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[M.D.] Bypassing the Iron Wall


Max Darkness

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If you've seen some of my more recent cards, you'll have noticed I've become inventive in making effects that completely demolish the current meta. And now, I'm working on their defenses. Since the meta relies solely on the Graveyard, they often use anti-RFP cards to prevent their monsters from going out of their reach. And a large array of Summon Traps to prevent their opponent from keeping field presence or mounting a counter-attack. So, what if their cards are never actually banished? Or their opponent never actually Summons a monster?

"Imperial Iron Wall" and "Bottomless Trap Hole" just became useless...

Enjoy.


[center][IMG]http://i53.tinypic.com/11tsqw8.png[/IMG][/center]

[b]Effect:[/b] Add 1 or more Fairy-Type monster(s) you control to your banished cards. Then, select 1 of your banished "Sanctuary's" monsters with a Level equal to the combined Level(s) of the added monster(s), and place it on the field. When a monster placed by this effect leaves the field, it is added to your banished cards instead. When this card is sent to the Graveyard, you can add it to your banished cards instead. If you control "The Sanctuary in the Sky", after activation, this card is treated as a Continuous Spell Card.


[center][IMG]http://i52.tinypic.com/2l919bp.png[/IMG][/center]

[b]Effect[/b] This card can only be placed on the field by the effect of "Amano-Hashi". When this card is placed on the field, you can select 2 of your Level 3 or lower banished Fairy-Type monsters; add 1 to your hand, and add 1 to your Deck. If this card would destroy a monster by battle, that monster is not destroyed, and is added to its owner's banished cards. (Damage calculation is applied normally.) If you control "The Sanctuary in the Sky", once per duel, when a different Fairy-Type monster is placed on the field, you can select 1 Level 4 or lower monster that was added to your banished cards by the effect of "Amano-Hashi", and return it to the field.


[center][IMG]http://i52.tinypic.com/zyftzc.png[/IMG][/center]

[b]Effect:[/b] This card can only be placed on the field by its own effect. During your Main Phase, while this card is in your hand, by selecting 1 Fairy-Type monster you control and Fairy-Type monster in your Deck and placing them in their owner's Removed from Play Zone, place this card face-up on the field. While you control "The Sanctuary in the Sky", when a card is destroyed by a card effect, you can negate that destruction and place that card in its owner's Removed from Play Zone instead. Each time you Normal Summon a Fairy-Type monster, select 3 of your banished cards that were placed by this card's effect. Your opponent chooses 1 at random, and adds it to your hand. It cannot be used during the turn this effect is activated.
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Excellent cards. I love how you place them on he field instead of summoning them. That will really piss of people who use Trap Hole and cards like it.

Your second monster uses the term "Removed from Play Zone" a lot but wouldn't you used "banished cards" instead? I see that you only did it for that card so I have a feeling there is a good reason for it being written like that.

I don't see many real errors in the cards. You used placing on the field as a way to get a monster on your field without actually summoning it but you also use "adding cards to your banished cards". I can see that placing and summoning are two different things but wouldn't adding a card to your banished cards still technically be banishing it?
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[quote name='◊Renji◊' timestamp='1308866193' post='5305935']
Excellent cards. I love how you place them on he field instead of summoning them. That will really piss of people who use Trap Hole and cards like it.

Your second monster uses the term "Removed from Play Zone" a lot but wouldn't you used "banished cards" instead? I see that you only did it for that card so I have a feeling there is a good reason for it being written like that.
[/quote]

I could have (but to be honest, it made the effect take up more space and fit better on the card), and since Konami have yet to confirm that the RFP Zone will change to the Banished Zone, I used its old name. There is also a subtle difference. If I added it to my banished cards, I would have to shuffle the pile afterwards, while if I add to the RFP Zone, you do not. Considering a lot of the "Sanctuary" cards I'm making rely on the order of the banished cards, they like to keep the order the same.


[quote name='◊Renji◊' timestamp='1308866193' post='5305935']
I don't see many real errors in the cards. You used placing on the field as a way to get a monster on your field without actually summoning it but you also use "adding cards to your banished cards". I can see that placing and summoning are two different things but wouldn't adding a card to your banished cards still technically be banishing it?
[/quote]

Technically, no. It does end up banishing them, but because they don't officially 'banish' them, any anti-RFP card cannot stop them since they don't fulfill the activation conditions. The 'add' mechanic over-rides the 'banish' mechanic in the same way it does the 'send' mechanic when applied to the Graveyard. It's screwing the rules, I know, so it's a subtle difference.
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I'm not gonna lie, I kind of had trouble understanding these cards.... But I think I found it out....

[b]OCG[/b]: I found your OCG excellent, as always. :)

[b]Artwork[/b]: "Amano Hashi" and "Sanctuary's Vanguard" looked as if they might pass for somewhat real cards. As for "Serene Concordia", not so much. But I do feel that all their designs have an elegance to them.

