Scarlet Weather
The Game is Afoot!
- 1,823
- Posts
- 18
- Years
- In a House
- Seen Mar 20, 2016
Heh, I just wikied Nights so I'd know what these cards are talking about. Now to give some advice...
Dreamdrop Fountain: Even with an LP boost like that, you'll still be losing soon. Why? The opponent will have most likely run you over and left you with no LP or you'll be outdecked by that point. Sixty counters is a pretty high tally even when adding one per action, especially during turns when you can't really do anything because you've run out of cards in your hand. If you want to keep the thematic sixty, how about throwing in a certain amount of counters per turn (Say, five each time either player draws a card, which will cause insane gnashing of teeth for Zombie and Big City, both of whom like to draw. And Disk Commander. And... you know, pretty much everyone who utilizes cards with a draw effect. XD) You're still looking at twelve turns. And for the tribute effect, let's do something flashier then life points. Say.... special summon an insane number of monsters? Or how about you keep the conditions as they were, adding in a one-counter addition each time either player draws the card (For a sixty-turn minimum) and make it an instant-win condition. It'll be perfect. I think this card would be the best one, personally....
Dreamdrop Fountain
Continuous Spell
Each time either player draws a card, place three "Dreamdrop Counters" on this card. By tributing this card with 60 Dreamdrop Counters, you win the duel.
Hey, Easter Eggs deserve a little more than a life point boost, yah? As for an idea for the "Ideya" cards, as well as a method to get those one and two-tribute Nightmares out...
Red Ideya-Courage
Normal Spell
Special summon one "Visitor-Claris" and one "Visitor-Elliot" from your hand or deck.
Blue Ideya-Intelligence
Quickplay Spell
When this card is activated, it is added to your opponent's hand. When this card is discarded to the graveyard from your opponent's hand by a card effect you control, draw two cards. You can only activate one "Ideya" card per turn.
I think this may end up limited.
Yellow Ideya-Hope (I forget which Ideya is which, so correct me if I'm wrong)
Quickplay Spell
When this card is activated, it is added to your opponent's hand. When this card is discarded from your opponent's hand to the graveyard by a card effect you control, destroy a monster on the opponent's side of the field. You can only activate one "Ideya" card per turn.
White Ideya-Whatever the white Ideya Is (See what I mean?)
Quickplay Spell
When this card is activated, it is added to your opponent's hand. When this card is discarded from your opponent's hand to the graveyard by a card effect you control, select one random card in your opponent's hand and discard it. You can only activate one "Ideya" card per turn.
Green Ideya-Growth
Quickplay Spell
When this card is actiavted, it is added to your opponent's hand. When this card is discarded from your opponent's hand by a card effect you control, special summon one "Level 2 Nightmaren" monster from your hand or deck. Monsters summoned by this card's effect cannot attack on the turn they are summoned. You can only activate one "Ideya" card per turn.
Dreamdrop Fountain: Even with an LP boost like that, you'll still be losing soon. Why? The opponent will have most likely run you over and left you with no LP or you'll be outdecked by that point. Sixty counters is a pretty high tally even when adding one per action, especially during turns when you can't really do anything because you've run out of cards in your hand. If you want to keep the thematic sixty, how about throwing in a certain amount of counters per turn (Say, five each time either player draws a card, which will cause insane gnashing of teeth for Zombie and Big City, both of whom like to draw. And Disk Commander. And... you know, pretty much everyone who utilizes cards with a draw effect. XD) You're still looking at twelve turns. And for the tribute effect, let's do something flashier then life points. Say.... special summon an insane number of monsters? Or how about you keep the conditions as they were, adding in a one-counter addition each time either player draws the card (For a sixty-turn minimum) and make it an instant-win condition. It'll be perfect. I think this card would be the best one, personally....
Dreamdrop Fountain
Continuous Spell
Each time either player draws a card, place three "Dreamdrop Counters" on this card. By tributing this card with 60 Dreamdrop Counters, you win the duel.
Hey, Easter Eggs deserve a little more than a life point boost, yah? As for an idea for the "Ideya" cards, as well as a method to get those one and two-tribute Nightmares out...
Red Ideya-Courage
Normal Spell
Special summon one "Visitor-Claris" and one "Visitor-Elliot" from your hand or deck.
Blue Ideya-Intelligence
Quickplay Spell
When this card is activated, it is added to your opponent's hand. When this card is discarded to the graveyard from your opponent's hand by a card effect you control, draw two cards. You can only activate one "Ideya" card per turn.
I think this may end up limited.
Yellow Ideya-Hope (I forget which Ideya is which, so correct me if I'm wrong)
Quickplay Spell
When this card is activated, it is added to your opponent's hand. When this card is discarded from your opponent's hand to the graveyard by a card effect you control, destroy a monster on the opponent's side of the field. You can only activate one "Ideya" card per turn.
White Ideya-Whatever the white Ideya Is (See what I mean?)
Quickplay Spell
When this card is activated, it is added to your opponent's hand. When this card is discarded from your opponent's hand to the graveyard by a card effect you control, select one random card in your opponent's hand and discard it. You can only activate one "Ideya" card per turn.
Green Ideya-Growth
Quickplay Spell
When this card is actiavted, it is added to your opponent's hand. When this card is discarded from your opponent's hand by a card effect you control, special summon one "Level 2 Nightmaren" monster from your hand or deck. Monsters summoned by this card's effect cannot attack on the turn they are summoned. You can only activate one "Ideya" card per turn.