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Ghost in The Shell (A Stand-Alone that's Far From Complex)


Black D'Sceptyr

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Its funny how I actually had a whole description out for this card, what it energized and synergized with, how it could make Vanilla Wyrms and TURBO GHOSTRICKS A THING.....

 

But I mean it tho. Far From Complex means far from complex. So no long-winded disjoiners from the BlaDeS of Change Workshop for today. Just this not-at-all-shameless-plug-to-an-anime-and/or-movie of a card, a short link to explain half of the monsters that inspired this, and a suggestion to look in the Multiples Advanced folder for the other half, since it'll be there in a couple of....half days or so.

 

Enjoy.

 

ghost_in_the_shell_by_bdsceptyr-dbl9276.

 

[spoiler=Ghost in The Shell: Lore]

Normal Trap Card

Lore: When a Set card(s) you control is destroyed by battle or card effect: You can Special Summon 1 Level 4 or lower DARK "Ghost" and/or "Shell" monster from your Deck in Defense Position, but they become Dragon monsters, they cannot be used as Materials for a Summon while face-up on the field, also they each gain this effect.
• If it is destroyed by battle or card effect: You can target 1 monster your opponent controls; place it on top of the Deck.
If you control no face-up monsters, you can activate this card from your hand. You can only activate 1 "Ghost in the Shell" per turn.

 

 

 

BDS, signing off.

 

Update 1: This card now has an alternate activation condition and a more streamlined text fix, courtesy of a wondrous suggestion by Darj-give 'em a round, everyone, this card's better for it.

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Why not turn it into a Wyrm instead of Dragon, if it's a nod to Shell Dragon?

Is the card is meant to be a Normal Trap, or a Continuous? Because IMO it would work quite well as a Continuous so it acts as an insurance or a least discourage the opponent from destroying your Set cards.

Also, I'm not sure if floating effects can actually be gained, since the monster leaves the field first and I would think any gained effect is gone at that point, but IDK. To be safe, what you can do is giving the effect to the Trap and make it apply from whenever it is when the Summoned monster is destroyed; this would work well if you remake the Trap as Continuous, but making it a grave effect works, too.

Then is it even possible to destroy a Set monster by battle? I mean, I would think that by flipping it during the damage step, it wouldn't be a Set card anymore. Maybe you have to add to the effect something like "or if a Set monster you control is attacked and destroyed by battle".

 

By the way, unless I'm missing something, you can simplify the first effect as:

When a Set card(s) you control is destroyed by battle or card effect: You can Special Summon 1 Level 4 or lower DARK "Ghost" monster and/or 1 Level 4 or lower DARK  or "Shell" monster from your Deck in Defense Position.

 

Other than that, the card looks fair, maybe a bit too fair, and IMO can be improved a bit. I mean, I don't like how reactive it is, since not only you have to wait for a turn to activate it due to its nature as a Trap, also it depends on destroying a Set card; although stuff like Dragonic Diagram exist to destroy the Set card yourself, you still have to wait for that 1 turn, and the reward isn't that amazing as a Ghost/Shell monster with a gained floating removal effect that further keeps it on the slow side.

I think that if you could activate it from the hand as a hand Trap under certain conditions (e.g. controlling only Set cards maybe?), it would quite the surprise for the opponent when he/she destroys a Set card(s) of yours.

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Mystery Shell Dragon would gain from this, as well as basically all other DARK monsters whose names include the word "Shell." It's a bit vague, but it works to make a new archetype of Shell monsters, I guess. Unfortunately, unless they can flip themselves face-down, they're mostly just there for either being destroyed to activate the new effect or Tributed for a stronger monster. Now that I think about it, maybe Monarchs could use this with Mystery Shell Dragon.

 

As you already stated, Ghostricks would greatly benefit from this in that they can flip themselves face-down (and eventually get flipped face-up) and eliminate the whole "can't be used as a Material for a Summon" clause, allowing for their ED monsters to make an appearance. If they're destroyed before any of that can happen, you get to eliminate one of your opponent's monsters from the field. Not bad.

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Why not turn it into a Wyrm instead of Dragon, if it's a nod to Shell Dragon?

Is the card is meant to be a Normal Trap, or a Continuous? Because IMO it would work quite well as a Continuous so it acts as an insurance or a least discourage the opponent from destroying your Set cards.

Also, I'm not sure if floating effects can actually be gained, since the monster leaves the field first and I would think any gained effect is gone at that point, but IDK. To be safe, what you can do is giving the effect to the Trap and make it apply from whenever it is when the Summoned monster is destroyed; this would work well if you remake the Trap as Continuous, but making it a grave effect works, too.

Then is it even possible to destroy a Set monster by battle? I mean, I would think that by flipping it during the damage step, it wouldn't be a Set card anymore. Maybe you have to add to the effect something like "or if a Set monster you control is attacked and destroyed by battle".

 

By the way, unless I'm missing something, you can simplify the first effect as:

When a Set card(s) you control is destroyed by battle or card effect: You can Special Summon 1 Level 4 or lower DARK "Ghost" monster and/or 1 Level 4 or lower DARK  or "Shell" monster from your Deck in Defense Position.

 

Other than that, the card looks fair, maybe a bit too fair, and IMO can be improved a bit. I mean, I don't like how reactive it is, since not only you have to wait for a turn to activate it due to its nature as a Trap, also it depends on destroying a Set card; although stuff like Dragonic Diagram exist to destroy the Set card yourself, you still have to wait for that 1 turn, and the reward isn't that amazing as a Ghost/Shell monster with a gained floating removal effect that further keeps it on the slow side.

I think that if you could activate it from the hand as a hand Trap under certain conditions (e.g. controlling only Set cards maybe?), it would quite the surprise for the opponent when he/she destroys a Set card(s) of yours.

 

Sorry for the delay my good man-things got backed up over on the DeviArt end-I've fixed the card as per your specs. Thanks so much.

 

Also

 

I ain't scared of no bumping

 

no bumping

 

no bumping

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