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For the Pratchett Fans - The Summoning Dark


TwilightEndKnight

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Trying something a little different, using the idea of the Summoning Dark from Discworld lore.

 

The Summoning Dark

Dark, Fiend, Effect

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0/0

This card can't be normal summoned/set, or special summoned except by the effect of 'Curse of the Summoning Dark'. While this card is face up on your field you cannot activate the effects, or declare attacks, of other Monster Cards on your side of the field.

This card cannot be destroyed by battle or effects that target. At the start of the damage step, destroy any Monster that battled this card without taking any damage. When this card destroys a Monster Card choose a Zone on your opponent's side of the field. They cannot use that Zone while this card remains face up on the field.

When this card is sent to the GY, banish it instead, and you take damage equal to the number of Zones restricted by this card's effect x 500.

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Curse of the Summoning Dark

Normal Trap

This card can only be activated when your opponent destroys one of your Monster Cards and you currently have half, or less, of your original Life Points.

Banish Monster Cards from the field, or from your hand, with a total combined Level of 10, then Special Summon 'The Summoning Dark' from your hand or GY. When 'The Summoning Dark' leaves the field and this card is in the GY, banish this card to return the Monster Cards banished by this card's effect to where they were originally banished from.

Only one 'Curse of Summoning Dark' can be activated once per turn.

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According to lore the Summoning Dark is the most feared 'Dark' Curse in Discworld Dwarf society, and only used in desperate situations, so I'm wanting it to be powerful (but not crazy OP of course) and fearsome. The idea behind the restricted Zones is that the Darkness is slowly closing in. I erred on individual Zones over Columns as I thought that was the less broken option.

Would love some feedback, these were made mostly for fun, but would love some insight into how this could be made viable.

 

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lets go with the curse first

okay....that a loaded restrictions. its akin to "Rise of the Snake Deity"  but its still equally slow, needing further requirement of half of LP and banish. it can give back what it banished sure , but its still not offset the problems 

the monster: so after all the effort you get monster that shutdown your own board for its first effect...okay. the immunity still not much worth it compare to like Vennominaga. the destruction effect dont need "no damage" line since before/start of damage calculation means you destroyed it before the damage is calculated anyway so no damage. zone lock seems strong and cool but its still battle dependent which is a bit slow not to mention the number of zone it could lock before taken out not gonna threatening enough  except for link-based deck.

TL:DR the idea is cool and can be a strong if done well. its just you overbalance it too much. Ghostrick Socuteboss is a thing and that card much more easier to summon and has proper protection for its effort at the time

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On 10/2/2021 at 8:47 PM, TwilightEndKnight said:

Trying something a little different, using the idea of the Summoning Dark from Discworld lore.

 

The Summoning Dark

Dark, Fiend, Effect

**********

0/0

This card cannot be destroyed by battle or card effects. Unaffected by your card effects. At the start of the damage step: destroy any Monster that battled this card. When this card destroys a Monster: choose a Zone on your opponent's side of the field. They cannot use that Zone while this card remains face up on the field.

If this card would be sent to the GY: banish it instead, then you take damage equal to the number of Zones restricted by this card's effect x 500.

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Curse of the Summoning Dark

Normal Trap

Banish main deck Monsters from the field, or from your hand, with a total combined Level of 10 or more, then Special Summon 'The Summoning Dark' from your hand, deck or GY. When 'The Summoning Dark' leaves the field and this card is in the GY, banish this card to return the Monster Cards banished by this card's effect to where they were originally banished from.

Each effect of 'Curse of Summoning Dark' can be used once per turn.

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Question when you say "the field" does that include monsters your opponent controls?

This is my fix, thoughts? 

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17 hours ago, Dokutah Jolly said:

lets go with the curse first

okay....that a loaded restrictions. its akin to "Rise of the Snake Deity"  but its still equally slow, needing further requirement of half of LP and banish. it can give back what it banished sure , but its still not offset the problems 

the monster: so after all the effort you get monster that shutdown your own board for its first effect...okay. the immunity still not much worth it compare to like Vennominaga. the destruction effect dont need "no damage" line since before/start of damage calculation means you destroyed it before the damage is calculated anyway so no damage. zone lock seems strong and cool but its still battle dependent which is a bit slow not to mention the number of zone it could lock before taken out not gonna threatening enough  except for link-based deck.

TL:DR the idea is cool and can be a strong if done well. its just you overbalance it too much. Ghostrick Socuteboss is a thing and that card much more easier to summon and has proper protection for its effort at the time

Lol was mindful about balance when coming up with the concept, funny I went too far the OTHER way. I'll have a look over Socuteboss to compare. Thank you!

5 hours ago, ITSUKOSOADO said:

Question when you say "the field" does that include monsters your opponent controls?

This is my fix, thoughts? 

I really like your fix! I originally thought to not have it unaffected by own effects, that way it could be supported by cards to allow it multiple attacks etc to maximise it's effect. But it wasn't a make or break thing.

As for when I say 'The Field' are you referring to The Curse Card?

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30 minutes ago, TwilightEndKnight said:

Lol was mindful about balance when coming up with the concept, funny I went too far the OTHER way. I'll have a look over Socuteboss to compare. Thank you!

It happens balance is very difficult.

I really like your fix! I originally thought to not have it unaffected by own effects, that way it could be supported by cards to allow it multiple attacks etc to maximise it's effect. But it wasn't a make or break thing.

In that case... it would be more powerful... I think it would still be fine but some testing would be nice.

As for when I say 'The Field' are you referring to The Curse Card?

"Banish Monster Cards from the field" yes on the trap.

 

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20 hours ago, TwilightEndKnight said:

For the trap I hadn't intended for Opponent's Monsters, cause ouch. Lol. So would need to fox that wording. It did raise a possibility. What if it was 'Tribute' to banish then there's theoretical support from Soul Exchange or Tribute Burial (I think)

It would have synergy with soul exchange but not tribute burial (as tribute burial only works on a tribute summon that requires exactly 2 monsters). If it worked the same way and just banished, but if you say "Tribute 2 monsters from your hand or field to special summon a "The Summoning Dark" from your hand, deck, or GY. (this is also treated as a tribute summon) If you do, return the tributed monsters to their original locations if "The Summoning Dark" leaves the field" Maybe this would still work even if it banished the materials for tribute burial bu because of how it works I'm not sure.

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