[b]Effect[/b]: Bear with me, because I might be wrong with this.... Now, if I had originally placed "Iron Wall" before you managed to get these out, how come you could still remove them from play exactly? The cards cannot be banished, thus, wouldn't these card's effects be much more difficult to use? After all, their effects run around removing several cards from play at a time. I understand how they work with "Bottomless", but please explain how they go against "Iron Wall"?

[b]Creativity[/b]: Normally, cards that go against the Meta nowadays are common to see, but you didn't just do it against the monsters, instead you did it against the Spells and Traps of todays Meta, which I strongly admire, especially since you managed to use it in a new way.

[b]Overall Thought[/b]: Many "Remove Fairys" could find spots for these, and could definitely prosper from these cards. I admit, these are fantastic. Excellent job. :)

Looking forward to more cards fellow Card Maker,
MyStiK.

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[quote name='№1 cαя∂ яєνιєωєя' timestamp='1308949620' post='5307989']
I'm not gonna lie, I kind of had trouble understanding these cards.... But I think I found it out....

[b]OCG[/b]: I found your OCG excellent, as always. :)

[b]Artwork[/b]: "Amano Hashi" and "Sanctuary's Vanguard" looked as if they might pass for somewhat real cards. As for "Serene Concordia", not so much. But I do feel that all their designs have an elegance to them.
[/quote]

Thanks.


[quote name='№1 cαя∂ яєνιєωєя' timestamp='1308949620' post='5307989']
[b]Effect[/b]: Bear with me, because I might be wrong with this.... Now, if I had originally placed "Iron Wall" before you managed to get these out, how come you could still remove them from play exactly? The cards cannot be banished, thus, wouldn't these card's effects be much more difficult to use? After all, their effects run around removing several cards from play at a time. I understand how they work with "Bottomless", but please explain how they go against "Iron Wall"?
[/quote]

They play on the fact that YGO uses a series of default mechanics that can be over-written by explicit card effects. For example, cards in the Deck are usually 'returned' to the hand or Deck, but "Mask of Darkness" bypasses that by using 'add'. These use the same hole in the mechanics. Moving cards from anywhere to the RFP Zone usually rely on the 'banish' mechanic, but because these over-write that, they don't technically banish the cards they affect.



[quote name='№1 cαя∂ яєνιєωєя' timestamp='1308949620' post='5307989']
[b]Creativity[/b]: Normally, cards that go against the Meta nowadays are common to see, but you didn't just do it against the monsters, instead you did it against the Spells and Traps of todays Meta, which I strongly admire, especially since you managed to use it in a new way.

[b]Overall Thought[/b]: Many "Remove Fairys" could find spots for these, and could definitely prosper from these cards. I admit, these are fantastic. Excellent job. :)

Looking forward to more cards fellow Card Maker,
MyStiK.
[/quote]

Thanks for rating.

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Hello, Principal. Since I am advertising this, I might as well evaluate! Let's do it Academy Style.

Card #1:
OCG: 10/10
Balance: 10/10
Style: 10/10

Overall: Perfection.

Card #2:
OCG: 10/10
Balance: 10/10
Style: 9/10

Overall: 9.7/10

Card #3:
OCG: 10/10
Balance: 9/10
Style: 9/10

Overall: 9.4/10

I believe you burned out at the end, may I ask what happened to Banished Card Zone in your third card?
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[quote name='Kyng of Ice' timestamp='1309040295' post='5310499']
I believe you burned out at the end, may I ask what happened to Banished Card Zone in your third card?
[/quote]

When I first designed these a couple of weeks ago, the wikia was still referring to the Banished Zone as the Removed from Play Zone, so I used that.

I'll update them.


[quote name='darkstar_316' timestamp='1309041563' post='5310530']
Finding ways around card effects are we? ;)
Pics look great.
Effects are pretty balanced and useful.
OCG is good.
Overall Perfect as always. 10/10
[/quote]

I prefer to think of it as 'screwing the rules'...

Thanks for rating.

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Screwing the rules is fun, isn't it? These cards have major significance in the current meta, and are a bit of a slap in the face to the rules themselves. No card is perfect, and these are no exception, but there is nothing I can say that is wrong with them simply because there is nothing to compare them to. Well done. Well done indeed.

Also, as an aside, what if you design a card that can function [i]normally[/I] out of the banished/RFP zone? Monsters that can attack, spells and traps that activate, etc? That would be wicked.
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[quote name='Dragon7OP' timestamp='1309049031' post='5310811']
Screwing the rules is fun, isn't it? These cards have major significance in the current meta, and are a bit of a slap in the face to the rules themselves. No card is perfect, and these are no exception, but there is nothing I can say that is wrong with them simply because there is nothing to compare them to. Well done. Well done indeed.

Also, as an aside, what if you design a card that can function [i]normally[/I] out of the banished/RFP zone? Monsters that can attack, spells and traps that activate, etc? That would be wicked.
[/quote]

Thanks for rating.

An interesting thought indeed. I had considered such a thing, but never put it through. I'll give it some consideration.
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