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Heavy Storm [There's a gap in logic here]


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I actually consider this card's return to be extremely beneficial to the game as a whole. One of the biggest issues last format was the ability to Set 3-4 S/Ts and be able to rip apart your opponent's next move with nothing to fear, except maybe Trunade, but Trunade was an inconvenience, not a punishment.

Now, I've seen much more skillful play, like Setting only a few important S/Ts a turn. Not only does this promote conserving resources for later game (a strategy I gleefully employ), but it makes it more of a game than "Turn 1, play monster, Set 4. Good luck moving."

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Dark Hole is effectively better designed. Summoning will always be slower, simply because of the 1 Normal Summon limit. Even Special Summoning usually ends up with 2 or so Synchros rather than a clogged field. Dark Hole will be used in situations outside of OTKs more, while Heavy Storm is used in OTKs nearly exclusively apart from the times when you're missing a MST or you want to nuke some overextension.

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Storm is bad for the game in the sense it's costless mass removal of a vital resource. However, it's good for the game in that it DISCOURAGES players from committing so many S/Ts to the field without some sort of protection. If you only Set 2 S/Ts, Storm is a +1, but it won't screw you over the way it would if you set 4 and got Stormed.

Monsters are far easier to recover due to the nature of Summoning, so Dark Hole is less broken in that theory. But people can commit monsters to the field with little concern with that in mind, and the game is obnoxious if they can do the same with S/Ts.

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It's amazing that, even though this card is @1, EVERY SINGLE DUEL I go to nowadays, everyone opens up with Heavy Storm, blowing away my S/T.

[quote name='evilfusion' timestamp='1323799854' post='5704156']
I actually consider this card's return to be extremely beneficial to the game as a whole. One of the biggest issues last format was the ability to Set 3-4 S/Ts and be able to rip apart your opponent's next move with nothing to fear, except maybe Trunade, but Trunade was an inconvenience, not a punishment.[/quote]

I hate this card because, for one, playing MSTs/Dust Tornadoes actually takes a hint of skill, because you can either mess the opponent up real good, or you miss the shot. It takes more skill to use MSTs, rather than just HURRDURR BLOW AWAY YOUR SPELL CARDS GOOD LUCK GETTING BACK THAT SOLEMN JUDGMENT!

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[quote name='Dante v. Nero' timestamp='1323801793' post='5704191']I hate this card because, for one, playing MSTs/Dust Tornadoes actually takes a hint of skill, because you can either mess the opponent up real good, or you miss the shot. It takes more skill to use MSTs, rather than just HURRDURR BLOW AWAY YOUR SPELL CARDS GOOD LUCK GETTING BACK THAT SOLEMN JUDGMENT!
[/quote]

The presence of the card requires players to actually play skillfully so that doesn't happen. Yeah.

It's one of those cards that's both bad and good for the game at the same time, so consensus allows it to jump from 0 to 1 a lot of the time. It's the reason why CotH and Reborn often swap places on the banlist.

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[quote name='evilfusion' timestamp='1323801994' post='5704195']
Of course, 1 for 1 removal is more balanced, but when this was banned, we saw a rising of mass Setting, which is worse for the game. This card keeps that in check. It's a bit of a necessary [b]evil[/b], much like Mirror Force and Dark Hole, although the latter is less needed.
[/quote]

http://www.youtube.com/watch?v=a6ucZsJQxbQ

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