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Pursuit of Rivals


Guest BGMCANN0N

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Guest BGMCANN0N

Pursuit of Rivals

[Field Spell]

 

If the turn player Special Summons a monster(s): Their opponent can Special Summon 1 monster from their hand or Graveyard. You cannot Special Summon monsters prior to this card's activation during the turn you activate this card.

 

 

[spoiler=Reasoning Behind The Strange Clause]My initial idea of having this activate only during the Main Phase 1 would make this card dead after being searched by Terraforming. So it is a better round about way for you to not abuse the card b4 your opponent does anything in the sense that you can search for it and activate it, provided you didn't Summon anything beforehand.

 

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It's a weird card, but at the same time, does force the turn player (to an extent) to think about how often they want to Special Summon that turn. Unless of course, you want to give the opponent a free board setup, but then again, you can probably capitalize on that with mass destruction effects. I'll assume that it triggers on each instance of Special Summoning (i.e. let's say I choose to P-Summon a couple monsters and then ED later; opponent gets to summon once after the initial P-Summon and then the ED thing). If the above is true, then you can just max summon a ton of monsters, while the opponent gets none at all. 

 

Guess you could use this as a side tech to help Decks that really need the help with summoning, but relies on the opponent actually SSing often. If you fight something like, say True Kings (well, bar the Level 9s) and I guess whatever Tribute Summons instead, you won't get to trigger. 

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Ever wanted to drop all of your monsters in one turn....

 

...But never wanted to play Six Sams?

 

I like the look of this card, can't really critique it that much. It would never be a main deck card, because you do rely on having lots of Special Summons. That being said, alot of decks outside of Six Sam use Special Summons in one form or another, since all of the following count:

• Extra Deck Summons (mainly XYZ or Syncro in Legacy meta)

• Ritual Summons (Gishgi etc)

• Pendulum (Again, prevalent in Legacy)

• Link (Not up to speed on this, but to my understanding it is)

• Trap/Spell Monsters/Monsters from the Spell/Trap zones (Metal Reflect Slime/Paleozoic/Crystal/Artifact etc)

I like the fact this card forces the opponent to do something about it, much in the same way as "Level Limit Area B", because it soft-locks them out of their deck. In effect, unless they want someone to have the same/similar board presence as them, it would shunt them back to "Well I'l just normal summon this turn". It would help much slower and more cumbersome decks to actually take form on the field. And I appreciate some Old School YGO. And running it on the side of the faster archetypes to force a hand dump would be interesting.

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Reminds me of the monster Gilasaurus, how it can Special Summon itself but gives the opponent the option to revive one of their monsters. For you, you could probably use this to bide time. Tp use on your opponent, perhaps you could clog up your opponent's field with some smaller monsters or Xyz Monsters that don't have Xyz Materials. It'd make your opponent think if they really do want to Summon their monsters. Not sure what the name has in context with being a Field Spell though.

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