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Guest BGMCANN0N

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[Continuous Trap]


Once per turn: You can shuffle 1 face-up Field Spell on the field into its owner's Deck, and if you do, activate 1 Field Spell with a different name from your Deck on the side of the field of the owner of the Field Spell shuffled into the Deck.

 

[spoiler=Concept]So the idea stems from an old cartoon concept where a character is running on a conveyor belt while the background seems to change, but from the audience knowledge it isn't true because it is obvious the background is shifting with the mechanic of the conveyor belt.

 

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(I'm assuming you're shuffling the Field Spell on the field into the Deck)

 

But that being said, it does okay with Field Spell removal, however it also depends on you actually having a Field Spell to trigger from the Deck (and multiples at that for bouncing your own). Yes, most Decks nowadays are running Field Spells, but usually only one (if at all); then again, some don't have multiples. Exceptions being stuff like Triamid or something (for lack of better archetypes coming to mind that do have multiple Fields). 

 

At the same time, suppose you could force one of your fields out on the opponent's end that doesn't help them out (or is universal), so that's worth some consideration. 

 

I would say to have it choose the new Field Spell from the controller's Deck instead of always yours, but given how most Decks probably aren't running different Field Spells, effect wouldn't resolve and you'd have to check the Deck to verify there are no valid targets.

 

====

Also wording thing, (Quick Effect) applies only to monster effects. For Spell/Traps, it's still "During either player's turn". 

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Continuous Traps are inherently spell speed 2, the "during either player's turn" clause isn't needed at all, it's already implied that it can be used in both turns.

I thought it was casual at best because I assumed it was a Normal Trap, but once I realized it's Continuous, then it may be more potent than that. In a way it's like an OPT Metaverse that requires a Field on the board to be live, something that can be achieved with ease with the plenty of searching that Fields have. Feels a lot like a watered-down maindeck replacement for Ancient Fairy Dragon xD

The card looks good to me. Maybe a little bit stronger than a casual card. Only its status as a Trap keeps it in place. Now I ponder if you can get away with giving it a "activate from hand" condition.

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Guest BGMCANN0N

Another general idea behind the card is to replace your opponent's Field Spells with Field Spells from your own Deck that have crippling drawbacks that in turn can be used as floodgates against your opponent. For instance, http://yugioh.wikia.com/wiki/The_Seal_of_Orichalcos destroys Special Summoned monsters of the controller's upon activation as well as locks the controller from using their Extra Deck and http://yugioh.wikia.com/wiki/Ghostrick_Parade prevents the controller from inflicting any kind of damage to their opponent.

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Actually, got a bit confused by the effect. That means this card lets the opponent activate a Field Spell from your deck? How does that work? shouldn't you be doing the activation instead? But I get what this card does, anyway.

Yes, disruptive Field Spells on the opponent's board come to mind, especially when he/she is running Field Spells of his own, so you can swap them for a Field of yours. Huh, that makes of Orichalcos a nasty surprise. Thankfully the nuking effect won't apply, and it's a OPD activation. I would have some fun with Ancient Forest, too xD

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Guest BGMCANN0N

Actually, got a bit confused by the effect. That means this card lets the opponent activate a Field Spell from your deck? How does that work? shouldn't you be doing the activation instead? But I get what this card does, anyway.

Yes, disruptive Field Spells on the opponent's board come to mind, especially when he/she is running Field Spells of his own, so you can swap them for a Field of yours. Huh, that makes of Orichalcos a nasty surprise. Thankfully the nuking effect won't apply, and it's a OPD activation. I would have some fun with Ancient Forest, too xD

You know... I wasn't really sure on how to word it to make it do what I want it to do... I thought that it stating directly that controller whose card got shuffled (whether it would be you or your opponent) activates the card directly from YOUR deck would make it have something that could bypass the mechanical standard of the game. Additionally, I thought the "(your choice)" clause would be self-explanatory that you get to choose what your opponent activates from your Deck even if it hasn't been used in this context before.

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I see. I found it a bit confusing. I would go for something like this instead:

Once per turn: You can shuffle 1 face-up Field Spell on the field into its owner's Deck, and if you do, activate 1 Field Spell with a different name from your Deck on the side of the field of the owner of the Field Spell shuffled into the Deck.

 

Also I suggest to make the spin into part of the effect, otherwise the Field Spell would be removed even if the card is negated, and that's kind of unfair if you are spinning the opponent's Field.

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Guest BGMCANN0N

I see. I found it a bit confusing. I would go for something like this instead:

Once per turn: You can shuffle 1 face-up Field Spell on the field into its owner's Deck, and if you do, activate 1 Field Spell with a different name from your Deck on the side of the field of the owner of the Field Spell shuffled into the Deck.

 

Also I suggest to make the spin into part of the effect, otherwise the Field Spell would be removed even if the card is negated, and that's kind of unfair if you are spinning the opponent's Field.

Yeah.... I say that is more discernible than what I had and mind. Thank you for the suggestion. :)

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Ah basically alternative to Set Rotation (and recently banned AFD...though that streching really far) most thing i want to say is addresed but yeah this being all time SS2 field switch is has niche yet potent potential.

 

1 edge this card have over Set Rotation that this card activate it straight away. So any drawback on that card is immediately took effect in right timing. Just imagine you pilot Golden Castle engine and at the start of opponent turn (if they already have or you force them having field spell) switching opponent field with Golden Castle to massively crippled their advantage

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