Jump to content

Dead Ringer


JamesXCx

Recommended Posts

If a monster you control is target for an attack: Target the monster being attacked; banish that target, and if you do, Special Summon that banished monster during your next Standby/Main/End/Battle Phase. Ocg fix. pick one between Standby/Main/End/Battle. as is the card is an interesting way to save your monsters from being destroyed by battle. that's about it.

Link to comment
Share on other sites

If a monster you control is target for an attack: Target the monster being attacked; banish that target, and if you do, Special Summon that banished monster during your next Standby/Main/End/Battle Phase. Ocg fix. pick one between Standby/Main/End/Battle. as is the card is an interesting way to save your monsters from being destroyed by battle. that's about it.

LEG3A9T.jpg

Link to comment
Share on other sites

Keep in mind that Quick-Play Trap Cards do not exist; fix this.

Normal Trap Card is fine.

 

While yes, this does get your monster out of harm's way so you can either use it for Tributes or something; it does nothing against effect removal (and that is increasing in usage lately).

That, and you are opening yourself to a direct hit.

 

Otherwise, this card probably has some combos with existing cards, but not going to name them right now (especially at this hour).

Link to comment
Share on other sites

This is almost a watered down version of Interdimensional Matter Transporter. Have this card negate the attack as well. That would make it as a reverse Dimensional Prison. Stops the attack but banishes yours instead. Thus saving your monster from another big monster. Allowing you to synchro or xyz with it next turn. As Sakura stated... It wont stop effect removal. I recommend a secondary effect that activates in the graveyard. (Seeing how that's becoming more popular) If you build it up with a good grave effect it can be moved to advance cards and design. Just a suggestion though.

Link to comment
Share on other sites

I personally would keep make it so that the banished card returns to the Field (see Time Escaper or D.D Sprite) instead of being Special Summoned so it's not blocked by cards such as Vanity's Emptiness or an opponent's Ritual Monster summoned by tributing Djinn Releaser of Rituals.

I would also make it negate the attack otherwise your opponent's monster would just be able to attack one of your other monsters or attack you directly due to a replay.

Link to comment
Share on other sites

Casuals is technically an area where you have a bit more leeway in what a card can do.

But yeah, Slip of Fortune is better since it can negate the attack, and spare you any direct hits (which this card does not).

 

Like the above users mentioned, negating the attack would be a good idea; so you aren't direct attack bait.

 

------------

We generally won't move a card from Casual to Advanced, unless you as the thread creator request it.

 

Basically, you decide if the card is ready for Advanced (and if you are ready for the higher critique in there); we will not arbitrarily say "OK, your card looks good; moving to Advanced now" and toss you into the fire.

Link to comment
Share on other sites

Keep in mind that Quick-Play Trap Cards do not exist; fix this.

Normal Trap Card is fine.

 

While yes, this does get your monster out of harm's way so you can either use it for Tributes or something; it does nothing against effect removal (and that is increasing in usage lately).

That, and you are opening yourself to a direct hit.

 

Otherwise, this card probably has some combos with existing cards, but not going to name them right now (especially at this hour).

Ah yes, sorry, fixed. :D

 

CBXTqpH.jpg

 

This is almost a watered down version of Interdimensional Matter Transporter. Have this card negate the attack as well. That would make it as a reverse Dimensional Prison. Stops the attack but banishes yours instead. Thus saving your monster from another big monster. Allowing you to synchro or xyz with it next turn. As Sakura stated... It wont stop effect removal. I recommend a secondary effect that activates in the graveyard. (Seeing how that's becoming more popular) If you build it up with a good grave effect it can be moved to advance cards and design. Just a suggestion though.

 

The downside of the card is that it doesn't stop other monsters from attacking, so you have to use it wise.

 

I personally would keep make it so that the banished card returns to the Field (see Time Escaper or D.D Sprite) instead of being Special Summoned so it's not blocked by cards such as Vanity's Emptiness or an opponent's Ritual Monster summoned by tributing Djinn Releaser of Rituals.

I would also make it negate the attack otherwise your opponent's monster would just be able to attack one of your other monsters or attack you directly due to a replay.

The downside of the card is that it doesn't stop other monsters from attacking, so you have to use it wise.

 

as it is now, its just a weaker version of this card

 

300px-SlipofFortune-ANPR-EN-C-UE.png

 

not being able to negate the attack makes it not worthy...well, at least this is casuals

Yes, that makes it worse card than the Slip of Fortune, but who says it has to be better? :D

Link to comment
Share on other sites

Well, since this card doesn't "return" but rather "Special Summons" the removed monster, it actually has some interesting capabilities with cards that work on-summon (Tellars, Volcanic Rocket, Armageddon Knight, etc.) or ones that help when banished/removed from the Field (Necroface, Reborn Tengu, etc.).

 

Of course, like all combat-based traps, this is pretty slow.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...