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The Exhaustion of War


The Frost King

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The Exhaustion of War

Type: Continuous Spell

Effect: During the start of either player’s Main Phase 2: If a monster(s) attacked this turn, that monster(s) cannot declare an attack during the turn player’s next Battle Phase. If a monster on the field has attacked 3 times or more while this card was face-up on the field, that monster’s ATK and DEF becomes half its original ATK and DEF.

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It has a lot of OCGrammar issues, but that's not really the problem. It's not very proactive, nor is it doing very much to meet its value as a deck slot.

 

I would rather make the half the attack of monsters EVERY time they attack or making it something else entirely, like making every monster on the field Goblin Attack Force. 

 

Edited effect example:

 

Exhaustion of War

Field Spell

At the end of the Battle Phase, all monsters that attacked that turn have their ATK halved. 

 

or 

 

At the end of the Battle Phase, all monster(s) that attacked that turn are changed to Defense Position, and cannot change their battle position until the end of the turn player's next turn. 

 

You could probably add some additional effects to make the card better like if a monster has attacked 2 or more times, it is destroyed or something of that sort. 3 turns for destruction isn't really viable for competitive or even rogue standards. So on top of a better version of the effects, you could probably add an extra effect that does something else.

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It is a bit on the weak and unrewarding side IMO. There are a number of decks that can bypass this pretty easily with laddering their monsters into other monsters, much like how Links do to form other Links, to escape the restrain. The effects are all pretty slow taking no action within the turn their lock is triggered. Especially the last effect which requires a monster to battle 3 times (which is pretty uncommon) just for a Shrink effect. It also doesn't even stack up because it'll always make the stats = 1/2 the OG stats of the monster so even if it could apply to a monster more than once it won't. That is all before you take into account negation and removal against it. It all becomes purposely more slow and specific by stating it has to activate the stall effect manually during the turn player's MP2, further increasing the margin of potential failure of it resolving well.

 

I suggest something more immediate like having all monsters on the field that attack be forced to change positions, and monsters that switch from face-up Defense Position to Attack Position get halved for a little while. It'd keep the flavor of monsters getting tired and after the battle and taking a while to recover. It'd also be a bit of a stun for your opponent's and give you enough room to build a deck that doesn't care for (or even gets benefited by) being forced to change positions.

It'd look something like this:

 

[Continuous Spell]
If a monster declares an attack, change its battle position at the end of the Battle Phase. If a face-up Defense Position monster changes to Attack Position, except by a card effect: Halve its current ATK until next turn's End Phase, as well as the ATK of monsters Summoned by using it as a material.

 

^This would stun all opponent's monsters in a slow way but still more immediate than the card in the OP. At the same time, something like Goblin Attack Force would benefit from it because Goblin Attack Force forces itself to Defense Position, and so the Spell would actually proceed to force it back to Attack Position instead, and since it was all through effects, it'd keep the ATK, while opponent's monsters suffer halved stats every time they change back.

Other than Goblin Attack Force, you could use cards like Dream Clown which would attack the opposing monsters switched to Defense Position, and then switch themselves to trigger and destroy something else.

The amount of combos with existing cards is actually not that big, but the amount of things that could be designed around it is actually pretty fun IMO.

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