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Final Countdown Support


Cobalt2

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I was using a Final Countdown Deck on Dueling Network (not doing very well) when I decided that it wouldn't be too bad to make support for Final Countdown. Here's the set:

[img]http://i.imgur.com/MiiJj.jpg[/img]

[img]http://i.imgur.com/17wUf.jpg[/img]

[img]http://i.imgur.com/AbucX.jpg[/img]

[img]http://i.imgur.com/tleQV.jpg[/img]

[img]http://i.imgur.com/80zOO.jpg[/img]

[img]http://i.imgur.com/VUjoZ.jpg[/img]

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I'm not an expert on the use of Final Countdown, mostly because I find it to be one of the cheaper win conditions.

But these cards seems all right yet they have no downsides at all, you got a Deck/Grave Search, conditional instant win/lose trap, Trap that increases turn count no matter what, up to an extra 4 turns passed and a card that effectively halves the turns left.

Slightly OP but since I don't use the card I haven't got many ideas on how to balance them, maybe some reverse ones to help opposing players.

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[quote name='Cobalt_000' timestamp='1341686875' post='5969571']
You are right... how about i give them some Life Point Costs?...
[/quote]

I think Life Point costs may not be the best thing as it would cause balancing issues with "Destined Fate".
Though you could decrease the condition for Fate down to 4000/3000.
-----
Time Fissure's effect should be changed slightly, something more like this:
Heads: Increase turn count by 3
Tails: End Battle phase but decrease turn count by 2
-----
Countdown Clock can be slightly OP when used properly, maybe change it a bit more like this:
Roll 1 6-sided die, increase the turn count of "Final Countdown" by the number rolled, if a 6 is rolled re-roll.
-----
And a good addition to this set would be a 1 for 1 card, like:
Internal Clock
Spell Card
Increase your and your opponents Life Points by 1000 then flip a coin,
Heads:Increase turn counter by 2
Tails: Decrease turn counter by 2

This gives a chance to shorten the duel to meet the condition of Fate but increases Life Points to balance,
or it can lengthen the duel to give more time to meet Fate's conditions.

Anyway aside from the odd balance issues, you've got pretty good cards there, Tunnel and Return are decently
balanced though would most likely be semi-/limited. =D

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[b]Countdown Clock[/b]: Like 4 turns are so hard to accomplish, but still, the card wouldn't be ran as the deck needs room for the stall / draw power.
[b]Destined Fate[/b]: Bad card with a badly designed effect and a hard to accomplish condition; card is a waste of deck space.
[b]Final Fog[/b]: Worthless, doesn't give the deck any speed, as the deck already has enough stall power within it to stall until turn 20.
[b]Returning to the Past[/b]: Broken, as easy recycling of Spell Cards is always considered to be broken, but wouldn't be ran, as it would be a waste of deck space, since only [i]good[/i] Final Countdown decks only run 3 cards that have "turn count" in its card lore.
[b]Time Fissure[/b]: Worthless, doesn't give the deck any speed, as the deck already has enough stall power within it to stall until turn 20.
[b]Time Tunnel[/b]: Not worth running in a Final Countdown deck, as it would be a waste of deck space, since only [i]good[/i] Final Countdown decks only run 3 cards that have "turn count" in its card lore.

tl;dr: Final Countdown doesn't need any support, nay, win conditions don't need any support. Also, you were probably losing with the deck because you suck at using Final Countdown / the deck is badly built / the combination of both.

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