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Because You All Hate It [Royal Oppression]


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[quote name='Kurono Kei' timestamp='1332871727' post='5891017']
with mst at 3 and heavy at 1...im sure this would be fine @ 1
[/quote]
Not really. Unless your opponent gets a lucky blind MST you still have a 1 Summon stopper, which is usually enough to make all your opponent's work go for nothing, like how Warning does. The difference is Solemn Warning takes out a larger chunk of life points and this has to potential to lock down the opponent.

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[quote name='Tsukasa Hiiragi' timestamp='1332872170' post='5891030']
Not really. Unless your opponent gets a lucky blind MST you still have a 1 Summon stopper, which is usually enough to make all your opponent's work go for nothing, like how Warning does. The difference is Solemn Warning takes out a larger chunk of life points and this has to potential to lock down the opponent.[/quote]
Add to it, this can be used multiple times per turn :/

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[quote name='Armadilloz' timestamp='1332872267' post='5891034']

Add to it, this can be used multiple times per turn :/
[/quote]
That's kind of what I implied, since the only other thing I said that without lucky blind MSTs you're probably gonna get this off once.

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I think it being @1 wouldn't be as bad as 3
Of course we have MST and Storm
but alot of people forget both players can use its effect
That used to happen all the time :T

But then again...
[quote name='Armadilloz' timestamp='1332872010' post='5891025']
Swarm your field -> Set this
Good luck, Opponent.
[/quote]

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[quote name='Yuuichirou' timestamp='1332872494' post='5891046']
I think it being @1 wouldn't be as bad as 3
Of course we have MST and Storm
but alot of people forget both players can use its effect
That used to happen all the time :T

But then again...
[/quote]
No it wouldn't.
But it would still be bad.
Read my post again. Locking down plays and preventing your opponent from getting advantage over your already big field is never good design.

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Out of 8 encounters with this card, I only had 1 hateful encounter with it. That being said, it isn't really bad for the game. However, it is the fact that people like to Special Summon and set this card that made it a problem for most people to deal with (No, I didn't have that problem). I must have been lucky.

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[quote name='Dwarven King' timestamp='1332876413' post='5891139']
Royal Oppression never really bothered me.
[/quote]
Well, I ask, did Chaos Emperor Dragon ever do anything to you? Well, it didn't to me. Nor Yata. I didn't have a flying duck as you why those were good when I was younger, and by the time I was old enough to tell they were, y'know, banned. I didn't have BLS do anything to me either until it was unbanned, either. So saying "It didn't bother me" is about as valid as saying "3-4 S/T hate is mained so Fiendish Chain is bad."

This card is horrendous, monstrous design and it never needs to return.

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This card was fine when it was first released, because Special Summoning wasn't an absurdly common method of playing monsters. It existed, but much smaller.

But now the game is very focused on Special Summoning, and this card does too much for too little.

Firstly, it's a Continuous Trap that can negate a Special Summon or any Effect that Special Summons for a small 800 LP. While the cost adds up, there's more to it. It not only negates the Summon/Effect, it destroys the monster/card producing the Effect. Being a Continuous Trap not only makes it reusable, but it doesn't cost you any card advantage.

So when it's first used, it's a surprise, and becomes a +0 for sure (paying for itself in case it's destroyed). However, because it's destroying cards, each time past the first use, it's a +1.

So we have a card that not only locks down a central game mechanic, but for 800 LP, it also gives you + advantage. It's also optional, so you could ignore one player's SS and negate a more crucial one, forcing even more pressure on the opponent as they try to figure out a way to counterattack while predicting whether or not their plays will be successful in the first place.

And you sit safely behind whatever monsters you have, because your cards are unaffected unless you SS in the presence of Oppression. Your opponent may be able to use the effect as well, but 99% of the time, they're already playing defensively by the time you flip this.

Unlike other SS lockdown cards, this card is almost completely one-sided, because 800 LP adds up when you're losing, and if you're winning, your LP isnt as important, and/or, you don't need to Special Summon anyway.

