...Didn't Court of Nobles or something have an effect that prevented it from being destroyed, completely ruining this card due to its activation condition?? Hmm....
No, the court has no such effect and even if it did it wouldn't matter since - in this case - the Field's destruction wouldn't be caused by a card effect but by a game mechanic. Nowhere on the Field Spell does it say "destroy the other field"; that's a ruling and thus impervious to negation. The only thing that blocks a new field is a card in lieu of ACC's crazy field that prevents other field spells from being activated or some negation or destruction trap or Quick-Play that keeps the new field from resolving in the first place.
...4-star, please? I don't think we can have a 2200-ATK (after selecting a Monarch) beatstick that's immune to Gravity Bind & LLAB running around...
Copycat is 2
400 after copying monarch and still 1 star and the gambler needs to average a three on the rolls just to outperform Jerry Beans Man. I really see no need to take away what little advantage they have. O=
...Where're the Blitzes? =O
Planning to implement those in Limit Break style, actually. :3
Ring of Magnetism + Wandering Mimic + random beatstick/wall (A GIANT ROCK!!!!) = lock.
More like Marshmallon. ;3 Anyways, it's a lock with plenty of holes since wiping out either of the monsters or the ring nullifies it. Decoyroid + Heart of Clear Water does it with one card less, as does dual Marauding Captain or Solar Flare Dragon. Those aren't in either. O=
>_> For a monster that gets run over by Cyber Dragon, the least you could do would be add it straight to the hand.
That was the original effect. But then I thought, what if you just keep swiping Phoenix Wing Wind Blast over and over again? Lock ftw. xP But fine, I'll restore it to original.
So, does that include effects that activate on Battle Damage inflicted, like Kycoo's?
Yeah, as long as it's a one-shot effect it's fair game. :3
Anyways, I've added a 1000-life point price tag to the circle and made it affect both players. Better? :3 Oh, and Runic is now playing eradicator epidemic with your opponent. Less watered down now?
As for Kefka...well, I'm just really stumped as to what kind of effect I'd give him (Other than 'you may laugh at your opponent like a lunatic'). Plus, he's not one of the heroes, so yeah. I'm open to suggestions, though. ^.^
On the yokais...whoa, if these two are any indication these will be laughing at Skill Drain (and exploiting it like heck) since they resolve in the graveyard. Mmmhmm...I'll be interested to see the full scope of the set.
Yokai Mountain: the real term is 'Atk' rather than 'Attack', but w/e. Fair enough and probably a central piece for this new decktype. The loss of Main Phase 2 as payment is an interesting penalty. :3
Yoko Yokai: decent bulk, clocking in at a respectable 1900 when backed by the mountain, but you'll probably need some top-of-the-deck bounce like Phoenix Wing Wind Blast to make use of its tribute effect. Essentially, it's a pre-emptive Misfortune that doesn't cost you a Battle Phase.
And Scythe-kun...you've got serious wording issues, yes you do, to the point where the meaning of your effects becomes seriously obscured. Please take a look at some of the actual cards (or the plethora of fakes here) for the correct wordings. When Special Summoning (
Not sending out; special summoning) you always need to specify
where you summon from (Hand, Deck, Graveyard, or removed from play cards?). I'm also not in the clear about whether you wanted Moustalons and Ratamite to be summoned
only through the effects of their lower links or if you just wanted to block other forms of
special summoning (Huge difference in playability there). So like, say it in a language we can understand, yes? :3
Mousketeer: "When this card has been in Attack Position for three turns or more you may tribute this card to Special Summon one "Moustalons" from your Hand or Deck.". Useless, in a format where the average lifespan of a card on the field (even one with good stats) is one turn, there's no way something this wimpy could survive three and the thing it summons isn't anything to call home about either so it's not worth the investment it takes to keep it alive. Just...way too weak and too slow to pull off its effect. Too weak effect too. :\
Moustalons: "This card can not be Normal Summoned or Set. This card can only be Special Summoned by the effect of 'Mousketeer'. When this card has been in Defense Position for three turns or more, you may tribute this card to Special Summon one "Ratamite" from your Hand or Deck.". Ooohkay...something with a summon this specific seriously needs to be a lot stronger. As I said, the musketeer is a terrible card to play and this is even worse since it's completely worthless if you draw it. Again, expecting this to survive three turns is absurd.
