Max Darkness Posted December 8, 2010 Report Share Posted December 8, 2010 In essence, one of the strongest RFP-based effects there could be. In a counter to "Imperial Iron Wall", this prevents cards from being returned, while removing them itself. Also, since its alternate summoning conditions mean that it never technically gets summoned, it is safe from "Bottomless Trap Hole" and the like. Rate and Enjoy. [center][IMG]http://i51.tinypic.com/2rzulg7.png[/IMG][/center] [b]Effect:[/b] When you draw this card, you can return 2 of your removed from play monsters to your Graveyard to remove this card from play. Then, at the start of your Main Phase 1, return this card to your side of the field in Attack Position. Removed from play cards cannot be returned to the hand, Deck, field or Graveyard. Cards sent to the Graveyard are removed from play instead. If this card would be destroyed, you can return 1 "D.D." monster you control or in your hand to your Deck instead. While you have 14 or more cards removed from play, this card cannot be destroyed by your opponent's card effects. Link to comment Share on other sites More sharing options...
M.Hats Posted December 8, 2010 Report Share Posted December 8, 2010 [i]When you draw this card, you can return 2 of your removed from play monsters to your Graveyard to remove this card from play until the start of your Main Phase 1.[/i] Then what happens to it? According to its own effect it cannot be returned to your hand, deck, graveyard or field and it doesn't specify where it goes afterward anyway. Apart from that I like this card a fair bit. My other criticisms are minor. Link to comment Share on other sites More sharing options...
Sander Posted December 8, 2010 Report Share Posted December 8, 2010 [quote name='M.Hats' timestamp='1291837832' post='4838272'] Then what happens to it? According to its own effect it cannot be returned to your hand, deck, graveyard or field and it doesn't specify where it goes afterward anyway.[/quote] It just gets returned back onto the field at the start of Main Phase 1. Interdimensional Matter Transport has a pretty similar wording to that effect that confused you. Link to comment Share on other sites More sharing options...
M.Hats Posted December 8, 2010 Report Share Posted December 8, 2010 Yes but the difference is interdimensional matter transporter removes the card from the field. This card gets removed from the hand. That means it will get returned to the hand, not the field. Link to comment Share on other sites More sharing options...
Max Darkness Posted December 8, 2010 Author Report Share Posted December 8, 2010 [quote name='M.Hats' timestamp='1291837832' post='4838272'] [i]When you draw this card, you can return 2 of your removed from play monsters to your Graveyard to remove this card from play until the start of your Main Phase 1.[/i] Then what happens to it? According to its own effect it cannot be returned to your hand, deck, graveyard or field and it doesn't specify where it goes afterward anyway. Apart from that I like this card a fair bit. My other criticisms are minor. [/quote] Thanks for the rate. And yeah, it should return to the field. I'll reword that part. EDIT: That should be correct now. Link to comment Share on other sites More sharing options...
MystirMeme Posted December 8, 2010 Report Share Posted December 8, 2010 Doesn't it get Special Summoned, since it was never Summoned in the first place? Other than that, this is a pretty cool card. 9/10. Link to comment Share on other sites More sharing options...
M.Hats Posted December 8, 2010 Report Share Posted December 8, 2010 Yup, I think it should be special summon. Also why at the start of main phase 1 and not the standby phase? The only thing I can think of is that it will stop you from using cold wave. Again, good card makes a pretty beastly boss monster if you get everything set-up for it. Also I like how it pushes for you to summon it when you draw it, which gives me card ideas of my own. Link to comment Share on other sites More sharing options...
Sander Posted December 8, 2010 Report Share Posted December 8, 2010 [quote name='Dragon Master Zero' timestamp='1291839328' post='4838311'] Doesn't it get Special Summoned, since it was never Summoned in the first place?[/quote] Returning and Special Summoning have different meanings. Returning means that it pretty much is untouchable,so cards like Solemn Judgment/Warning cannot be activated, since it wasn't Summoned. Link to comment Share on other sites More sharing options...
M.Hats Posted December 8, 2010 Report Share Posted December 8, 2010 Exactly why it should get special summoned. Returning makes it even more beastly, and it is already a rather easy to get out 2700 beatstick. Link to comment Share on other sites More sharing options...
