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Final Countdown


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Card is hilarious, mostly because it's pretty much the one win condition that cannot be stopped except by winning first.

I dont think I've ever lost to it on DN, though. I usually manage to win, and unless the opponent opens with Countdown, the duel could last a while with neither side winning.

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Well, the idea of alternate win conditions isn't a bad idea in itself. The problem is some of the methods are too easy to abuse, or borderline impossible to do.

- Exodia: Draw Power has to be constantly regulated because this is still around. It's not consistent enough to ban, but the deck concept is ridiculously cheap. It wont top tournaments, but it really shouldn't still be around, no matter how disruptive it can be.

-Destiny Board: This alternate win condition is so bad as to be worthless. Whereas Exodia has to be gathered in the hand, this has to be gathered on the Field. The Spirit Messages are all literally worthless cards that can only be played by the effect of Destiny Board. And since Destiny Board uses the S/T zones, it greatly reduces the amount of non-chainable protection you can run using the backrow. Oh, and Destiny Board adds the Spirit Message during the opponent's End Phase, so it takes an excruciatingly long time to instant win (4 of your opponent's turns), all during which there's nothing you can do to speed up the process, and your possible backrow diminishes each round.

Oh, and if any part of Destiny Board leaves the Field, the entire thing self-destructs. Yeah...

-Final Countdown: Stall. Stall. Lucksack Countdown early. Then stall. That's it. That's the entire Deck.

- Vennominaga. On its own, the idea of Vennominaga's alternate win condition seems lulzy. It has to deal damage 3 times and accumulate the counters. It's actually less broken than in the show, where if Vennominaga deals damage, you instantly win 3 turns later. But here's the problems: Firstly, Vennominaga is nearly impossible to bring out in the first place, even with a dedicated build. It requires Vennominon to be destroyed outside the Damage Step in the presence of the Normal Trap, Rise of the Snake Deity. Also, Vennominaga's ATK is equal to 500 x the reptiles in Grave, so if you want Vennominaga to actually be worth something in brute power, you have to setup the Grave. Not too hard, but there's only so many good reptiles to make a deck with, and RFG effects hurt badly.

On the bright side, Vennominaga is literally immune to everything other than itself. And those counters you're accumulating? Well, if Vennominaga is destroyed in battle, it can resurrect itself the same as Vennominon, but since it left the Field, the counters disappear.

The real problem with Vennominaga is this: You're more likely to zero their Life Points with Vennominaga's attacks instead of accumulating 3 counters. If Vennominaga is worth anything at all, it's a massive, nigh-unstoppable beatstick, who just happens to have an instant win condition that'll only truly matter if the opponent has tons of LP.

Horakthy: Let's face it, you run this because it's hilarious to win with it, not because it's a valid instant-win condition. You have to Tribute the 3 God cards, Ra actually having to be Summoned Normally. The 3 Gods should be sufficient to win, so Horakthy is just to be epic about it.

Those are the only "Instant Win" Conditions I can think of off the top of my head.

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[quote name='Mugendramon' timestamp='1328297647' post='5796918']
Exodius, too.
[/quote]

Exodius is really just an extension of Exodia. You're not wrong, but it's very similar in design. Except, you know, Exodius is slow barring something like Diffusion Wave Motion.

Last Turn...yeah, that was broken.

And I suppose my ultimate point was that alternate win conditions themselves aren't bad, it's that the methods we have are either cheap-as-hell (Exodia, Countdown) or stupidly hard to pull off (Destiny Board, Vennominaga).

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If the definition of awesome is: "Frustratingly effective deck that few people actually enjoy playing against", then yes.

I liked Final Countdown myself, but the fun is mostly one-sided. You, the user of Countdown, usually enjoy the pressure that's placed on your opponent, and the tactics used to avoid defeat until the countdown passes. The opponent usually enjoys it far less.

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[quote name='evilfusion' timestamp='1328382822' post='5798956']
If the definition of awesome is: "Frustratingly effective deck that few people actually enjoy playing against", then yes.

I liked Final Countdown myself, but the fun is mostly one-sided. You, the user of Countdown, usually enjoy the pressure that's placed on your opponent, and the tactics used to avoid defeat until the countdown passes. The opponent usually enjoys it far less.
[/quote]

You should really only start stressing once you get up to turn 14. Then, at that point, if you haven't gained any advantage, you need to haul your ass. At turn 19/20, you should just surrender.

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[quote name='evilfusion' timestamp='1328382822' post='5798956']
If the definition of awesome is: "Frustratingly effective deck that few people actually enjoy playing against", then yes.
[/quote]

I'm a troll, so I don't care what others think as long as I'm having fun.

The thought that people actually had to carefully try to get the most out of each turn is pretty satisfying though.

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