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Electromagnetic Pulse Typhoon


Guest BGMCANN0N

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Guest BGMCANN0N

Electromagnetic Pulse Typhoon

[Quick-Play Spell]

 

Pay 1000 LP and target 1 face-up Spell/Trap card on the field; negate its effects until the end of this turn.

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Suppose you can use this to knock off some Field Spells for a while or something while clogging your opponent's S/T zones and not triggering anti-destruction effects. If this were made while Pendulums were still a threat (at their max), you could probably negate a couple of things; including search capacities (see Scout) and even restrictions on certain effects. 

 

Personally speaking, I think the cost can be reduced or even removed, considering that it's just temporary negation; OR you can expand it to hitting monsters too.

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Guest BGMCANN0N

Suppose you can use this to knock off some Field Spells for a while or something while clogging your opponent's S/T zones and not triggering anti-destruction effects. If this were made while Pendulums were still a threat (at their max), you could probably negate a couple of things; including search capacities (see Scout) and even restrictions on certain effects. 

 

Personally speaking, I think the cost can be reduced or even removed, considering that it's just temporary negation; OR you can expand it to hitting monsters too.

Only reason why I added the cost is the card can be chained to other activated Normal Spell/Traps or Quick-Play Spells to target those, and negate them. Like Red Dragon Archfiend Abyss, this card can stop key Spells, and Traps like Twin Twisters, Raigeki, Dimensional Barrier, etc. It is basically everything Dark Bribe would have wanted to be. The only thing is doesn't stop though are activated Counter Traps.

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I agree that it shouldn't have a cost. Especially since it's only until the end of the turn. If it were permanent, I would see justification of a cost, but even then, 500 would have been a perfect cost for permanent effect negation. Sure, it's a Quick-Play, but you could get away with a smaller cost, no cost, or permanent negation.

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Wow, this is really good. It may not remove the card, but damn, as stated by the OP, it can still negate Quick-Plays and Normal Spell/Traps. Even on Spell/Traps that remain on the field, the 1-turn stun is still handy and sometimes is all you need to get the upper hand and even outright win the duel. IDK which cost it had, but IMO it should be put back if it was anything around ~1000 LP, to make it on par to Cosmic Cyclone and effectively its counterpart: Cyclone deals with Spell/Traps that remain on the field and avoids their floating effects, while this takes care of everything else.

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