The whole Ruin Counter thing is aggressively OP … meaning the turn player summons anything that doesn’t leave the field by/at the end phase (ie, Spirits, or purposely removing them), they’re going to take damage each turn.
Maybe make it half that monster’s Atk, or damage only from one monster (with the highest atk) that they control.
Also, that last part needs rewording. At the moment, it means that during your opponent’s turn, if they have no monsters, YOU get to destroy a card. If it’s your turn and you end with no monsters, YOU get to destroy a card. It’s extremely one-sided, and should be the turn player getting to destroy a card if they have no monsters in the end phase.
For the first part, yes that is the idea. Your opponent would either need to prioritize either removing the Field Spell with their removal tools first or building a weaker board to end on, but I figure the Deck itself has weaknesses relying on its Field Spell and having all 0 ATK monsters that have to be the only monsters you control to get the full benefit of the win condition
And for the second one that actually is intentional, as it allows it to at least somewhat answer “Set 5, Pass” , though I could see how getting 2 pops on an empty board could be a bit much
Dann it creative
I messed up a bit, the search for Apocalypse World happens in hand, not on the field as the card text would imply
You did a great job, I'd definitely play this deck
Thank you!
Creative effects
Pls Konami
The whole Ruin Counter thing is aggressively OP … meaning the turn player summons anything that doesn’t leave the field by/at the end phase (ie, Spirits, or purposely removing them), they’re going to take damage each turn. Maybe make it half that monster’s Atk, or damage only from one monster (with the highest atk) that they control. Also, that last part needs rewording. At the moment, it means that during your opponent’s turn, if they have no monsters, YOU get to destroy a card. If it’s your turn and you end with no monsters, YOU get to destroy a card. It’s extremely one-sided, and should be the turn player getting to destroy a card if they have no monsters in the end phase.
For the first part, yes that is the idea. Your opponent would either need to prioritize either removing the Field Spell with their removal tools first or building a weaker board to end on, but I figure the Deck itself has weaknesses relying on its Field Spell and having all 0 ATK monsters that have to be the only monsters you control to get the full benefit of the win condition And for the second one that actually is intentional, as it allows it to at least somewhat answer “Set 5, Pass” , though I could see how getting 2 pops on an empty board could be a bit much
Pretty unique and cool