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Test for a little concept for multiples: The Peculiar Clocktower [Written]

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#1
Snusnu the Nunu

Snusnu the Nunu

    Kyuu, the Lone Random

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    Last Visit May 12 2018 01:06 PM

For starters, I was just thinking about this concept for a little while whilst searching for time related stuff, so if it feels rough, I'd appreciate some tips, if it helps to make you want to give some, consider me homeless.

 

The Peculiar Clocktower

Spell | Field

During each phase of your turn, you can choose to advance the turn count by 5.

If the turn count reaches 0; Lose the Duel.
If this card leaves the field by an effect not pertaining to a "Timeless" or "Peculiar" card; reduce the turn count until it is 1.
This card gains the following effects by the amount of turns passed:
.20: Once per turn, you can special summon one "Timeless" monster to your side of the field from your hand or graveyard, but if you do; reduce the turn count by 10.
.30: Whenever a "Timeless" monster leaves the field; advance the turn count by 5.
.50: Up to twice per turn, you can decrease the turn count by any amount from 1 to 12; special summon a monster with the same amount of levels as the amount of turns decresed from either player's graveyards to your side of the field.
 


#2
randomguyjw

randomguyjw

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    Last Visit May 25 2018 09:59 PM
Honestly, this is a cool idea as Yugioh never realy had cards that cared about how much time has passed. Here's what I think about it:

1: The Milestone effects seem paced out well. While being able to increase the turn count by +20 (Main, Battle, Main2, and End Phases) during a turn where it didn't already exist on the board during your Draw Phase sounds a bit extream, but it's managed by 20 only being either a revival or free summon for -10, and the other two effects are at a good pacing for what they do.
2: The turn count could get stupidly high. Increasing by 5 every phase, and +5 when an archtype monster dies at turn 30 and higher, getting to turn 100 doesn't seem that far out of the way. I can only assume that the monsters, spells, and traps would "eat away" at the turn count to use their effects, but to me, the increaced turn count progression seems a bit much, but I assume that this is by design.




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