unable to attack, or in DEF Position. So, this would become the new weapon of "Gem-Knights" (Zirconia), can be teched in Skull Servants (Flame Ghost), in Dragons if they run BEWD, and can be even used on Sangan (Sanwitch) and activate its effect. If HEROes wanted to use it, they would have to go for Mudballman (which I just realized is barely a drawback because Bubblebeat). But reading Mudballman, it says it can only be Fusion Summoned, so if we want to avoid HEROes from abusing yet another Super-Poly, this card could Special Summon without treating as a Fusion Summon, and thus Mudballman won't be an appropiate target. [/quote] [quote name='Chance Furlong' timestamp='1349977549' post='6042305'] Non effect fusions eh? So...we can make Koala decks now? Or...? [/quote] [quote name='Frex' timestamp='1349977862' post='6042313'] As long a the Summoned Fusion is unable to attack, it should be fine. Decks such as Koalas deserve it: they are underused enough. The main drawback would be that you have to "catch" an Special Summoned monster. Your best chances would be by setting the Quick-Play, but then it is vulnerable to Spell/Trap destruction. [/quote] Zanda Panda: Cataclysmic Fusion seems perfect. Everyone else: None effect fusions seem good. Now the question is, do we return like Pandas suggestion or do we Just not have it be able to attack instantly on are current/next turn after summon? Link to comment Share on other sites More sharing options...
Darj Posted October 11, 2012 Report Share Posted October 11, 2012 I would like to return all Special Summoned monsters to the Deck, except the Fusion Summon, BUT force the Fusion to stay in Defense Position, except by changing the position with a card effect. That way: 1. Your opponent is not left helpess by keeping his/her Normal Summoned monsters on the field (if any). 2. You get to Summon a wall, that can be as powerful as Master of Oz's 3700 DEF. 3. Any Deck that wishes to abuse this card would have to run change-position cards such as "Zero Gravity" or the old "Curse of Fiend". I agree with Zanda's suggestion for the name. It allows "Synchro Fusionist" support. Link to comment Share on other sites More sharing options...
Sora1499 Posted October 11, 2012 Report Share Posted October 11, 2012 Woah! I'm gone for one day and this thread freaking blows up! @Chance, here's my skeleton: [URL=http://yugico.com/user/31887-sora1299/card/30801-Skeleton_Card/120806-Number_11__Ray_the_Light_Sword][IMG]http://yugico.com/customcard/120806.jpg[/IMG][/URL]Ok, so from my understanding, skeleton 2 is now a level 6 monster that gives all of the elements their effects and protects them from card effects. It's a nice design, but maybe not quite what elements need. I like the level 7 semi-beatstick version of this card better than the new one, as it's more aggressive and can move elements along in the gameplay. But, this new one isn't bad, I just don't like it as much. Skeleton 3 looks pretty nice so far, it opens up new doors for meta gameplay and it disrupts plenty of enemy combos. And I couldn't help but notice that we haven't done any debate on my skeleton... To get the ball rolling, I imagined it to be a rank 5 or 6 with somewhere along the lines of 2600 Atk. It also looks like a blatant LIGHT monster. Link to comment Share on other sites More sharing options...
D.A._Sakuyamon Posted October 11, 2012 Report Share Posted October 11, 2012 [quote name='sora1499' timestamp='1349989674' post='6042432'] Woah! I'm gone for one day and this thread freaking blows up! @Chance, here's my skeleton: [url="http://yugico.com/user/31887-sora1299/card/30801-Skeleton_Card/120806-Number_11__Ray_the_Light_Sword"][img]http://yugico.com/customcard/120806.jpg[/img][/url] Ok, so from my understanding, skeleton 2 is now a level 6 monster that gives all of the elements their effects and protects them from card effects. It's a nice design, but maybe not quite what elements need. I like the level 7 semi-beatstick version of this card better than the new one, as it's more aggressive and can move elements along in the gameplay. But, this new one isn't bad, I just don't like it as much. Skeleton 3 looks pretty nice so far, it opens up new doors for meta gameplay and it disrupts plenty of enemy combos. And I couldn't help but notice that we haven't done any debate on my skeleton... To get the ball rolling, I imagined it to be a rank 5 or 6 with somewhere along the lines of 2600 Atk. It also looks like a blatant LIGHT monster. [/quote] I think the reason no one has given much thought on it is because the image keeps breaking. Link to comment Share on other sites More sharing options...
Sora1499 Posted October 11, 2012 Report Share Posted October 11, 2012 Does it really? Is it up now? Link to comment Share on other sites More sharing options...
D.A._Sakuyamon Posted October 11, 2012 Report Share Posted October 11, 2012 [quote name='sora1499' timestamp='1349992941' post='6042496'] Does it really? Is it up now? [/quote] No, at least for me I cant see it. Link to comment Share on other sites More sharing options...
Sora1499 Posted October 11, 2012 Report Share Posted October 11, 2012 Odd... I can see it just fine. The link to my card is apparently not working, so I made a new link. I put the name on the card so that yugico has something to chew on. Chance, please replace my old link with this one: [url="http://yugico.com/user/31887-sora1299/card/30801-Skeleton_Card/121686-Skeleton_5"][img]http://yugico.com/customcard/121686.jpg[/img][/url] Link to comment Share on other sites More sharing options...
Dr. Cakey Posted October 12, 2012 Report Share Posted October 12, 2012 With Cataclysmic Fusion (working title), I think we're at a risk of making things too complicated. Above all, this card is limited to summoning non-Effect Fusion monsters. That's a huge restriction. No need for any more. OH NO MASTER OF OZ IM SO SCARED. If you like, making it not able to attack this turn is fine, but there's no need to bundle on the restrictions like crazy. [quote name='sora1499' timestamp='1349998154' post='6042519'] Odd... I can see it just fine. The link to my card is apparently not working, so I made a new link. I put the name on the card so that yugico has something to chew on. Chance, please replace my old link with this one: [url="http://yugico.com/user/31887-sora1299/card/30801-Skeleton_Card/121686-Skeleton_5"][img]http://yugico.com/customcard/121686.jpg[/img][/url] [/quote] Broken. Upload the card on a hosting site. Link to comment Share on other sites More sharing options...
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