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Reactivate those one-off cards! [Continuation]


Neutrality Man

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Counter Trap card

Activate only as Chain Link 2 or higher. Discard 1 Spell Card from your hand to the Graveyard, then target 1 Spell or Trap card (except Continuous Spell or Trap cards) that is a part of the same Chain as this card; that target is treated as a Continuous Spell or Trap card until it is removed from the field by an effect. Once per turn: that target's effect can be activated by its controller by paying 500 Life Points.

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Okay, so I've always been  confused about how chains work, but from my knowledge it goes something like this

 

 MST a facedown, opponent chains dark bribe

 

MST is CL1

 

Dark Bribe is CL2

 

Resolution: Dark bribe negates mst, mst for no effect.

 

So if that's correct then you could play MST and instantly chain this card to it, instead it should require you to discard a spell and pay 500 LP every time you use the targeted card as well as only being able to activate this card on CL 3 or higher meaning you cant just infanite MST unless your opponent chains to it or you chained it to your opponent.

 

Most likely none of that made sense cuz I dont know what I said.

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Okay, so I've always been  confused about how chains work, but from my knowledge it goes something like this

 

 MST a facedown, opponent chains dark bribe

 

MST is CL1

 

Dark Bribe is CL2

 

Resolution: Dark bribe negates mst, mst for no effect.

 

So if that's correct then you could play MST and instantly chain this card to it, instead it should require you to discard a spell and pay 500 LP every time you use the targeted card as well as only being able to activate this card on CL 3 or higher meaning you cant just infanite MST unless your opponent chains to it or you chained it to your opponent.

 

Most likely none of that made sense cuz I dont know what I said.

You're almost correct.

 

Whenever you do anything that puts stuff on the Chain, your opponent has a chance to Chain their stuff before you can put more things on the Chain. You don't just instantly Chain your things together without letting the opponent have response opportunities.

 

What I predict this card does is that rather than having the target card be sent to the Graveyard after resolving, once its effect resolves successfully, it then sticks around and lets the player use its effect at its original Spell Speed - at the LP cost, of course. However, if the card is negated and destroyed while still on the Chain, like a Dark Bribe resolving prior to it, Continuation's effect was for naught.

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What I predict this card does is that rather than having the target card be sent to the Graveyard after resolving, once its effect resolves successfully, it then sticks around and lets the player use its effect at its original Spell Speed - at the LP cost, of course. However, if the card is negated and destroyed while still on the Chain, like a Dark Bribe resolving prior to it, Continuation's effect was for naught.

This is what the card is supposed to do. I've seen weirder ideas in this section

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TT is a frontrow nuke almost every turn. CED is a spin every turn. BoM every turn provides insane disruption abilities.

 

Card re-use is dangerously stupid if done terribly, and letting you activate it over and over again like this card does is definitely not the right way of doing these things. There isn't really a good example of a card of this kind to go off of, because all of the preexisting effect duplication cards suck; Serial Spell forces you to discard your entire hand and only works on Normal Spells, Trap of Darkness needs you to be right at dead (and has a Life Point cost, which means a lot more when your Life Points are so low). Fake Feather is archetype-specific and only works on your opponent's used Traps. Then you have recycling cards like Mask of Darkness (being a FLIP makes it vulnerable), Magician of Faith (same thing, though they both have been too good way back then), and Magical Stone Excavation/Spell Reproduction (huge discard costs). Finally, we have the most balanced version, where you return the Spells/Traps to the Deck. There's Recycling (which can die and takes a long time for it to have results) and The Transmigration Prophecy (best one, but often used for other purposes).

 

I'd want to say that moving the cost to each time you reactivate the card would be nice because it forces the user to compare the value of that Trap at the given moment against the value of the discarded Spell, but I'm not sure if it would be worth it even with staple Traps (CED becomes akin to PWWB, and if you could afford to do that you'd just run PWWB. Same with BTH, but more towards Raigeki Break than PWWB. TT seems kinda... eh. Warning would probably work if it means you don't have to pay its 2k Life Point cost, but why tf is this a Counter Trap?) For the sake of realism, you can have this [acronym='This is important because you might draw multiples of this and then have like 4 TTs or something.']banish[/acronym] the Trap from the Graveyard like Trap of Darkness does instead of activating it in the same chain as it and turning it into a Continuous card. Then there's the cost. Right now it's more expensive than Fake Feather but you have more control over what you get to replicate because you can run and play those cards. You can even mill the card with Lavalval Chain and then banish it for this. It also can duplicate Spells, which those cards can't do. Needing the discard to be a Spell is a good thing since sometimes monster discards just fuel more things (BAs and Zombies among others). Paying 500 and ditching a Spell (as well as this) to replicate any one Spell or Trap (bar Continuous cards?) in your Grave might work out fine, but I'm not 100% sure. It might help to restrict what kinds of cards it can duplicate a bit. And don't make this be a Counter Trap, this card really shouldn't become Solemn Warning.

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Very well thought out and clearly explained response, A Bad Character. In light of that clear and concise explanation, I offer the following redesign:

 

 

Continuation

Continuous Trap card

  1. Activate this card only as Chain Link 2 or higher.
  2. Discard 1 Spell Card from your hand to the Graveyard, then target 1 Spell (except Continuous Spells) or Normal Trap card in your Graveyard; banish that target.
  3. Once per turn: you can pay 1000 LP; activate the effect of the card banished when this card was activated as this card's effect. You cannot activate Spell/Trap cards of the same type as that card during the turn you activate this effect.
  4. You can only control 1 face-up "Continuation".
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