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Hyper Turpentine Span


HQCardmaker

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This card is a menace.

Field Spell

Hyper Turpentine Span

Gold Rarity

This card stays on the Field until up to the owner's 4th End Phase after activating these effects ends; if completed, this card and every card this card sent to the GY is Banished. Mark 2000 points this turn on a list, going down 400 points each of the owner's Draw Phases. Every turn, for each Spell and Trap card placed face-down, pay 500 LP, and for each Monster card placed face-down, pay 100 LP; if not every player does, send this card to the GY. If a face-up Monster Card has more total Attack/Defense Points than the mentioned/recalculated mark, send that card to the GY. If a Spell or Trap card has been on the Field for a total of 2 End Phases, send that card to the GY. Calculations to not refer to cards that this card sends to the GY except by the effect of Hyper Turpentine Span. If a spell card by the name "Black Hole" is played, Banish this card. No duelists can play "Toon World" nor "Umi" while this is on the Field face-up this game.

 

Hyper Turpentine Span.png

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How about:

Each player must pay 500LP to set cards. At the start of each End Phase: place a Turbulence counter on each Spell/Trap card, then send all other cards with 2 Turbulence counters and monsters with more than (2000 - the number of Turbulence counters on this card * 400) ATK to the GY. If this card has 4 Turbulence counters banish this card and both players' GYs.

The 3 specific cards referred to at the end were niche and unnecessarily lengthened the effect. I changed how the card functions slightly, but it is now much more succinct. 

 

 

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