Dova Posted April 21, 2018 Report Share Posted April 21, 2018 This idea initially came about as I was thinking of a way to make Traps more playable. Of course, due to their vulnerability while on the field and the fact that you have to wait a turn before they're usable, Traps don't see much play in Decks save for the occasional one-off three-of, normally either a Continuous or Counter one. So, the original idea was exactly as the title says: You have to Set a Spell before you activate it. You don't have to wait a turn, but you have to make it vulnerable and placed on the field before you can do anything with it. Simple, right? Of course, the first problem one sees is Quick-Play Spells, as Setting them means they can't be activated that turn. So I decided that perhaps Quick-Play Spells might be exempt from the rule. However, then I thought about Continuous, Equip and Field Spells; aren't you making them even more vulnerable than before? So then we're just limited to Ritual Spells and Normal Spells. But Rituals Spells are bad enough as is; aren't I just killing the concept of Ritual Summoning even more? Having just Normal Spells left, I admitted defeat. But, I thought it was an interesting enough idea to post here. Do you agree/disagree with my reasoning? Link to comment Share on other sites More sharing options...
Moor Posted April 21, 2018 Report Share Posted April 21, 2018 You forgot this would kill Pendulums as well. But it was an interesting idea, if nothing else. Link to comment Share on other sites More sharing options...
Lunar Origins Posted April 21, 2018 Report Share Posted April 21, 2018 Giving new life to the phrase 'MST negates', my friend. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.