Jump to content

Heavy Storm


Recommended Posts

[img]http://images2.wikia.nocookie.net/__cb20080607024439/yugioh/images/thumb/6/69/HeavyStormGLD1-EN-GUR-LE.png/300px-HeavyStormGLD1-EN-GUR-LE.png[/img]

Knowing Konami, I wouldn't be suprised if this actually comes back next format, just by the simply fact that everyone starts to set anything recklessly without fear when this was placed on the banlist and people are constantly bitching about it how annoying large backrows are these days <_<

Discuss

Link to comment
Share on other sites

[quote name='Father Wolf' timestamp='1293202837' post='4880178']
Punishes over extension which i think is good for the game.
[/quote]

This punishes overextension like Gorz stops OTKs: it technically does, but it's so powerful that it does more that is bad for the game.
The problem with nuking the backrow is that Spells and Traps usually don't pay for themselves like monsters do and spells and traps aren't easily recovered like monsters are. Destroying even just 3 Spells or Traps with Heavy Storm can devastate the opponent not just for 1 or 2 turns but for the entire game. Heavy Storm not only does that, but also it can open up OTKs. Before you bring up Giant Trunade (relatively comparible to HS), GT can pretty much only be used for OTKing or attacking past stall for a turn, not for getting rid of backrows permanently.

The real question is if any of these effects would balance Heavy Storm and which one would be best:
• Activate and apply one of the following effects: -Destroy all face-up Spells and Traps on the field. -Destroy all face-down Spells and Traps on the field.
• Discard a card. Destroy all Spells and Traps on the field.
• Discard a card. Activate and apply one of the following effects: -Destroy all face-up Spells and Traps on the field. -Destroy all face-down Spells and Traps on the field.
• Destroy all Spells and Traps on the field. You cannot attack directly.
• Destroy all Spells and Trap Cards on the field. You cannot attack this turn.
• Destroy all Spells and Traps on the field. It is now your End Phase.
• Write-in
Link to comment
Share on other sites

main difference between heavy storm and dark hole

When Heavy was @1 people almost didn't use non-chainable traps
Right now with Hole @1 people still run monster who are not floaters.

So, both regulate the usage of a certain type of card but Heavy overdoes it.

Anyway, before Heavy comes bad I'd like to see cards like:

Exampleretsu Armor
Normal Trap
Activate only when an opponent's monster declares an attack. Destroy the attacking monster. When this card is destroyed by an opponent's Spell or Trap card, do something (e.g. draw 1 card).
Link to comment
Share on other sites

I'm glad this card is banned. Too often, S/Ts are crucial to a deck's ability to function, and this card ruins players for investing cards into any sort of Continuous engine. It promotes OTKs, as every knows, and if you dont have things explicitly to counter Storm, you can be screwed over. Dark Hole isn't nearly as crippling, no matter how unhappy I was to see it back. I actually like Dark Hole more.

S/Ts are much harder to bounce back from a field wipe, whereas monsters are a cinch. Mass S/T removal is unfair in most cases.
Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...