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Try to get around this card 0_0


Ieyasu Tokugawa

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Had a random idea on my drive to the grocery store. Don't ask why, I just did. And don't say I got the whole sentence mixed up, I worded it this way on purpose. I would also like it if I didn't have to explain game rules on card costs to people who don't know them.

And yes, they're short. Deal with it.

[IMG]http://i472.photobucket.com/albums/rr84/Metagross386/Yugioh/Random%20Cards/GammaBreak.png[/IMG]

Destroy 1 card your opponent controls to remove from play 1 card in your hand.

[IMG]http://i472.photobucket.com/albums/rr84/Metagross386/Yugioh/Random%20Cards/QuickReversal.png[/IMG]

Negate the activation of a Spell or Trap Card and destroy it. Your opponent does not pay any costs for the activation of that card.
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Second card - I don't see how that would work. Because you ALWAYS have to pay the cost before your opponent can chain. So, might have to reword it so that instead of not paying the cost, the opponent gains LP/ATK/Card in their hand, etc. Also, you could chain it to your own card, so you'd have to reword it so the last line sais, "The negated card's controller does not have to pay the cost for the activation of that Spell or Trap Card.

First card - Epic. Destroy opponent's monster to RFP scout plane.

10/10 first
7/10 second
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[quote name='Vough' timestamp='1302038017' post='5116860']
Second card - I don't see how that would work. Because you ALWAYS have to pay the cost before your opponent can chain. So, might have to reword it so that instead of not paying the cost, the opponent gains LP/ATK/Card in their hand, etc. Also, you could chain it to your own card, so you'd have to reword it so the last line sais, "The negated card's controller does not have to pay the cost for the activation of that Spell or Trap Card.
[/quote]
Why the hell would you negate your own Spell/Trap card? And if a card says you don't pay costs, you don't pay costs.

[quote name='Vough' timestamp='1302038017' post='5116860']
First card - Epic. Destroy opponent's monster to RFP scout plane.
[/quote]
This is telling me you don't get the true power behind the card.
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[quote name='Tsukasa Hiiragi' timestamp='1302038187' post='5116867']
Why the hell would you negate your own Spell/Trap card? And if a card says you don't pay costs, you don't pay costs.


This is telling me you don't get the true power behind the card.
[/quote]
1. It just has to. You can Solemn your own card, so you just have to make the wording so that, if you do negate your own card, you don't have to pay the cost yourself.
2. It's just an example. It can be used greatly, that's just example. I just laugh when I think you could remove destroy a Red Nova Dragon to RFP a necroface.
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[quote name='Vough' timestamp='1302038562' post='5116877']
1. It just has to. You can Solemn your own card, so you just have to make the wording so that, if you do negate your own card, you don't have to pay the cost yourself.
2. It's just an example. It can be used greatly, that's just example. I just laugh when I think you could remove destroy a Red Nova Dragon to RFP a necroface.
[/quote]
1. I still don't see why you would negate your own card. And anyone who does negate their own card deserves the disadvantage.

2. The big thing behind it's power is that negating it's effect is pointless, you still have to pay the cost of destroying your opponent's monster. It's basically a troll card.
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I'm getting Darkworld Lightning flashbacks...

Overall, the concept is great, since you practically benefit if your opponent chooses to negate it, regardless. Overall it's well balanced too, since you're RFP'ing, great in a dedicated RFP deck too, but also has general purpose. Almost definitely worth a 10/10.

Second card is also great, and balanced. Would easily become one of, if not, the best Counter cards in the game. Overall, the cost thing's a little awkward, but the rules do state it's perfectly legal, so it's still good. 10/10 here too, I love these cards.
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[quote name='Hounds of Anubis' timestamp='1302039116' post='5116898']
I'm getting Darkworld Lightning flashbacks...

Overall, the concept is great, since you practically benefit if your opponent chooses to negate it, regardless. Overall it's well balanced too, since you're RFP'ing, great in a dedicated RFP deck too, but also has general purpose. Almost definitely worth a 10/10.

[b]Sadly, your opponent would have to be ignorant to negate the card. You'd have to use something like magic jammer to gain anything, but then it goes from -1 to -2, so it probably isn't worth it.[/b]

Second card is also great, and balanced. Would easily become one of, if not, the best Counter cards in the game. Overall, the cost thing's a little awkward, but the rules do state it's perfectly legal, so it's still good. 10/10 here too, I love these cards.

