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Post by Shizuma Matsuna on Jul 5, 2008 20:08:12 GMT -5
Okay, Kallen, here is where I shall teach you the basics of a riding Duel by doing an OOC Riding Duel with you. At the Start of each duel, we both start with Speed World as our active field card. So the Starting stats would be this
LP: 8000 CIH: 5 Monsters: n/a S/T: n/a Field: Speed World (0 Speed Counters) Grave: 0 RFP: 0
Okay, assuming I was going first...on my stand by phase I would gain one Speed Counter. This is because each player gains 1 Speed Counter every Standby Phase.
From here I would begin the turn as normal...now be warned you can activate normal spells like you would in a normal duel but there is a price to pay, 2000 LP worth of Damage.
Any questions?
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Post by Kallen Kozuki on Jul 5, 2008 20:23:12 GMT -5
No, I don't believe so, but to straighten it up on how it would go in a turn...
Duel Start! (Speed World Activated) Turn Start! Standby Phase! (One Speed Counter Gained)
Then the rest of the moves go as normal.
Now, am I to understand that all of these spell cards cost Speed Counters, but you can activate them earlier at the cost of 2000 LP?
o.O Wow.
So, then, barring that, why don't some of us go through all of the spell cards and evaluate how many Speed Counters would be used to activate one of them and then use that system instead of making up new cards?
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Post by Shizuma Matsuna on Jul 5, 2008 20:31:58 GMT -5
I wish it were that simple.
Speed Spells do not cost 2000 LP to play. However the requirements for each Speed Spell's activation must be met before you can use the Speed Spells.
Normal Spells that do not have "Speed Spell" in their name damage you by 2000 LP. This is damage not a cost as far as I know.
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Post by Kallen Kozuki on Jul 5, 2008 20:33:29 GMT -5
Oh buggery and blast. >.<
Alright, so... the requirements have to be met.... Geh.
So that does mean going through and making equivalents on your own then basically. >_<
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Post by Shizuma Matsuna on Jul 5, 2008 20:40:34 GMT -5
I should probably do so for some of my Spells in my Six Samurai deck. But at this point as I've said before my Custom Set, The Speed of Light holds Speed Spells that copy many spell staples of the current format.
But for your Batterymen, if you need to copy some cards into Speed Spells then yes you need to do so.
Speed Spells have different Speed Counter Costs depending on it's type.
1 for Normal Spells 2 for Continuous Spells 3 for Quick-Play Spells
Ritual and Equip Spells have no standard Speed Counter Cost.
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Post by reishawn on Jul 5, 2008 21:18:13 GMT -5
Umm...sorry Matsuna. It really has been confirmed and that isn't true. I've seemed to browse all the Speed Spells today that are known and basically depending on the effect intensity depends on how the speed spell will come out.
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Post by Shizuma Matsuna on Jul 5, 2008 21:32:59 GMT -5
Okay, Xenneth I shall quell this right now before this blows into an argument. This comes straight from the Yugioh Wika so look over it and know that is where the Speed Counter costs come from. The amount of Speed Counters needed on Speed World to activate a spell, is what you are refering to, I believe. yugioh.wikia.com/wiki/Riding_Duel
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Post by reishawn on Jul 5, 2008 21:37:50 GMT -5
I'm not arguing, I'm just saying I think it's based on intensity or should be at least so people can't overpower these cards, because right now some people use the ones from the anime and they say use up to four or maybe even five counters. Now that you given me a source I can at least see where you're getting this from.
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Post by Emilio Katrea on Jul 5, 2008 21:41:56 GMT -5
Just because it says there has to be 4-6 counters on a card, doesn't mean that's how many counters you remove. You just need those counters to be present, and then you remove a certain number of counters based on what kind of spell it is.
1 for Normal Spells 2 for Continuous Spells 3 for Quick-Play Spells
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Post by reishawn on Jul 5, 2008 21:59:58 GMT -5
Oh, I know about that. I was only emphasizing the part about the counter cost for the cards, and not the types.
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Post by Shizuma Matsuna on Jul 6, 2008 20:47:10 GMT -5
It's fine ^_^
At any rate there is one more word of warning that I must include. It has to do with the last effect of Speed World.
When a player takes Damage remove 1 of your Speed Counter from "Speed World" for the attacked player for every multiple of 1000.
So that means that if someone were to take 2000 Damage from either an attack or an Effect, the player damaged would lose two speed counters. This aspect means that it can get tricky gathering the Speed Counters you need to activate those Speed Spells.
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