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[ICY] Seize the Dae


Icy

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Seize the Dae
Quick-Play Spell Card
Can only be activated in response to your opponent sending a card(s) from their deck to the graveyard. Set those card(s) face-down on your side of the field, otherwise banish them. It cannot be activated this turn.


 
Normally these kinds of cards (Member Cards that is) would be made en masse traditionally but Ive seen a lack of them in recent years and I've been mulling over this effect for a couple days so... yea. Just one and props to the person Ive enjoyed seeing posts from since Ive trickled back.
 
EDIT1: Ran it by a friend. Adjusted it to be far more playable. Now targets mass tossing.
EDIT2: Hopefully edited for mass choice.
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You need to clarify if the effect will steal

A ) 1 of those cards

B ) that card(s)..... as in, all the milled cards that triggered this effect.

C ) any number of cards sent to the Graveyard this way..... as in you getting to choose how many and/or which ones.

D ) As many of those cards as possible... The difference between this and option B is that option B is an "all or nothing" that will either grab all mills or none if it can't successfully fit them, while this one just grabs whatever it can fit into your available space, but still without the option of not filling up as much as you can regardless of if you need/want them or not.

 

I recommend either option A for casual joy, or C for flexibility, though C would maybe be more advisable with a number cap...

 

The fact your opponent must be the one doing the milling for this to kick in makes it very situational, even if you gave your opponent a self-milling card via Exchange.

I'd recommend just having a card(s) from your opponent's Deck milled in general, regardless of who's effect is milling. It wouldn't be too easy to use (be a cause of worry).

 

The concept itself sounds interesting

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So while I was talking it over with a friend (Burnpsy/Anthony) he mentions that this card has a direct competitor in the form of http://yugioh.wikia.com/wiki/Ash_Blossom_%26_Joyous_Spring and that its primary drawback is that you can't drop it on turn zero. More than anything else compared to it anyway. Which I feel is a solid point. So it has to make up for that fact and that Ash Blossom flat out negates, stopping momentum dead in its tracks.

 

Edited for multiple targets to be set.

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This card is disgustingly strong xD

Opponent uses Lawnmowing/Green Grass or the End Phase effects of Lightsworns that mill 3+ cards, you chain this, and you get to load your field with Set cards. Damn, that's insane. Even of milling ~20 cards with Lawnmowing can get insane as well, fighting fire with fire is not a fair approach. I don't approve of something like this. I would prefer if it "stole" 1 card and banished or otherwise locked the rest; something that remains disruptive without rewarding you that much.

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This card is disgustingly strong xD

Opponent uses Lawnmowing/Green Grass or the End Phase effects of Lightsworns that mill 3+ cards, you chain this, and you get to load your field with Set cards. Damn, that's insane. Even of milling ~20 cards with Lawnmowing can get insane as well, fighting fire with fire is not a fair approach. I don't approve of something like this. I would prefer if it "stole" 1 card and banished or otherwise locked the rest; something that remains disruptive without rewarding you that much.

Against Grass is Greener, sure. But would this activate across multiple Lightsworn effects or only one during end phase? But yeah maybe choose one banish the rest.

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Against Grass is Greener, sure. But would this activate across multiple Lightsworn effects or only one during end phase? But yeah maybe choose one banish the rest.

The way it's written, it would only apply in 1 Lightsworn's milling effect.

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This card is disgustingly strong xD

Opponent uses Lawnmowing/Green Grass or the End Phase effects of Lightsworns that mill 3+ cards, you chain this, and you get to load your field with Set cards. Damn, that's insane. Even of milling ~20 cards with Lawnmowing can get insane as well, fighting fire with fire is not a fair approach. I don't approve of something like this. I would prefer if it "stole" 1 card and banished or otherwise locked the rest; something that remains disruptive without rewarding you that much.

 

It originally DID steal just one card (the red text is the edited from the original) and that may be true it looks that way but I reason it thus;

  1. Those cards you grab are dead on the field for the turn, flipped monsters not withstanding.
  2. Even if they mill a counter you could use you can't that turn. They cannot be activated/used at all. Some conventional immunities are gone this way as well.
  3. Said dead cards give your opponent something to interact with allowing just as much board presence as you gain given the right decks/set ups.
  4. Depending on the mill (Like Grass is Greener) it's still limited by your board state and how much you want to sacrifice to trip them up.
  5. The likelihood of them doing any mill during your turn is so small that using their cards against them when you'd absolutely want to is decreased as well.
  6. If they are destroyed and have grave-effects the original owner gets it anyway. 

Also not sure if its clear but the "otherwise banish them" part applies to the cards you selected and whether or not you have the field space.

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It originally DID steal just one card (the red text is the edited from the original) and that may be true it looks that way but I reason it thus;

  1. Those cards you grab are dead on the field for the turn, flipped monsters not withstanding.
  2. Even if they mill a counter you could use you can't that turn. They cannot be activated/used at all. Some conventional immunities are gone this way as well.
  3. Said dead cards give your opponent something to interact with allowing just as much board presence as you gain given the right decks/set ups.
  4. Depending on the mill (Like Grass is Greener) it's still limited by your board state and how much you want to sacrifice to trip them up.
  5. The likelihood of them doing any mill during your turn is so small that using their cards against them when you'd absolutely want to is decreased as well.
  6. If they are destroyed and have grave-effects the original owner gets it anyway. 

Also not sure if its clear but the "otherwise banish them" part applies to the cards you selected and whether or not you have the field space.

 

Still, you would be gaining up to 10 cards from an opponent's Grass is Greener while banishing the rest, and rarely the opponent with have resources to get rid of them all before you get the chance of playing them; and even if he/she can and does, well, more advantage for you because you made him/her spend said resources on literally his/her own cards. In short, the 1-turn stun on the stolen cards is barely a balancing factor when they still pressure the opponent.

On point #4, it's not considered a sacrifice when it's practically free pluses for you; heck, negating or neutering the effect is good enough, but then the stolen cards become bonuses.

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