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"Second Chance" cards


JairoLeyn100

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These are cards that I've made a long time ago, but I hadn't posted them yet. These are cards that would allow the player either to use a 'once per turn' effect a second time during the same turn, or prevent the other player from using other monster's or Spell/Trap crad's effects for the rest of the turn.

 

126297538_ShiningCrystalofSecondChance.thumb.jpeg.2c80ccea6cca91bdd703658a24195042.jpeg"Shining Crystal of Second Chance"

Level 1 - LIGHT

Rock/Pendulum/Normal

Pendulum Scale: < 1 - 1 >

ATK/0 - DEF/0

Pendulum Effect:

Once per turn, during either player's turn (Quick Effect): You can target 1 face-up Spell/Trap Card on the field with an effect/s that can only be used once per turn. That Spell/Trap Card's effect can be activated a second time this turn. You can only use "Shining Crystal of Second Chance" once per duel.

Text:

A shining diamond-shaped crystal that emanates a reassuring aura. It is said that "whoever bath in it's never ending light for too long, they will be blessed with good luck for the rest of their lives".

 

 

 

 

591045455_DarkCrystalofNoSecondChance.thumb.jpeg.5741b13b9e1a3d6d189b00715f419d19.jpeg"Dark Crystal of No Second Chance"

Level 1 - DARK

Rock/Pendulum/Normal

Pendulum Scale: < 1 - 1 >

ATK/0 - DEF/0

Pendulum Effect:

Once per turn, during either player's turn (Quick Effect): You can target 1 face-up Spell/Trap Card on the field with an effect/s that can only be used once per turn. The controller of the card cannot activate other Spell/Trap Cards, except the targetted one, until the End Phase. You can only use "Dark Crystal of No Second Chance" once per duel.

Text:

A black and obscure diamond-shaped crystal that emanates an hypnotic aura. It is said that "whoever bath in it's never ending darkness for too long, they will be cursed with bad luck for the rest of their lives".

 

 

 

 

1461185230_HolySpellofSecondChance.thumb.jpeg.90d1d25c4d8c7d3918c5453495bf68f0.jpeg"Holy Spell of Second Chance"

Spell - Quick-Play

Effect:

During either player's turn: You can target 1 face-up Effect monster on the field with an effect/s that can only be used once per turn. That monster's effect/s can be activated a second time this turn. You can only use 1 "Holy Spell of Second Chance" once per duel.

 

 

 

 

 

 

 

 

 

 

1183351480_DarkSpellofNoSecondChance.thumb.jpeg.e1cf5ed87a75b97d94887f40a1f7a75d.jpeg"Dark Spell of No Second Chance"

Spell - Quick-Play

Effect:

During either player's turn: You can target 1 face-up Effect monster on the field with an effect/s that can only be used once per turn. The controller of the card cannot use other monster's effects, except the targetted one, until the End Phase.

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The words during either player's turn and (Quick Effect) both mean the same thing, only exception is for when your quick effect can only be used on your own turn and you need to specify that, but your cards are not that.

So I'd recommend erasing the text (Quick Effect).
(Quick Effect) is used exclusively for monster effects, and Spell/Trap Cards can have the "during either player's turn" clause or even effects that trigger at quick-like speeds but never be designated as true quick effects. Thus, Pendulum Effects in monsters never use it, not even Purplepoison Magician or the Empowered Warrior monsters whose Pendulum Effects trigger in the middle of the Battle Phase (I went to look them up to make sure).

Well actually, now that I think about it you don't need either of them. The OPT clause at the beginning is overuled by the "once per Duel" clause at the end of every effect. Though I guess you wrote them this way so that they can affect each other by TECHNICALLY being "once per turn" cards...  Since it does serve a mechanical function I guess that's alright.

Since they are chainable effects, I'm gonna mention it can select Normal Spells, Quick Play Spells, and Normal Traps as well (so long as they have any sort of OPT clause in them) as they are technically face-up when activating, making the cards' range be really pretty much every Spell/Trap printed in the last decade xD
Though I suppose the true value of this will be in doubling up a boss monster's omni-negate effect (that typically are hard OPT). 

Meanwhile the counterparts are pretty powerful floodgates... they allow a single effect but bottleneck the opponent for the rest of the turn, and can be used in their own turn. That's pretty savage.

- - - -

That's all I can say, I'm not a fan of "once per Duel" clauses myself, I'd rather try to balance the design to be slightly tamer and work once per turn in as many cases like this as possible, but your cards oddly enough seem to strike the balance for me.... they aren't really an engine as they don't search themselves, nor do they have any good stats in scales or Levels to do much with, and don't particularly go for furthering up plays, yet they do feel super strong so the one use is pretty much worth it. 
IDK if they'd need any balancing tweaks or not unless I saw them in action, so umm... good job xD


 

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8 hours ago, Sleepy said:

The words during either player's turn and (Quick Effect) both mean the same thing, only exception is for when your quick effect can only be used on your own turn and you need to specify that, but your cards are not that.

So I'd recommend erasing the text (Quick Effect).
(Quick Effect) is used exclusively for monster effects, and Spell/Trap Cards can have the "during either player's turn" clause or even effects that trigger at quick-like speeds but never be designated as true quick effects. Thus, Pendulum Effects in monsters never use it, not even Purplepoison Magician or the Empowered Warrior monsters whose Pendulum Effects trigger in the middle of the Battle Phase (I went to look them up to make sure).

Well actually, now that I think about it you don't need either of them. The OPT clause at the beginning is overuled by the "once per Duel" clause at the end of every effect. Though I guess you wrote them this way so that they can affect each other by TECHNICALLY being "once per turn" cards...  Since it does serve a mechanical function I guess that's alright.

Since they are chainable effects, I'm gonna mention it can select Normal Spells, Quick Play Spells, and Normal Traps as well (so long as they have any sort of OPT clause in them) as they are technically face-up when activating, making the cards' range be really pretty much every Spell/Trap printed in the last decade xD
Though I suppose the true value of this will be in doubling up a boss monster's omni-negate effect (that typically are hard OPT). 

Meanwhile the counterparts are pretty powerful floodgates... they allow a single effect but bottleneck the opponent for the rest of the turn, and can be used in their own turn. That's pretty savage.

- - - -

That's all I can say, I'm not a fan of "once per Duel" clauses myself, I'd rather try to balance the design to be slightly tamer and work once per turn in as many cases like this as possible, but your cards oddly enough seem to strike the balance for me.... they aren't really an engine as they don't search themselves, nor do they have any good stats in scales or Levels to do much with, and don't particularly go for furthering up plays, yet they do feel super strong so the one use is pretty much worth it. 
IDK if they'd need any balancing tweaks or not unless I saw them in action, so umm... good job xD


 

Thanks. My intention for these cards was more for a kind of 'rule-changing' effect. And like I said, these cards were made a loooooooooooong time ago, so I was kinda expecting some grammar errors. So basically I was going for some 'staples' cards (if you know what I mean). The kind of cards that anyone, would like to have In any Deck.

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