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Danger! Encryptid


Guest BGMCANN0N

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Guest BGMCANN0N

Danger! Encryptid
[Normal Trap]


Add up to 2 "Danger!" monsters from your GY to your hand, then discard 1 card. If a face-up "Danger!" card you control would be destroyed, you can banish this card from your GY. You can only activate 1 "Danger! Encrytid" per turn.

 

[spoiler=Support To]http://yugioh.wikia.com/wiki/Danger!

 

[spoiler=Lore and Wordplay]So within the given arts of "Second Expedition into Danger!" (explorers going to the Realm of Danger to discover something) and "Danger! Response Team" (obviously people studying these Danger! monsters), I made a card that would depict the explorers finding some kind of ancient ruins with hieroglypic messages encrypted about these creatures.

Wordplay:

(Encrypted - "ed") + (Cryptid - "crypt") = Corruption + Portmanteau

 

 

[spoiler=Intent]Flavor based, and give Danger! a bit of extended support some may or may not disagree with.

 

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I mean, it's alright...if you lose a monster early on, this card can bring it back, and more triggering during your opponent's turn is fun. I just feel that Danger! Zone does it better in terms of Graceful Charity rather than...the Graceful Charity for Normal Monsters idr what it's called.

I'd at least expand the destruction prevention to cards, rather than just monster's gotta keep up that field for that second effect :P

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Guest BGMCANN0N

I mean, it's alright...if you lose a monster early on, this card can bring it back, and more triggering during your opponent's turn is fun. I just feel that Danger! Zone does it better in terms of Graceful Charity rather than...the Graceful Charity for Normal Monsters idr what it's called.

 

I'd at least expand the destruction prevention to cards, rather than just monster's gotta keep up that field for that second effect :P

The Graceful Charity for Norms... Oh you mean "Common Charity" ?

 

... I ... Didn't even know people were using Common Charity's negative effect to pull off Dangers. Seems very impractical, but I guess it at least doesn't have a HOPT.  XD

 

On a more related note, noted: made protection protect the Field Spell and Second Expedition... XD

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... I ... Didn't even know people were using Common Charity's negative effect to pull off Dangers. Seems very impractical, but I guess it at least doesn't have a HOPT.  XD

No no no no no no no no NO

 

That's not what I meant at all lmao

 

I meant that the current Trap that they have draws 3 and discards 2, like Graceful, whereas this "draws" (read "add") 2 and discards 1, like Common.

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Guest BGMCANN0N

No no no no no no no no NO

 

That's not what I meant at all lmao

 

I meant that the current Trap that they have draws 3 and discards 2, like Graceful, whereas this "draws" (read "add") 2 and discards 1, like Common.

Ohh okay got it... XD

 

Sorry for misunderstanding.

 

Well I thought protection effect would be a good incentive to use it  along side with Danger! Zone despite not being as impactful.

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