Unpleasant Dreams
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Unpleasant Dreams
Having faced a deck that ran prohibition and psi-blocker, I came to understand how annoying "cannot use" effects could be. So, let's make it an archetype, shall we?
Before we start: cards that "cannot be used" cannot be Summoned or activated, cannot attack or change position, cannot be used as Fusion, Synchro, or Xyz Materials, and their effects are not applied (continuous effects included). They can, however, still be used as costs.
Dreamland
Field Spell
Monsters on the field cannot be used. During each of your End Phases, destroy this card unless you send 1 monster you control that cannot be used to the Graveyard or pay 1000 Life Points.
A Figment of Imagination
Continuous Spell
While you do you not control a monster you can use: you may Special Summon 1 Psychic-Type monster from your hand. Monsters Special Summoned by this card's effects are sent to the Graveyard at the end of the turn.
Ruling: you must control at least 1 monster to use this card's effect.
Nap Time
Quickplay Spell
Target 1 monster: it cannot be used until the end of the turn.
Lucid Dream
Equip Spell
The equipped monster cannot be used. If the equipped monster battles a monster that cannot be used: increase its ATK by 1000 during the Damage Step only.
Pleasant Dreams
Spell
Tribute 1 monster that cannot be used: draw 2 cards.
Restless Sleep
Continuous Trap
During each of your Standby Phase: reduce your opponent's Life Points by 200 for each monster he/she controls that cannot be used.
Ruling: Life Point reduction is not considered Effect Damage.
A Rude Awakening
Counter Trap
Activate this card only if your opponent controls a monster that cannot be used. Negate the activation of a Spell Card, Trap Card, or an Effect Monster's effect, or the Normal or Special Summon of a monster, and destroy it. Cards are unaffected by effects that prevent them from being used until the end of the turn.
Nocturne, the Dreamkeeper
********
DARK
Psychic/Effect
2800/1600
This card cannot be Special Summoned except with its own effect. While this card is in your hand or Graveyard: you may send 2 monsters you control that cannot be used to the Graveyard; Special Summon it. Monsters you own or control are unaffected by effects that prevent a card(s) from being used.
Rulings: Nocturne's continuous effect takes precedence over any effects that would prevent Nocturne from being used.
Cappricio, the Dreamkeeper
*****
LIGHT
Psychic/Tuner
2400/1800
This card cannot be Special Summoned except with its own effect. While this card is in your hand or Graveyard: you may send 1 monster you control that cannot be used to the Graveyard; Special Summon it.
Threnody, the Dreamkept Snatcher
*
DARK
Psychic/Effect
100/100
Send this card in your hand to the Graveyard: gain control of 1 monster your opponent controls that cannot be used.
Requiem, the Dreamkept Devourer
**
DARK
Psychic/Effect
800/1100
While this card remains face-up on the field, any monster that cannot be used are destroyed.
Dirge, the Dreamkept Insomniac
***
DARK
Psychic/Effect
2200/0
This card is unaffected by effect(s) that prevents it from being used. If this card battles any monster that can be used: destroy this card without Damage Calculation.
Serenade, the Dreamkept Enchantress
*
LIGHT
Psychic/Effect
300/200
Once per turn: target 1 monster; it cannot be used until the end of your opponent's next turn.
Lyrica, the Dreamkept Muse
**
LIGHT
Psychic/Effect
500/600
During your Standby Phase, if this card is in your Graveyard: you may Special Summon it. If this card was Summoned by this effect, when it is sent to the Graveyard: it cannot be used while it remains in the Graveyard.
Aria, the Dreamkept Gatherer
***
LIGHT
Psychic/Effect
1300/300
When this card is sent to the Graveyard: add 1 "Dreamland" or 1 "Dreamkept" monster to from your Deck to your hand. If "Dreamland" if face-up on the field, you may add 1 "Dreamkeeper" monster to your hand instead.
Before we start: cards that "cannot be used" cannot be Summoned or activated, cannot attack or change position, cannot be used as Fusion, Synchro, or Xyz Materials, and their effects are not applied (continuous effects included). They can, however, still be used as costs.
Dreamland
Field Spell
Monsters on the field cannot be used. During each of your End Phases, destroy this card unless you send 1 monster you control that cannot be used to the Graveyard or pay 1000 Life Points.
A Figment of Imagination
Continuous Spell
While you do you not control a monster you can use: you may Special Summon 1 Psychic-Type monster from your hand. Monsters Special Summoned by this card's effects are sent to the Graveyard at the end of the turn.
Ruling: you must control at least 1 monster to use this card's effect.
Nap Time
Quickplay Spell
Target 1 monster: it cannot be used until the end of the turn.
Lucid Dream
Equip Spell
The equipped monster cannot be used. If the equipped monster battles a monster that cannot be used: increase its ATK by 1000 during the Damage Step only.
Pleasant Dreams
Spell
Tribute 1 monster that cannot be used: draw 2 cards.
Restless Sleep
Continuous Trap
During each of your Standby Phase: reduce your opponent's Life Points by 200 for each monster he/she controls that cannot be used.
Ruling: Life Point reduction is not considered Effect Damage.
A Rude Awakening
Counter Trap
Activate this card only if your opponent controls a monster that cannot be used. Negate the activation of a Spell Card, Trap Card, or an Effect Monster's effect, or the Normal or Special Summon of a monster, and destroy it. Cards are unaffected by effects that prevent them from being used until the end of the turn.
Nocturne, the Dreamkeeper
********
DARK
Psychic/Effect
2800/1600
This card cannot be Special Summoned except with its own effect. While this card is in your hand or Graveyard: you may send 2 monsters you control that cannot be used to the Graveyard; Special Summon it. Monsters you own or control are unaffected by effects that prevent a card(s) from being used.
Rulings: Nocturne's continuous effect takes precedence over any effects that would prevent Nocturne from being used.
Cappricio, the Dreamkeeper
*****
LIGHT
Psychic/Tuner
2400/1800
This card cannot be Special Summoned except with its own effect. While this card is in your hand or Graveyard: you may send 1 monster you control that cannot be used to the Graveyard; Special Summon it.
Threnody, the Dreamkept Snatcher
*
DARK
Psychic/Effect
100/100
Send this card in your hand to the Graveyard: gain control of 1 monster your opponent controls that cannot be used.
Requiem, the Dreamkept Devourer
**
DARK
Psychic/Effect
800/1100
While this card remains face-up on the field, any monster that cannot be used are destroyed.
Dirge, the Dreamkept Insomniac
***
DARK
Psychic/Effect
2200/0
This card is unaffected by effect(s) that prevents it from being used. If this card battles any monster that can be used: destroy this card without Damage Calculation.
Serenade, the Dreamkept Enchantress
*
LIGHT
Psychic/Effect
300/200
Once per turn: target 1 monster; it cannot be used until the end of your opponent's next turn.
Lyrica, the Dreamkept Muse
**
LIGHT
Psychic/Effect
500/600
During your Standby Phase, if this card is in your Graveyard: you may Special Summon it. If this card was Summoned by this effect, when it is sent to the Graveyard: it cannot be used while it remains in the Graveyard.
Aria, the Dreamkept Gatherer
***
LIGHT
Psychic/Effect
1300/300
When this card is sent to the Graveyard: add 1 "Dreamland" or 1 "Dreamkept" monster to from your Deck to your hand. If "Dreamland" if face-up on the field, you may add 1 "Dreamkeeper" monster to your hand instead.
Last edited by storyteller on 2011-10-03, 08:48; edited 2 times in total
storyteller- Posts : 684
Birthday : 1991-10-25
Join date : 2011-08-09
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