Tinkerer Posted July 8, 2022 Report Share Posted July 8, 2022 Endless Ephemerality Normal Trap Target 1 face-up card in your opponent's Spell/Trap Zone; negate its effects (until the end of this phase), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn, destroy all monsters in this card's column. If you control no cards, you can activate this card from your hand. An Imperm for Spells/Traps. Honestly just made this b/c this card would be SOOOO helpful in my Amazements. Link to comment Share on other sites More sharing options...
D1G1TAL Posted July 9, 2022 Report Share Posted July 9, 2022 Nice idea, this sounds like a card Konami would release next set. I don’t really know about the “For the rest of this turn, destroy all monsters in this cards column”. This really should be a negate instead to mimic Imperm better, and also because an effect of this caliber hasn’t been printed yet. A continuous destroy would probably cause ruling confusions. And then there’s the Extra Monster Zone. Negating (or continuously destroyed) an entire extra monster zone on top of the main monster zone below it is too overpowered and not at all like imperm (If you control a tower in your EMZ and negate/destroy the other one, your opponent basically cant link summon). This should say a main monster zone only. Also, why only until the end of the phase? Imperm negates until the end of the turn… If I may, if I wanted to make an Imperm for backrow, I’d write it like this: Target 1 face-up Spell/Trap in your opponents Spell/Trap Zone; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn, negate all monster effects in the Main Monster Zone of this card's column. If you control no cards, you can activate this card from your hand. Link to comment Share on other sites More sharing options...
Tinkerer Posted July 10, 2022 Author Report Share Posted July 10, 2022 Ah, thanks for the look-through @Robin Berger! I'm glad to see ya spotted all the little changes I'd made to balance the function of this card to be in-line with Imperm. I suppose it could have been easy to just take Imperm's wording and swap around monster with spell/trap, but I figured there are a few things to consider in that case. For example: If you Imperm'd a monster, the monster's effect is negated, but they still have that monster that they can use to go into the extra deck. However, in most cases, you'd be using this card against Normal/Quick-Play Spells: meaning the effect is negated and then the card is sent to the GY. That difference makes this card's first effect a lot stronger than Imperm's; it would be like if Imperm negated and destroyed. To balance that out, I weakened this to only work until the end of the Phase so that the opponent could regain the use of their Continuous Spells/Traps (kinda like how monsters can still be used after getting Imperm'd). As for swapping the second effect, I thought a blanket auto-negate for a column would be a lot stronger/scarier than the auto-destruction. While powerful, the auto-destruction effect is a double-edged sword since your opponent can easily take advantage of it for more specific floating effects. As you noted, Links are the big exception, but I'd imagine a blanket negate would cripple them worse. In either case: to prevent that, a Link player would have to commit monsters to the board to remove either this face-down card or the other EMZ monster before using their Spells/Traps. It would just have to be something they have to think about and play around. All that being said, since the opponent can take advantage of the the destruction effect (or ignore it if they aren't using a Link deck), this was meant as another nerf to counterbalance the OP first effect. I hoped that tweaking/nerfing aspects of the card would make it closer to Imperm's power level rather than just making it a pure Imperm clone. Link to comment Share on other sites More sharing options...
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