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[Written] Fusion Gate -Advance-


Veiling

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Hey there.

I designed a more complex version of the old card "Fusion Gate".

Like Future Fusion, it can fusion summon monsters from your deck.

However it will be too overpowered without ANY consequences.

You take the damage equal to your fusion monsters to prevent abusing and swarming the field in a single turn.

I feel like the "Field Trap" thing is somewhat unnecessary, but it is a cool gimmick.

I took the image from "Chaos Form", a ritual spell from the yugioh movie and altered it's color to match with those of Fusion Gate.

oJgCsLV.jpg

You can only Set this card in the Spell/Trap Zone. Once activated, move this card to the Field Zone. When this card is face-up in the Field Zone, during your main phase, you may remove from play Monsters in your deck or hand listed on a Fusion Monster in your extra deck to special summon that Fusion Monster. (The special summon is always treated as a fusion summon) For every fusion summon successfully executed, you take damage equal to the ATK of that Fusion Monster. 

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I don't think this is enough to balance it out. The burn being effect damage and happening after the Summon makes it so that you can circle around the drawback by using cards like Des Wombat (which make effect damage 0) or Rainbow Life, or Prime Material Dragon (which turn your damage into +LP). Some of which are searchable enough here.

This means your card becomes Fusion Gate + Chain Material + LP gain. With the only minor set back that you cannot use materials from the field. It is slightly balanced out by Link rules preventing more than 1 Fusion at a time, to be fair.

 

I think you should instead lose LP in a similar way to how Soul Charge does it, where you cannot possibly get around losing those LP, but it still happens after the Summon (as opposed to paying LP for a cost which would have to happen before the Summon and would be problematic for the user when their cards end up negated).

 

Also, it'll probably get moved soon to "Experimental Cards" because of the Field Spell Icon. I mean, it's pretty neat and I think they could exist, but since they are not canon as of right now, that'd have to be in that other section. Which is fine.

 

 

Most of all, I think it should limit itself to 1 Summon while it is on the field. Just to be safe. Then we'll have to see how the card looks, especially compared to other cards like Brilliant Fusion or Future Fusion.

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Must be Set in the Spell & Trap Zone. Once activated, move this card to the Field Zone. While this card is on the field: The turn player can Fusion Summon 1 Fusion Monster from their Extra Deck, by banishing materials listed on it from their Deck or hand, takes damage equal to that monster's original ATK.

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Must be Set in the Spell & Trap Zone. Once activated, move this card to the Field Zone. While this card is on the field: The turn player can Fusion Summon 1 Fusion Monster from their Extra Deck, by banishing materials listed on it from their Deck or hand, takes damage equal to that monster's original ATK.

 

As I told you in the other thread, OCG/grammar fixes (as you are doing here) DO NOT count as a proper post in this section. You may fix it, provided that you provide a proper review and know what you're doing with the fixes. 

 

Please correct this in future posts.

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So wait if this is trying to be Fusion Gate why is it more like Chain_Material?

 

Anyway, the first effect is a bit... weird. You can set cards in your Field Zone, so there should be no problem with that shenanigans. You should just be able to set it in the appropriate zone and be done with it.

 

Second, the point of it being a Trap is pretty vague. Sure, it nerfs the card to something similar to Chain Material, but Chain Material already exists. My suggestion is to add a Fusion-esc effect for when it's activated, so it can have some presence the turn it's activated. 

 

Third, I would like to put a OPT and a pay LP clause that's a bit different from the burn. I'm going to show a example below:

 

Fusion Chain Gate

Field - Trap

When this card is activated during your opponent’s turn: Fusion Summon 1 Fusion Monster from your Extra Deck, by returning monsters from your hand and/or GY to your Deck as Fusion Materials.

During your Main Phase: You can Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing monsters from your hand or Deck as Fusion Materials, and if you do, pay 1000 LP for each Fusion Material used in the Fusion Summon of that card. You can only use this effect of “Fusion Chain Gate” once per turn.

 

This way it has some bounds on how often it can be used, but at the same time not be too bad if you're going for some particular boss monsters.

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