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What if you had to Set Spells before activating them?


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This idea initially came about as I was thinking of a way to make Traps more playable. Of course, due to their vulnerability while on the field and the fact that you have to wait a turn before they're usable, Traps don't see much play in Decks save for the occasional one-off three-of, normally either a Continuous or Counter one.
 

So, the original idea was exactly as the title says: You have to Set a Spell before you activate it. You don't have to wait a turn, but you have to make it vulnerable and placed on the field before you can do anything with it. Simple, right?

 

Of course, the first problem one sees is Quick-Play Spells, as Setting them means they can't be activated that turn. So I decided that perhaps Quick-Play Spells might be exempt from the rule. However, then I thought about Continuous, Equip and Field Spells; aren't you making them even more vulnerable than before? So then we're just limited to Ritual Spells and Normal Spells. But Rituals Spells are bad enough as is; aren't I just killing the concept of Ritual Summoning even more?

 

Having just Normal Spells left, I admitted defeat. But, I thought it was an interesting enough idea to post here. Do you agree/disagree with my reasoning?

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