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Clockwisdom Cuckoohawk


Guest BGMCANN0N

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Guest BGMCANN0N

Clockwisdom Cuckoohawk
LIGHT
[Winged-Beast/Link/Effect]
Link Rating 2
Link Arrows: N/S
ATK: 1800

2 monsters Summoned during different Phases and/or Turns

Once per turn, you can rotate all Link Arrows on this card 1 of the ways to activate the following effect.

  • Clockwise by 1 Link Arrow: Any player whose unoccupied Main Monster Zone(s) this card now points to can Special Summon 1 monster from their Deck on to that Zone(s), but its effects are negated.
  • Counter-Clockwise by 1 Link Arrow: Any player whose unoccupied Main Monster Zone(s) this card now points to can Special Summon 1 monster from their GY on to that Zone(s).

 

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2 monsters Summoned during different Phases and/or Turns. Pretty cool, and you can't Summon it if you go first. We should probably make more cards with this restriction just to encourage going second a bit more.

 

I was trying to invent Defense Position Link Monsters. Knowing that having a card sideways would change the way the arrows are pointing made me realize why it isn't in the game. Since Link monsters are always in 1 position, you could technically rotate the card a bit if a mechanic were to allow it. Interesting discovery. 

 

This is a weird card. If you can keep it on the board for a turn on a Main Monster Zone, you could potentially Summon ANY 2 monsters from your Deck. In addition to that, you can't remove it from the field temporarily to move it to the Main Monster Zones without having to wait an addition turn since the arrows would've been reset. This is technically balanced, but only because there isn't any support for the moving arrows stuff.

 

If we were to make cards that can shift the arrows, it would ruin this entire card's design, where it would have to wait in order to activate the effect. This is a bit sad since if we can do this then we should want to be able to add more of it, maybe not now but later on. 

 

I would say negate the Summoned monster's activated effects. This way you can balance the fact you're Summoning monsters, and your opponent can't just pick willy nilly what they Summon. You can even attempt GY if all the monsters in the opponent's GY have activated effects, or they have a couple without them so you can make a informed decision on what you're doing. 

 

I'll see if there's any way of doing the shifting arrows bit in a way that's more OCG reliant, but until we get something that actually does this (a year or so from now probably) this wording is fine. 

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IDK if I would play this card. Personally, not a fan of letting my opponent get stuff because it can always backfire badly. Still, I would be comfortable with it when using the 2nd effect while the opponent has no monsters in the GY. Also, as noted by Eshai, getting this card in an MM Zome lets you summon 2 monsters after a turn, and that falls on the "awesome but impractical" syndrome, which is prone to go wrong if you somehow manage to compensate the impractical part.

 

I appreciate that it's LIGHT/Winged Beast, though.

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Guest BGMCANN0N

2 monsters Summoned during different Phases and/or Turns. Pretty cool, and you can't Summon it if you go first. We should probably make more cards with this restriction just to encourage going second a bit more.

 

I was trying to invent Defense Position Link Monsters. Knowing that having a card sideways would change the way the arrows are pointing made me realize why it isn't in the game. Since Link monsters are always in 1 position, you could technically rotate the card a bit if a mechanic were to allow it. Interesting discovery. 

 

This is a weird card. If you can keep it on the board for a turn on a Main Monster Zone, you could potentially Summon ANY 2 monsters from your Deck. In addition to that, you can't remove it from the field temporarily to move it to the Main Monster Zones without having to wait an addition turn since the arrows would've been reset. This is technically balanced, but only because there isn't any support for the moving arrows stuff.

 

If we were to make cards that can shift the arrows, it would ruin this entire card's design, where it would have to wait in order to activate the effect. This is a bit sad since if we can do this then we should want to be able to add more of it, maybe not now but later on. 

 

I would say negate the Summoned monster's activated effects. This way you can balance the fact you're Summoning monsters, and your opponent can't just pick willy nilly what they Summon. You can even attempt GY if all the monsters in the opponent's GY have activated effects, or they have a couple without them so you can make a informed decision on what you're doing. 

 

I'll see if there's any way of doing the shifting arrows bit in a way that's more OCG reliant, but until we get something that actually does this (a year or so from now probably) this wording is fine. 

I went ahead and made the Special Summon from Deck effect negate the Summoned monsters' effects to limit you and your opponent's options, and to accommodate the potential card pool we could be going for in DPR.

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I guess something else that's notable is that even though it's normally 1 arrow, it "acts" as 2 down arrows since you can just summon to is arrow slot then rotate it.  Further, if the opponent doesn't expect this, it can be easy to play around and give them nothing since its effect can typically cover 3 possible zones (far left, far right, and middle).  Hilariously, though, if the opponent takes control of it after its used its effect once they'd get the awesome-but-impractical 2 free summons from Deck/GY based on how taking control works with the EMZ).

 

It's really interesting to say the least.

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