It's the fact it destroys cards that makes it worse than something like Kristya and Fossil Dyna. Even though you can't SS, it prevents you from playing cards/effects that SS, like Monster Reborn, so that once the lockdown is broken, you have all these SS resources and can make a comeback. Oppression does not do this. You either have to sacrifice lots of card advantage to reduce their LP to where they can't afford the payment, or you have to destroy Oppression before the opponent crushes you.

Until Special Summoning ceases to be one of the most crucial strategies in Yu-Gi-Oh, this card is broken. Synchros and Xyz tend to focus their efforts on Summoning numerous low-level monsters and then using them as Material for bigger monsters with better effects. The first use of Oppression could net you even more plusses if you negated Synchro or Xyz Summon, and while the same is true for Solemn Warning, etc, those cards have more of cost (2000 LP) and only one-use from them.

Oppression can even stop the cards that Warning cannot, such as Fusion Gate, because Oppression can stop the activation of Effects, not just the activation of cards.

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[quote name='evilfusion' timestamp='1332876845' post='5891147']
This card was fine when it was first released, because Special Summoning wasn't an absurdly common method of playing monsters. It existed, but much smaller.

But now the game is very focused on Special Summoning, and this card does too much for too little.

Firstly, it's a Continuous Trap that can negate a Special Summon or any Effect that Special Summons for a small 800 LP. While the cost adds up, there's more to it. It not only negates the Summon/Effect, it destroys the monster/card producing the Effect. Being a Continuous Trap not only makes it reusable, but it doesn't cost you any card advantage.

So when it's first used, it's a surprise, and becomes a +0 for sure (paying for itself in case it's destroyed). However, because it's destroying cards, each time past the first use, it's a +1.

So we have a card that not only locks down a central game mechanic, but for 800 LP, it also gives you + advantage. It's also optional, so you could ignore one player's SS and negate a more crucial one, forcing even more pressure on the opponent as they try to figure out a way to counterattack while predicting whether or not their plays will be successful in the first place.

And you sit safely behind whatever monsters you have, because your cards are unaffected unless you SS in the presence of Oppression. Your opponent may be able to use the effect as well, but 99% of the time, they're already playing defensively by the time you flip this.

Unlike other SS lockdown cards, this card is almost completely one-sided, because 800 LP adds up when you're losing, and if you're winning, your LP isnt as important, and/or, you don't need to Special Summon anyway.

It's the fact it destroys cards that makes it worse than something like Kristya and Fossil Dyna. Even though you can't SS, it prevents you from playing cards/effects that SS, like Monster Reborn, so that once the lockdown is broken, you have all these SS resources and can make a comeback. Oppression does not do this. You either have to sacrifice lots of card advantage to reduce their LP to where they can't afford the payment, or you have to destroy Oppression before the opponent crushes you.

Until Special Summoning ceases to be one of the most crucial strategies in Yu-Gi-Oh, this card is broken. Synchros and Xyz tend to focus their efforts on Summoning numerous low-level monsters and then using them as Material for bigger monsters with better effects. The first use of Oppression could net you even more plusses if you negated Synchro or Xyz Summon, and while the same is true for Solemn Warning, etc, those cards have more of cost (2000 LP) and only one-use from them.

Oppression can even stop the cards that Warning cannot, such as Fusion Gate, because Oppression can stop the activation of Effects, not just the activation of cards.
[/quote]

And that is what made Oppression epic and made me sad to see it go away. tbh, with this statement, it seems that Oppression was a Keystone Species, but players liked the summon spam and set this card strategy. However, I could see how broken it is, especially when given to Dino Rabbits...

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[i]Activate only while you control no Special Summoned monsters. You cannot Special Summon the turn this card is activated. Either player can pay 1000 Life Points to negate the Special Summon of a monster(s), and/or an effect that Special Summons a monster(s), and destroy those cards.[/i]

I fixed it :/

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