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Metilliary Nation Faktorie [WRITTEN]


Tinkerer

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Metilliary Nation Faktorie

Field Spell

During your End Phase: You can target 1 monster on the field that has not activated its effect this turn, OR: Target 1 Set card that was not Set this turn; destroy it. During your opponent's End Phase: Your opponent may draw 1 card and reveal it, then send 1 card from their hand or field to the GY. You can banish 1 "Metilliary Nation Faktorie" from your GY; draw 1 card. You can only activate each effect of "Metilliary Nation Faktorie" once per turn.

 

A Field Spell for a series of Military Machine monsters that I plan to make based around the gimmick of Sergeant Electro: force your opponent to preempt their effects or else they'll be unusable.

I wasn't sure if I should make the opponent effect a straight +1 or if the +0 draw-and-send was good enough. Guess it depends on the rest of the series, huh?

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Interesting gimmick ("use it or lose it"), but... how would it work with non-Effect monsters. What about monsters that just have continuous effects or conditional non-Ignition effects?

Being able to play smart and deal with a "Mirror Force" card or "Evenly Matched" sounds very nice, but other than that you're just deleting your opponent's monsters that don't have a quick effect for no maintenance cost each turn and letting them have better hand management (during the end of their turn, when they can't even play the card they got).
Maybe I'm overthinking it, but seems like the (monster) destruction effect is a bit too easy to use. 

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Thanks!

Yeah, I was pretty iffy about it myself (partially wanted to post to get a second opinion before making some of the actual monsters).

To answer your question: yes it would be exceptionally useful against non-Effect monsters and continuous effect monsters. It can be very strong for swinging tempo in your favor (especially if you can destroy a high-investment card).

At the same time, thinking about this card in the scope of the modern game, I wasn't sure how strong it'd be. Outside of HERO and Flunder, most decks have a boss that's either interactive or easy to recur (or both). In making this, my base assumptions are that in a modern ygo game: 1) This would very rarely hit relevant monsters (it is comparable to Trickstar Light Stage when removing backrow), and 2) Under normal circumstances, the opponent should have an extra deck tool to remove this card (making it a limited strength 1-for-1). Those assumptions could very easy be false though, and - if false - that would make this card very strong.

...I guess I'm hoping for another opinion 😅

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I think it is fine even if you take out the second effect! You could also make the 1st effect during each end phase.

 

Is the 3rd effect supposed to work while it is on the field, and you banish a different copy from your GY?

 

The issue with this card's power is it is slow as it activates during the end phase and is targeted destruction (the form of removal that is easiest to deal with [floating, targeting or destruction protection, or recursion]). I think the additional restriction of only targeting 1 (instead of blanket destruction of all face-up cards that haven't been activated) is enough to balance this card just fine.

 

If anything, I think the current version is slightly UNDER powered.

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4 hours ago, Redro said:

Aww, dang it, now I'm even more confused xD

Well, if you don't like what I said you can extend the condition a little farther from "that has not activated its effect this turn"---->"that has not activated its effect in the last 2 turns". (I still think this works allowing you to activate the effect during each end phase and not having the second effect)

I'm just thinking in the current meta, what would you really pop with this? What doesn't have a quick effect OR Targeting protection OR destruction protection that would still be a "Big hit"?

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