Ratamite: "This card can not be Normal Summoned or Set. This card can only be Special Summoned by the effect of 'Moustalons'. During your Main Phase, you may pay 500 Life Points. If you do, this card can attack twice during the Battle Phase of this turn." So essentially a crazily strong double attacker (with a basically negligible cost). On its own, this would be broken, as it is it's not worth playing because there's no way you'll get it out. -.-
Overall, this trio could use some serious balancing. Power up Mousketeer and Moustalons and nerf Ratamite in exchange.
Anyways, a bit more for the FF VI crew:
Limit Break - Empowerer
Normal Spell
This card can only be activated by removing two cards in your Hand from play and selecting a face-up "Wandering Knight" on your Field. When the selected monster battles this turn, reduce the Atk of the monster it battles with by half then increase the Atk of the selected "Wandering Knight" by the same amount until the end of the turn. If the selected "Wandering Knight" inflicts Battle Damage to your opponent on the turn this effect is activated, increase your Life Points by the amount of damage inflicted. You may only activate one "Limit Break" Spell Card each turn. If "Wandering Knight" is the only monster on your Field, you do not need to remove any cards in your Hand from play to activate this card.
Limit Break - Morph
Normal Spell
This card can only be activated by paying half your Life Points and selecting a face-up "Wandering Witch" on your Field and a Spell Card other than a Continuous, Field, Equip or "Limit Break" Spell Card in your Graveyard. Until your second Standby Phase after this card's activation, whenever the selected monster destroys a monster by battle, activate the effect of the Spell Card you selected. You may only activate one "Limit Break" Spell Card each turn. If "Wandering Witch" is the only monster on your Field, you do not need to pay any Life Points to activate this card.
Limit Break - Pummel
Normal Spell
This card can only be activated by paying half your Life Points and selecting a face-up "Wandering Fighter" on your Field. Increase the Atk of the selected monster by 500 until the end of the turn. On the turn this effect is activated, When the selected monster battles with a lower Atk monster, Damage Calculation is applied three times instead of one. You may only activate one "Limit Break" Spell Card each turn. If "Wandering Fighter" is the only monster on your Field, you do not need to pay any Life Points to activate this card.
Limit Break - Revitalize
Normal Spell
This card can only be activated by paying half your Life Points and selecting a face-up "Wandering Fighter" on your Field. Tribute the selected monster then select a "Wandering" monster from your Graveyard and Special Summon it to your Field. You may only activate one "Limit Break" Spell Card each turn. If "Wandering Fighter" is the only monster on your Field, you do not need to pay any Life Points to activate this card.
Limit Break - Snowman Jazz
Normal Spell
This card can only be activated by paying half your Life Points while "Wandering Moogle" is face-up on your Field. Until your next Standby Phase, your opponent may not set or activate any Spell or Trap Cards. You may only activate one "Limit Break" Spell Card each turn. If "Wandering Moogle" is the only monster on your Field, you do not need to pay any Life Points to activate this card.
Blizzard Orb
Equip Spell
This card can only be equipped to "Wandering Sasquatch". Increase the Atk of the monster equipped with this card by 600. When the equipped monster attacks, select up to two cards on your opponent's Field. Until your next Standby Phase after this effect was activated, your opponent may not activate any effects of the selected card(s).
Yeah, 'cause Umaro doesn't have a limit or special ability I figured I'd throw in one of the two items he can actually use instead. xD And...I had an idea for a set I wanted to make a while ago, but now I've gone and forgotten it. Oh well, later I suppose. :3 One card that does come to mind, however:
Winged Euphoria
Fairy/Effect
8 Star/Light
2600 Atk / 2300 Def
Whenever a card effect that would inflict damage to this card's controller is activated, all damage from the effect to the controller of this card is negated. Then, the controller of this card gains Life Points equal to the amount of damage he/she would have received.
And yes, there is a card that exploits this effect like crazy. Cookie to the one who mentions it first. And as a ruling to resolve what would otherwise be an infinite loop between this and Simochi: the one that places itself higher in the chain takes precedence, so if Euphoria tries to convert a burn card to damage while Simochi is out, Simochi takes precedence and turns it to burn, but if Simochi tries to convert an LP gain effect other than Euphoria's then Euphoria takes precedence and it stays as LP gain. :3