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Call for the Trench


Darj

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Call for the Trench
Normal Trap
If a monster your opponent controls activates its effect or attacks while you control a DARK or WATER Sea Serpent monster: Special Summon, from your hand, Deck or GY, 1 Level 7 or higher DARK or WATER Aqua, Fish or Sea Serpent, or WATER Beast, Fiend, Dinosaur, Dragon, Insect, Plant, Thunder, Reptile, Rock or Wyrm monster, in Defense Position, and if you do, negate that effect or attack, also all face-up monsters your opponent currently controls have their effects negated until the end of this turn, and cannot attack this turn. You can banish 1 Level 7 or higher Sea Serpent monster from your GY; Set this card from your GY, but banish it when it leaves the field. You can only use 1 "Call for the Trench" effect per turn, and only once that turn.


My take on an semi-generic "Harpie's Feather Storm" for Sea Serpents. Testing the waters with the unusual monster requirement and rather absurd SS targets, but wanted to make this card as splashable as possible while staying flavorful with an abyssal, dark theme, even for cards and archetypes that may exist in the future. Heck, some targetable type combinations don't even exist yet.

Thoughts?

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