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Spoiler

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Trancelvania
Field Spell
Once per turn, during the Main Phase: The turn player can discard 1 "Vampire" Spell/Trap; that player cannot activate the effects of monsters they control for the rest of the turn, except Zombie monsters, also destroy all Spell/Trap Cards in the Spell & Trap Zones. Negate the effects of all cards with the same name as a card in the GY that was sent there from the Deck, except Zombie monsters.

Monsters and Vampires,

I welcome all round 2 of NCM Singles with a new Vampire support based on one of the most hilarious cards in the Yu-Gi-Oh! GX anime. Not only is this card designed to do some backrow clearing shenanigans that I'm sure would help LP Vampires, but it also features a lock effect that works together with the classic Vampire strategy from cards such as Vampire Lord and expanded later upon with cards like Vampire Duke and Grace. Admittedly a rather "go big or go home" type of card, but also a fairly interesting one. Discuss?

A big shoutout to BDSceptyr, who I am working on the coming fic this card will eventually be making its way to, and who helped me find art and used this sparkly Photoshop-friendly card template to give me the card posted in the spoiler.

Edited by VampireofDarkness

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The first effect is a really unanticipated way give Vamps support especially the older ones the revolved around milling your opponent, but it is effectively a costed Heavy Storm for them which I welcome considering how fragile Vamps can be against being stunned. Although most stunning have been from hand traps as of late.

I find the first effect funny in that your opponent is given the option to Heavy Storm the field if they are playing mirror match. Although it seems unlikely for that to happen since Vamps are not really all that competitive in the grand scheme of things.

The 2nd effect however is very commendable for the milling variant of vamps and it makes your opponent think twice about what they have to mill so that there Main Deck combo pieces don't get flood gated.

I do, however, have a suggestion... There is an existing Vampire Field Spell under the name of Vampire_Kingdom. This Field Spell also has support card known as  Vampire_Takeover that searches it out and does extra stuff. Give the card a naming clause on the top of the effect like https://yugioh.fandom.com/wiki/A_Legendary_Ocean: (This card's name is always treated as "Vampire Kingdom".)

That way this card gets the same benefits as "Vampire Kingdom" by being accessible via "Vampire Takeover".

 

 

Edited by BGMキャノン

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21 hours ago, BGMキャノン said:

The first effect is a really unanticipated way give Vamps support especially the older ones the revolved around milling your opponent, but it is effectively a costed Heavy Storm for them which I welcome considering how fragile Vamps can be against being stunned. Although most stunning have been from hand traps as of late.

Even if we go back to GX days when Camula reigned, the Vampire mechanic always had the issue of being battle reliant, so even back then backrow was an issue when it came to cards like Sakuretsu and Mirror Force, or even Torrential Tribute when these monsters hit the field at all. This really is a universal issue that walked over them for a minute, and is most likely what led Vampire Lord to go from being Limited to being Unlimited rather quickly.

21 hours ago, BGMキャノン said:

I find the first effect funny in that your opponent is given the option to Heavy Storm the field if they are playing mirror match. Although it seems unlikely for that to happen since Vamps are not really all that competitive in the grand scheme of things.

This is actually based on the original text of Infernalvania itself, in which the turn player can discard the Zombie to clear the board of monsters, but cannot Normal Summon/Set that turn. I personally felt like either Infernalvania would be a bit too much or it didn't really further what Vampires needed to push themselves further, so the idea was to design an in-theme version that did what was needed.

21 hours ago, BGMキャノン said:

The 2nd effect however is very commendable for the milling variant of vamps and it makes your opponent think twice about what they have to mill so that there Main Deck combo pieces don't get flood gated.

In spite of maybe being a format or two late to make best use of this, I also minded how cards like ArmaKnight and Dark Grepher are still engine pieces to certain combos and I think this sort of card puts those type of Decks...... in their place while Vampires do their thing. I also think it is why I would personally think Grinning Grave Virus is not a terrible tech for a Trancelvania-centric Vampire build.

21 hours ago, BGMキャノン said:

I do, however, have a suggestion... There is an existing Vampire Field Spell under the name of Vampire_Kingdom. This Field Spell also has support card known as  Vampire_Takeover that searches it out and does extra stuff. Give the card a naming clause on the top of the effect like https://yugioh.fandom.com/wiki/A_Legendary_Ocean: (This card's name is always treated as "Vampire Kingdom".)

That way this card gets the same benefits as "Vampire Kingdom" by being accessible via "Vampire Takeover".

This is funny because when the card was originally designed, it did have this clause. However, me and BD ultimately worked up new Vampire support that incorporates this card as its own entity. I will be posting the Set soon, I was posting this opening card as a way to test the waters and make sure this card was alright.

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