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Tinkerer

Dark Gates of Deej

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Dark Gates of Deej
Field Spell
You cannot activate or Set a Field Spell.  Each player can attack with only 1 monster during each Battle Phase.  If a monster attacks: The turn player gives control of it to their opponent at the end of the Battle Phase.  If this card is targeted by a card effect: The player who targeted this card must send 2 cards from their hand or side of the field to the GY, otherwise negate the targeting card's effect.


Just a generic field spell (because it doesn't feel like we have enough of those).

Honestly, I didn't feel too inspired with this one, but I really liked the picture in my mind's eye when I thought of the card.  Basically, a monster flies through the circular gate to attack the enemy, but cannot pass back though from the other side and the other side's world corrupts them.

Edited by Tinkerer
Text Fixes

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PSCT Fix:

Only 1 monster may declare an attack per turn.  If a monster attacks: The turn player gives control of it to their opponent at the end of the Battle Phase.  If this card is targeted by a card effect: The player who targeted this card must send 2 cards from their hand or side of the field to the GY, otherwise negate the targeting card's effect.

I made this fix with the intent of it saying what I think you mean for the 2nd effect since I didn't fully understood it (it said you gave control of monsters that attack to your opponent which didn't make sense when it came to their own monsters) until I really thought about it.

1st effect is a built in https://yugioh.fandom.com/wiki/The_Dark_Door, but I can appreciate this because: If you don't feel like having your opponent attacking anything successfully, you could pair this with https://yugioh.fandom.com/wiki/Scrap-Iron_Scarecrow to stop their only attack every time you wanted to.

Also, you can get around the switch control effect by playing Spirit or Yosenju monsters and attacking with them since their return to your hand effect is mandatory from either side.

Last effect hmm... Well I hope the person that would need to remove this thing has a card that doesn't target.... Otherwise yikes... That is a painful effect to deal with... Especially if Twin Twisters or Knightmare Phoenix is their only answer. XD

As for the card as whole, it is pretty stally and not a lot Decks can work around it with their playstyle. But, for the Decks that can utilize this... It acts as a way for their opponent to be playing in an uphill battle.

 

Edited by BGMキャノン

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Even after the fix,the first effect is still off xD

Instead, I suggest to write it as it is written on Invoked Caliga, a card more recent than Dark Door:

Each player can attack with only 1 monster during each Battle Phase.

If you want to make more strict in case repeated Battle Phases ever become a thing, then replace "during each Battle Phase" with something like "per turn".

The rest of the effects look written properly. A bit unsure about the last one, in particular the "the player who targeted..." part but cannot think of official cards with anything like that effect to take as reference, and it's understandable enough, anyway.

 

Onto the effect, it seems annoying for sure, and even a bit oppresive because you cannot target it to remove it without being punished for it unless your deck is Fabled, Dangers!, Dark World or other discard-happy deck. Actually, DW opponents would have a blast with this, since technically the discard is done by an opponent's card effect. But that's too situational to be taken as a relevant factor.

 

Overall, the concept/theme is cool, but not a fan of the card. It's an annoying floodgate Field Spell that punishes the opponent for trying to remove it by targeting, the most common form of removal methods. It may not be on the level of Mystic Mine, but damn it's close, IMO.

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Thanks for the look through!

I updated the first part of the text.  Again. XD

Anyways, yeah, I won't really defend this card in terms of its potential to be annoying.  That said, you did remind me of something that I should definitely add to the card...

...

...ok, got it.  The player that uses this can't just slap another field spell over it to get rid of it.  They need to either run with the restriction themselves or hurt themselves by trying to get rid of it.

 

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