Guest BGMCANN0N Posted October 17, 2018 Report Share Posted October 17, 2018 Danger! Encryptid[Normal Trap]Add up to 2 "Danger!" monsters from your GY to your hand, then discard 1 card. If a face-up "Danger!" card you control would be destroyed, you can banish this card from your GY. You can only activate 1 "Danger! Encrytid" per turn. [spoiler=Support To]http://yugioh.wikia.com/wiki/Danger! [spoiler=Lore and Wordplay]So within the given arts of "Second Expedition into Danger!" (explorers going to the Realm of Danger to discover something) and "Danger! Response Team" (obviously people studying these Danger! monsters), I made a card that would depict the explorers finding some kind of ancient ruins with hieroglypic messages encrypted about these creatures.Wordplay:(Encrypted - "ed") + (Cryptid - "crypt") = Corruption + Portmanteau [spoiler=Intent]Flavor based, and give Danger! a bit of extended support some may or may not disagree with. Link to comment Share on other sites More sharing options...
Dova Posted October 17, 2018 Report Share Posted October 17, 2018 I mean, it's alright...if you lose a monster early on, this card can bring it back, and more triggering during your opponent's turn is fun. I just feel that Danger! Zone does it better in terms of Graceful Charity rather than...the Graceful Charity for Normal Monsters idr what it's called.I'd at least expand the destruction prevention to cards, rather than just monster's gotta keep up that field for that second effect :P Link to comment Share on other sites More sharing options...
Guest BGMCANN0N Posted October 17, 2018 Report Share Posted October 17, 2018 I mean, it's alright...if you lose a monster early on, this card can bring it back, and more triggering during your opponent's turn is fun. I just feel that Danger! Zone does it better in terms of Graceful Charity rather than...the Graceful Charity for Normal Monsters idr what it's called. I'd at least expand the destruction prevention to cards, rather than just monster's gotta keep up that field for that second effect :PThe Graceful Charity for Norms... Oh you mean "Common Charity" ? ... I ... Didn't even know people were using Common Charity's negative effect to pull off Dangers. Seems very impractical, but I guess it at least doesn't have a HOPT. XD On a more related note, noted: made protection protect the Field Spell and Second Expedition... XD Link to comment Share on other sites More sharing options...
Dova Posted October 17, 2018 Report Share Posted October 17, 2018 ... I ... Didn't even know people were using Common Charity's negative effect to pull off Dangers. Seems very impractical, but I guess it at least doesn't have a HOPT. XDNo no no no no no no no NO That's not what I meant at all lmao I meant that the current Trap that they have draws 3 and discards 2, like Graceful, whereas this "draws" (read "add") 2 and discards 1, like Common. Link to comment Share on other sites More sharing options...
Guest BGMCANN0N Posted October 17, 2018 Report Share Posted October 17, 2018 No no no no no no no no NO That's not what I meant at all lmao I meant that the current Trap that they have draws 3 and discards 2, like Graceful, whereas this "draws" (read "add") 2 and discards 1, like Common.Ohh okay got it... XD Sorry for misunderstanding. Well I thought protection effect would be a good incentive to use it along side with Danger! Zone despite not being as impactful. Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted October 17, 2018 Report Share Posted October 17, 2018 If anything, you just run this for the protection and recycle stuff if opponent got lucky or need to grab certain members (i.e. Thunderbird, Jackalope, etc) back. Not sure if Dangers! have the space for this even with the above, but I suppose running a copy or two wouldn't hurt them. Link to comment Share on other sites More sharing options...
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