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Tick Tock The Wise (Written)


Neo Nae

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Can only be Normal Summoned (without tributes) while you control no monsters on your side of the field and your opponent controls 3 or more, you can only summon this monster in the middle monster zone.

If this card is Normal summon you can special summon 2 Cloaked Clock tokens (Level 2 DARK Machine ATK 500/DEF 500) to the leftmost and rightmost side monsters zones.

While this card is face up on the field, Cloaked Clock cannot be destroy by battle or effects except by "Tick Tock The Wise" effect.

During the battle phase, all attacks are chosen in a clockwise formation, so it is possible to attack your own monsters, but all winning battle damage goes to the opponent whether you attack their monster or your own monsters, this effect applies to both players.

Level 10

LIGHT

Fiend/Effect

ATK: 3000

DEF: 3000

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Seems like we inspired Neo Nae, @Loleo, Mostly you, of course, though my evil suggestion of the dmg being inflicted to the opponent managed to squeeze in.

So, powerful boy that hits the field in a pretty disadvantageous situation and starts to cause a mess.If I'm correct, during the turn this card is Summoned, the Cloaked Clock summoned to the rightmost zone would battle The Wise, obliterating the token and inflicting 2500 dmg to them, then The Wise would proceed to attack the left Clock and another 2500, making this card an auto 5000 dmg to the opponent if nothing interrupts it. The fact that the Clocks cannot be destroyed by battle do not stop the damage from being inflicted to the opponent... So yeah, if I understood this correctly, this is an issue that should be addressed... perhaps by stopping the monsters from attacking during the turn they're summoned so the opponent has a chance to do something about it, though I'm not leaving out of sight the fact that you need your opponent to be controlling 3+ monsters, meaning that disruption possibilities are high.

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11 hours ago, Rayfield Lumina said:

Seems like we inspired Neo Nae, @Loleo, Mostly you, of course, though my evil suggestion of the dmg being inflicted to the opponent managed to squeeze in.

So, powerful boy that hits the field in a pretty disadvantageous situation and starts to cause a mess.If I'm correct, during the turn this card is Summoned, the Cloaked Clock summoned to the rightmost zone would battle The Wise, obliterating the token and inflicting 2500 dmg to them, then The Wise would proceed to attack the left Clock and another 2500, making this card an auto 5000 dmg to the opponent if nothing interrupts it. The fact that the Clocks cannot be destroyed by battle do not stop the damage from being inflicted to the opponent... So yeah, if I understood this correctly, this is an issue that should be addressed... perhaps by stopping the monsters from attacking during the turn they're summoned so the opponent has a chance to do something about it, though I'm not leaving out of sight the fact that you need your opponent to be controlling 3+ monsters, meaning that disruption possibilities are high.

I’m happy y’all inspired him. The card doesn’t scare me to much because the decks I play usually get monsters with over 3000 ATK out pretty easily but I can see how terrifying this could be for most decks. Though because your opponent needs 3+ monsters on the field, The Wise either getting it’s effects negated or destroyed as soon as it hits the field wouldn’t surprise me.

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On 4/27/2022 at 8:44 PM, Rayfield Lumina said:

Seems like we inspired Neo Nae, @Loleo, Mostly you, of course, though my evil suggestion of the dmg being inflicted to the opponent managed to squeeze in.

So, powerful boy that hits the field in a pretty disadvantageous situation and starts to cause a mess. If I'm correct, during the turn this card is Summoned, the Cloaked Clock summoned to the rightmost zone would battle The Wise, obliterating the token and inflicting 2500 dmg to them, then The Wise would proceed to attack the left Clock and another 2500, making this card an auto 5000 dmg to the opponent if nothing interrupts it. The fact that the Clocks cannot be destroyed by battle do not stop the damage from being inflicted to the opponent... So yeah, if I understood this correctly, this is an issue that should be addressed... perhaps by stopping the monsters from attacking during the turn they're summoned so the opponent has a chance to do something about it, though I'm not leaving out of sight the fact that you need your opponent to be controlling 3+ monsters, meaning that disruption possibilities are high.

I think it's only 2500 damage because only "winning battle damage" is inflicted. I- I don't know but this seems really hard to word for the intended effect. I guess just battling your own monsters is a Strategy?

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