Goodnight Posted October 26, 2010 Report Share Posted October 26, 2010 So... I can't help but think a deck built around these would be pretty broken, especially with Card Destruction, Appropriate, Morphing Jar... The only thing making me think they aren't is that you need time and specific cards to get the advantage, while the opponent gets an advantage almost instantaneously. Pot of Rebirth Rock/Earth 1star 0/0 If this card is destroyed by a card effect, special summon one Rock type monster from your graveyard to your side of the field. Your opponent draws 2 cards. Pot of Destruction Rock/Earth 4star 1800/1700 If this card is normal summoned and your opponent has more than 4 cards in their hand and 4 on the field, you can destroy all cards on the field. If you activate this card's effect, your opponent draws 3 cards. You cannot enter your battle phase on the same turn you activate this effect. Pot of Violence Rock/Earth 3star 1100/1600 Once per turn, you can increase this card's attack by 2000 until the End Phase. If you do, your opponent draws 2 cards and this card cannot attack your opponent's life points directly. Pot of Storms Rock/Earth 4star 1400/0 If this card is destroyed by battle, you can destroy all spell and trap cards on the field. If you activate this effect, your opponent draws 2 cards. Pot of Solace Rock/Earth 4star 1600/900 Tribute one Rock type monster on your side of the field. Destroy any number of cards on the field (max. 3). for every card destroyed, your opponent draws a card. Pot of Gratification Rock/Earth 5star 2300/2000 If you tribute a Pot monster to summon this card, you can draw cards from your deck until you have the same amount of cards in your hand as your opponent. Pot of Tuning Rock/Earth 3 star tuner 1000/1000 This card cannot be destroyed by battle. When this card attacks or is attacked, your opponent draws 1 card. Grand Avatar of the Pot Rock Earth 7star synchro 2400/2800 1 rock tuner + 1 or more monsters When your opponent has more cards in their hand than you, this card cannot be destroyed by battle. When your opponent draws outside of the draw phase, they must show their hand and you can select one card from their hand and discard it to the graveyard. You can then activate one of the following effects depending on what type of card was discarded. *Monster: This card gains the attack of the discarded monster until the end phase. *Spell: Draw 1 card. *Trap: Destroy 1 card on the field. Pot of Theft Trap Normal Destroy one Pot monster on your side of the field. Choose 2 face down spell or trap cards on your opponents side of the field and flip them face up. Their effects are not activated at this time. If any one of them is a normal spell card, add them to your hand. If they are not normal spell cards, return them into face down position. Pot of Summoning Trap Normal You can special summon monster(s) from your graveyard who's level(s) are equal to or less than the number of cards in your opponents hand. Pot of Degradation Trap Continuous If your opponent has more than 5 cards in their hand, negate the effects of all your opponents cards on the field. Pot of Sharing Spell Normal You can only activate this card when your opponent has more cards in their hand than you. Draw 2 cards. Your opponent draws 3 cards. Fires of Greed Spell Field Inflict 500 damage to a person's life points when they draw a card outside of the draw phase. Link to comment
~{Rochster}~ Posted October 26, 2010 Report Share Posted October 26, 2010 Those are really good cards for a beginner. A few OCG errors that I'm not pointing out, and I love the pot of greed series, so this is a 7/10. Link to comment
Buttercup Posted October 26, 2010 Report Share Posted October 26, 2010 They seem good, aprt from Pot of Sharing, a card that speeds up FTKs. Life Equaliser FTK would be terrifyingly consistent if that was ever made. Link to comment
Goodnight Posted November 15, 2010 Author Report Share Posted November 15, 2010 Added a few more cards~ Link to comment
Zeppeli Gyro Supreme Posted November 15, 2010 Report Share Posted November 15, 2010 Some of these are extremely good, but some are well underpowered because of how many cards they make your opponent draw. And it would make more sense if you would have more cards that made you draw in the deck, rather than your opponent =P Link to comment
Zkaiser Posted November 16, 2010 Report Share Posted November 16, 2010 This set is perfect. It's like a good version of Iron Chains. And making your opponent draw would be fun especially with Appropriate. This guys are awesome. 10/10 Link to comment
Shadow Legacy Posted November 16, 2010 Report Share Posted November 16, 2010 Wow, immense draw power such as that is never something I would like to go against >w< With how much it forces to draw, they are bound to have to discard cards at the end phase of the turn xD haha @Slayer: There are 2 reasons why they SHOULDN'T be effecting the owner of the cards 1: the effect would be much to over powered for many of the cards (2 cards + 2000 attack for a turn?! to much, even for a limit card...) 2: To much draw power would be... well... to much. He is trying to force them to Deck Out, not deck himself out xD Honestly, a good deck ^^ I would recommended adding some Flip effect monsters in there, to make them more like Jars too They would really have a use for Book of Eclipse to recycle their effects xD Link to comment
Goodnight Posted November 16, 2010 Author Report Share Posted November 16, 2010 so, I just found an old card that exists in the tcg/ocg that is very broken in a deck running these. Heavy Slump: If your opponent has 8 or more cards, they add those cards to the deck and draw 2 cards. Link to comment
Goodnight Posted February 22, 2011 Author Report Share Posted February 22, 2011 bump~ Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.