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Magical Hats.

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T3RCX
Nardes
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Post  Nardes 2012-01-16, 17:30

I had Magical hats in my deck, but I can't use it when it have to be 2 none monster cards from my deck.. couldn't you do something about that.?
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Post  T3RCX 2012-01-16, 17:53

1. Add 2 non-monster cards to your hand (they will be revealed to the opponent at this time).
2. Return Magical Hats to your hand.
3. Set Magical hats and the 2 non-monster cards facedown on the field in any order.
4. Opponent selects 1 of those cards to be their attack target.
5. If the opponent selects Magical Hats, consider the monster as having been attacked.

If one or more non-monster cards are field spells, then instead of setting the cards on the field, return all other cards in your hand to the top of your deck (opponent can see that they go to the top) and then have the opponent pick from the 3 cards in your hand. Afterwards, draw the same number of cards from the top of your deck as you returned.
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Post  DIYDeath 2012-02-21, 12:44

Kinda silly we have to do this though, I mean this should exist in DN already.

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Post  Miley Syrus + 2012-02-21, 23:23

DIYDeath wrote:Kinda silly we have to do this though, I mean this should exist in DN already.

If you want to put your time and energy coding that then go ahead.
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Post  Ultimate lol 2012-02-22, 04:19

I find it easier, and showing less to just remove the 2 spell/traps face down from play and just roll a dice to see which one you atk.
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Post  skielinfiniti 2012-02-22, 11:21

There are a number of cards that literally cannot work, and a few that can work, but lose all secrecy, making it the equivalent of not being able to work.

- Exchange: Players' cards cannot exist in your opponent's hand.
- Parasite Paracide: Players' cards also cannot exist in your opponent's Deck.
- Magical Hats/Toy Magician: Monsters and S/Ts are always placed in their respective zones first. This removes the element of mystery.
- Convulsion of Nature. Full stop. EVERYTHING about this card.

They COULD be programmed into the game, but the easiest way would be to allow any cards to do this, and it has WAY too much potential for abuse and glitches.

Example: I am a jerk. I take one of your important cards from your Graveyard (legally or otherwise) and put it in my hand/Deck. Never give it back. Even worse, you play a 41+ card Deck and cannot prove you're missing a card.

The second way to program this would be to specifically enable a specific card to do it, but this could be extremely buggy and complicated. As a programmer, I'm under the impression that each card itself does not actually have rules programmed specific to itself, but rather, its card TYPE (Monster, Spell, Trap, Xyz, etc) have rules programmed to its base, such as Traps cannot be activated from the hand, and Monsters cannot be Set in the S/T zone. Therefore, all cards within that type grouping would adhere to those Type restrictions/rules, even if their effects should allow it.

Fortunately, the majority of the unusable cards are considered TERRIBLE in competitive play, so this issue is rarely damaging to the daily functions.
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