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[Written] Advocate


Octosquid

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Not related to this advocate. Although the name inspiration comes from him.  ^.^
 
This has probably been done countless times before, but I wanted to put my own spin on it. This is an archetype of monsters who disable floodgates. Their continuous effects prevent effects from stopping activations, banishing, summons, etc.
 
Because there is no official precedent as far as I know of a card blocking floodgate effects from applying, I'm using the word "Prevent" to denote the effects of floodgates cards. For example Imperial Iron Wall "prevents" banishing cards, Consecrated Light "prevents" summons of DARK monsters, etc. It's different from negation. Thanks to Darj for the suggestion.

 

They also each have a unique little effect or two, generally relating to their area of prevention protection.
 
Advocate of Arrivals
Level 4 - WIND - Warrior/Effect - 1500/1500
This card's Normal or Special Summon from the hand cannot be prevented by card effects. This card’s Normal Summon cannot be negated. The Summon of monsters from the hand, field, or Deck, to their owner's field, cannot be prevented by card effects. During the Main Phase, the turn player’s first Normal or Special Summon this turn, if exactly 1 monster is Summoned, cannot be negated.
 
Advocate of Talents
Level 4 - EARTH - Warrior/Effect - 1500/1500
The activation of monster effects cannot be prevented by card effects. Monster effects on the field or in the hands cannot be negated. Spell/Trap cards and effects cannot be activated when a monster is Summoned or targeted for an attack. This card's effects cannot be negated.
 
Advocate of Wonders
Level 4 - LIGHT - Warrior/Effect - 1800/1200
The activation of Spell Cards and effects cannot be prevented by card effects. Spell effects on the field or in the hands cannot be negated. Once per turn, if a Spell or Spell effect is activated: You can place 1 Spell Counter on 1 face-up card anywhere on the field.

Advocate of Mysteries
Level 4 - DARK - Warrior/Effect - 1200/1800

The activation of Trap Cards and effects cannot be prevented by card effects. Trap effects on the field or in the hands cannot be negated. If a Trap is activated and no Traps with the same name have been activated previously this Duel, its activation cannot be negated, and once per turn, it cannot be destroyed by card effects, except its own, while it remains face-up on the field.
 

Advocate of Memories
Level 4 - FIRE - Warrior/Effect - 1800/1200

The Summon of monsters from the GY to their owner's field cannot be prevented by card effects. Card effects in the GY's cannot be negated. Cards that would be sent to the GY cannot be moved to another location instead. If this card is sent or returned to the GY, its effects apply immediately while in the GY for the rest of the turn.

 
Advocate of Dimensions
Level 4 - WATER - Warrior/Effect - 1200/1800
Banishing cannot be prevented by card effects. The Summon of banished monsters or monsters from the Extra Deck, to their owner's field, cannot be prevented by card effects. Effects of banished cards and cards in the Extra Decks cannot be negated. If used as a Material for the Special Summon of a monster, that monster's effects cannot be negated while it remains face-up on the field.
 

[spoiler=Old Versions]Advocate of Arrivals
Level 4 ~ WIND ~ Warrior/Effect ~ 1500/1500
You can only Summon 1 “Advocate of” monster each turn, and only once that turn. Card effects cannot prevent you from Normal or Special Summoning this card from your hand. This card’s Normal Summon cannot be negated. Card effects cannot prevent players from Summoning monsters from their own hand, field, or Deck. During the Main Phase, the turn player’s first Normal or Special Summon, if exactly 1 monster is Summoned, cannot be negated.

Advocate of Talents
Level 4 ~ EARTH ~ Warrior/Effect ~ 1500/1500
You can only Summon 1 “Advocate of” monster each turn, and only once that turn. Card effects cannot prevent players from activating monster effects. Monster effects on the field or in either player’s hand cannot be negated.


Advocate of Wonders
Level 4 ~ LIGHT ~ Warrior/Effect ~ 1800/1200
You can only Summon 1 “Advocate of” monster each turn, and only once that turn. Card effects cannot prevent players from activating Spells or Spell effects. Spell effects on the field or in either player’s hand cannot be negated.

Advocate of Mysteries
Level 4 ~ DARK ~ Warrior/Effect ~ 1200/1800
You can only Summon 1 “Advocate of” monster each turn, and only once that turn. Card effects cannot prevent players from activating Traps or Trap effects. Trap effects on the field or in either player’s hand cannot be negated.