[b]Dark Bribe without giving advantage ftw. It's the only 1 for 1 counter traps I can thing of that doesn't require lps besides counter counter, but that's useless.[/b]
[/quote]

Thanks for the comment, and bump.
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@Vough: in the rulebook, if you have even read it, it clearly states that effect on the card goes first, even if it by passes the rule in the book.

@Tsukasa Hiiragi: Gamma Break I do like, but I still say its a tad bit op'd. Only b/c if you wanted, you can purposely get rid of your opponents monster and use its other effect to remove D.D Survivor or Scout Plane and get it to the field. Its shyly op'd IMO. But its alright, I like it, now only you could make it a quick play, but then you would have to add in a drawback. Second, a counter card is likable to. Now, my question is if he didn't have to pay any costs for it, like Shadow Spell for instant. Or Negate Attack. I'm just saying, you should put a drawback for it if you negate a card that has no cost to that card.

Drawback is a negative towards you.

Overall, you get a 7.5/10 b/c I feel nice. With updates if you want to, I'll probably give a 9/10.
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lol i like the idea of gamma break and it would work well with those alchemy beast cards used in yugioh gx!

[url=http://dragcave.net/view/P57g][img]http://dragcave.net/image/P57g.gif[/img][/url][url=http://dragcave.net/view/hceh][img]http://dragcave.net/image/hceh.gif[/img][/url][url=http://dragcave.net/view/cZHf][img]http://dragcave.net/image/cZHf.gif[/img][/url][url=http://dragcave.net/view/YDRE][img]http://dragcave.net/image/YDRE.gif[/img][/url]
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[quote name='General White' timestamp='1302064475' post='5117837']
@Tsukasa Hiiragi: Gamma Break I do like, but I still say its a tad bit op'd. Only b/c if you wanted, you can purposely get rid of your opponents monster and use its other effect to remove D.D Survivor or Scout Plane and get it to the field. Its shyly op'd IMO.[/quote]

It's not overpowered. It's just simple one for one destruction worded better to bypass some cards. And just because you can get out D.D. Scout Plane with this card, does not make this card broken. For your information, Survivor only revives himself from the RFG Zone if it's RFG'd from the field.

[quote name='General White' timestamp='1302064475' post='5117837']
Drawback is a negative towards you.[/quote]

Hurr durr, captain obvious.
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[quote name='General White' timestamp='1302064475' post='5117837']
Drawback is a negative towards you.
[/quote]
I'd like to think I understand basic terms :/

And I made this a 1 for 1 card negation that give both players a +0 advantage. I'd like to keep it that way.

Zandaa explained the other card pretty much. And I doubt an 800 ATK monster on your field is going to hurt your opponrnt much anyway.

To everyone else, thanks for the comments.
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Well, to be honest, i read D.D survivor's effect and I mis-read it. I really would of liked it for him.

But the main card is the second one that gets in my way, I like it and there is a +0 to it, sure. I'm not trying to be rude or mean, but if it were real, it could be abusable as its freebie on things. Mirror Force, Shadow Spell, Wide Spread Ruin, Starlight Road, Level Limit Area B and etc all have no costs, so its a +1 for you and a -1 to them the way i see it. I'm just saying. I'm just giving my opinions, not saying you have to change it, just stating my opinions.

Second card to me is like this:

You: +0 for both
Me: +1 for you and -1 for your opponent.

Oh well, I guess I'll be nice and boost it up to 8.5/10.
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Second card to me is like this:

You: +0 for both
Me: +1 for you and -1 for your opponent.

----

Umm...Why is it a +1 for you if don't gain anything? Counter Traps work as a -1 for and your opponent, validating out to a +0, or -1/-1.

----

Again, Gamma Break is flawless.

Quick Reversal, still having problems with it in my mind.
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"Gamma Break" is an interesting concept. Certainly would be fun to play around with.

"Quick Reversal" on the other hand is somewhat overpowered if used against any Spell/Trap without a cost. All the Counters have disadvantages to justify their Speed and powerful effects. This card should only be allowed to chain to a card which actually has a cost, negating it in return for removing the cost.

8/10

(Also, 'Matrix Small Caps' is a font that looks a lot closer to YGO's font that you can download)
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Like the concept behing Gamma Break. It's so awesome in Gadgets

However, second card, doesn't work. Costs are paid before the activation, so you activate this card after your opponent paid the cost. The wording doesn't change anything.
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[quote name='Tsukasa Hiiragi' timestamp='1302281620' post='5122876']
What if I specifically stated "Activate before your opponent pays costs for a Spell or Trap card."?
[/quote]

Iirc doesnt happen. Just give them back the cost they paid.
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