Max Darkness Posted December 8, 2010 Author Report Share Posted December 8, 2010 [quote name='M.Hats' timestamp='1291840281' post='4838338'] Exactly why it should get special summoned. Returning makes it even more beastly, and it is already a rather easy to get out 2700 beatstick. [/quote] I made it a returner for the sole purpose of bypassing "Bottomless Trap Hole" and the like. Its cost is an annoyance for RFP Decks, both in reducing the number of removed cards you have and because the returned cards then need to be removed again. Also, if drawn early in the game, the cost might not be there or you could choose not to return your monsters, meaning you'd need to Normal Summon it, making prey to the Summon Traps. Another thought is that if it's returned to your hand, it will need to be Normal Summoned to return to the field. And like you said, you don't really have the luxury of choice in activating its removal effect; you either get it on the field at that time or wait until you've got two tributes ready. So yes, it is easy to get out when the cost is there and nothing can block its appearance, but if you don't have what it needs, it's a slow thing to get out. As for the returning during the Main Phase, I just thought it was a little different. Link to comment Share on other sites More sharing options...
M.Hats Posted December 8, 2010 Report Share Posted December 8, 2010 If you are insistent on leaving the return to field (I think this would make it the only monster that can get onto the field without ever being truly summoned, which is fairly interesting) then I would probably at least lower the ATK a bit. Having been building a chaos/anti-meta deck I can tell you now I would run at least 1 of these for its beatstick power alone, I don't see it as being as effective in a RFP deck funnily enough. Chaos sorcerer, 3 D.D. Warrior ladies, not to mention Dimensional Alchemists and possibly Cyber Valleys (these are all pretty common cards in chaos/anti-meta decks) gives you more then enough opportunities to pull this out without any trouble in chaos/anti-meta so it's cost is actually really low, especially as this kind of deck doesn't care too much if cards end up RFP or in the Graveyard. At worse its a dead card in your hand at the start of the game, but then again you can use it for costs with lightning vortex or karma cut (you are almost never going to want to tribute summon it). Also nothing wrong with it returning during main phase 1, stopping you from activating cold wave is actually an interesting, if small, unintended balancing for the card. Link to comment Share on other sites More sharing options...
Max Darkness Posted December 8, 2010 Author Report Share Posted December 8, 2010 [quote name='M.Hats' timestamp='1291842741' post='4838445'] If you are insistent on leaving the return to field (I think this would make it the only monster that can get onto the field without ever being truly summoned, which is fairly interesting) then I would probably at least lower the ATK a bit. [/quote] I made this to see if it was feasable to make a card that never gets summoned. I'll reduce the ATK and DEF to that of Level 6 monsters. [quote name='M.Hats' timestamp='1291842741' post='4838445'] Also nothing wrong with it returning during main phase 1, stopping you from activating cold wave is actually an interesting, if small, unintended balancing for the card. [/quote] I never thought of that while making this, but you are right. Link to comment Share on other sites More sharing options...
M.Hats Posted December 8, 2010 Report Share Posted December 8, 2010 Okay card is pretty much perfect. Now you just have to blackmail Konami and make them make it so I can run 1 in my deck. Link to comment Share on other sites More sharing options...
jacy Posted December 8, 2010 Report Share Posted December 8, 2010 10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000/10 Link to comment Share on other sites More sharing options...
Max Darkness Posted December 8, 2010 Author Report Share Posted December 8, 2010 [quote name='M.Hats' timestamp='1291843809' post='4838479'] Okay card is pretty much perfect. Now you just have to blackmail Konami and make them make it so I can run 1 in my deck. [/quote] Indeed. [quote name='jacy' timestamp='1291847367' post='4838604'] 10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000/10 [/quote] Thanks for the rate. Link to comment Share on other sites More sharing options...
Lexadin Posted December 9, 2010 Report Share Posted December 9, 2010 *looks at old version to see what has changed* I see you tweeked out the lore some more. And also a slight decrease in its power. However I still find it to be an excelent piece of work. So my previous rating stays (a 10/10) Link to comment Share on other sites More sharing options...
Max Darkness Posted December 9, 2010 Author Report Share Posted December 9, 2010 Thanks Lex. Link to comment Share on other sites More sharing options...
Max Darkness Posted December 9, 2010 Author Report Share Posted December 9, 2010 I'll give this a bump. Link to comment Share on other sites More sharing options...
Max Darkness Posted December 10, 2010 Author Report Share Posted December 10, 2010 Any more comments? Link to comment Share on other sites More sharing options...
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