Advocate of Memories
Level 4 ~ FIRE ~ Warrior/Effect ~ 1800/1200
You can only Summon 1 “Advocate of” monster each turn, and only once that turn. Card effects cannot prevent players from Summoning monsters from their own GY. Card effects in either player’s GY cannot be negated.

Advocate of Dimensions
Level 4 ~ WATER ~ Warrior/Effect ~ 1200/1800
You can only Summon 1 “Advocate of” monster each turn, and only once that turn. Card effects cannot prevent players from banishing cards, Summoning their own banished monsters, or Summoning from their own Extra Deck. Effects of banished cards and cards in either player’s Extra Deck cannot be negated.

 
 
I haven't found pictures yet -.-
 
Any feedback, comments or suggestions are always welcome.

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This has not been done countless of times actually, at least from what I remember.

The card texts can be improved, despite some of them being experimental and possibly require wordings not seen in any official card yet a.k.a. without precedence. For example, I would rewrite the Advocate of Talents as:

You can only Summon 1 “Advocate of” monster per turn. Card effects that would prevent players from activating monster effects are negated. Monster effects on the field an in the hands cannot be negated.

 

 

Now, I don't really get why the "once per turn" clauses on their Summons. Even if you were to Summon multiples, these aren't really threatening due to their "counter of a counter" nature, and without built-in effects that Special Summons them, summoning multiples shouldn't happen often besides Soul Charge plays.

And I guess there are fine for what they do. They pretty much ensure your plays go more smoothly. Although it wouldn't be advisable to main multiples of these, they can still find niches. For example, Paleozoics can resort to Mysteries to trigger their stuff, especially if the opponent already set up a Jinzo and normally you would rely on your Traps, now locked, to get rid of it.

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Thanks for the review and suggestions! 

 

I removed the summon restriction, since yeah, these aren’t too scary in large numbers unless your entire deck is floodgates, and summoning them does take effort. I also added a little effect to Advocate of Memories, to counter Macro Cosmos and Dimensional Fissure.

 

For the effect wording though, I originally intended it to be sort of a floodgate for floodgates, preventing players from being affected by stuff like Necrovalley, Skill Drain, etc. without actually negating or interacting with those cards themselves. It was meant to be something like Imperial Iron Wall, which doesn’t actually negate anything, but prevents players from banishing cards. Similarly I didn’t want Advocates to negate anything, but allow Summons/Activations despite floodgate effects being active. This way they can dodge effects that can’t be negated and won’t be stopped by a Number 81 Super Dora or anything like that.

 

I have no idea how to word that though, since there is zero precedence for this. Possible wordings maybe:

"Ignore card effects that would..."

"Both players are unaffected by effects that would..."

"Both players can Summon/activate cards/effects from [location], ignoring card effects that would..."

 

Any thoughts?

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Ah, I see what you mean. I don't know how I would write such effects, either. Hmm... "Prevent" is the word I would go for. Like "The activation of Monster/Spell/Trap effects cannot be prevented".

 

Thanks, I reworded their effects.

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  • 2 weeks later...

Bump and Update!

 

Each advocate gets a unique effect in addition to their floodgate disabling effects.

 

Also, I kinda was wondering if I needed to nerf their effects though, since I realized that it prevents your own floodgates as well, some of which are part of effects to help balance out cards that have them. 

 

The most obvious examples are with Advocate of Arrivals, since many effects stop you from summoning monsters, except for some category of monsters, to balance out the effect. You can Pendulum Summon any monster using Qliphorts for example, and Pot of Duality doesn't stop you from Special Summoning.

 

Is this a problem? If so, does anybody know a way I can get around that while still letting these monsters do what they were intended to do?

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Shouldn't be a problem IMO, because if you are going out of your way to maindeck, let's say, Arrivals and get it on your board to play around the restrictions of Duality or Qliphorts, I dare to say that you deserve it. In a way, it wouldn't be too different to that tactic of having Imperial Iron Wall so stuff like Quillbolt Hedgehog won't get banished.

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Now that I've looked at a few wiki articles, it looks like Pot of Duality's special summon restriction is considered a condition, not an effect, so cards like it would actually not be a concern. Qliphorts can still use these Advocates to get around their Pendulum effects though. Anyways, thanks for all your feedback, Darj, it really helps. ^.^

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