thekazu4u Posted August 18, 2012 Report Share Posted August 18, 2012 During each Standby Phase, the number of Resistance Counters on this card becomes equal to the number of cards in the turn player's hand. During each End Phase, the turn player must send a number of cards from their hand to the Graveyard so that the number of cards in their hand is less than the number of Resistance Counters on this card, and if he does, that player's opponent must send an equal number of cards from his hand to the graveyard. A player who destroys this face-up card must send cards from their hand to the graveyard equal to the number of Resistance Counters on this card (if they cannot, this card is not destroyed.) [img]http://yugico.com/customcard/98506.jpg[/img] ... poor guy may as well just give up. Essentially, players have to end their turn with the same - or less - number of cards than when they started their turn. If they end their turn with more cards, then they have to discard the excess. But - their opponent loses an equal number of cards, digging both players even deeper! Furthermore, nobody can even kill it, otherwise they lose their whole hand. Combos really weirdly with Counter Cleaner. What do you think? I think it is one of my more interesting cards, because it changes the game significantly and is fairly generic (it doesn't even work with Dark World). At the same time, it doesn't feel broken (unless I am overlooking something) because it affects both players the same way. Link to comment Share on other sites More sharing options...
Love of Ghibli Posted August 19, 2012 Report Share Posted August 19, 2012 My problem is..does it work? It sounds like if you started with 6 cards in your hand and you played your turn you have to end your turn with less than 6...not hard. I am assuming that kicker is after that where you can have four cards in your hand and you have to maintain low hand count. That being said: 1) sounds like its only good to kill decks that really care about hand advantage Prophecy, Maldoche, Gadgets (maybe), T.G, variants, nothing really meta unless I'm missing something. 2) the card kinda reads: first person to go over the limit now has control over their opponents hand 3) why would you play a card where you and your opponent now have to play around in quicksand? Unless you really don't care about having a hand or not...Its an Infernity card 4)Earth Infernities or some field beatdown aggro deckness. All in all it is eccentric but I feel its effective against only a small group, and even then if that small group is smart then they can take control. Link to comment Share on other sites More sharing options...
thekazu4u Posted August 19, 2012 Author Report Share Posted August 19, 2012 [quote name='Beginning446' timestamp='1345367113' post='6010695'] My problem is..does it work? It sounds like if you started with 6 cards in your hand and you played your turn you have to end your turn with less than 6...not hard. I am assuming that kicker is after that where you can have four cards in your hand and you have to maintain low hand count. That being said: 1) sounds like its only good to kill decks that really care about hand advantage Prophecy, Maldoche, Gadgets (maybe), T.G, variants, nothing really meta unless I'm missing something. 2) the card kinda reads: first person to go over the limit now has control over their opponents hand 3) why would you play a card where you and your opponent now have to play around in quicksand? Unless you really don't care about having a hand or not...Its an Infernity card 4)Earth Infernities or some field beatdown aggro deckness. All in all it is eccentric but I feel its effective against only a small group, and even then if that small group is smart then they can take control. [/quote] If anything, it is going to help decks that maintain hand advantage, because if they want to they can fill up their hand, and get a whole ton of 1-for-1s against the opponent's hand if they want which would be in their favor if they have card advantage.. And it has a 1-turn-delay (it needs a standby phase) so it gives the first control to the opponent, not exactly sure why you say "the first person to go" has control over their opponents hand. I suppose it would help infernities a bit, because their opponent's hand could not grow, but its not like it knocks the opponent's hand down to 0 every turn, it only knocks their own hand down to 0 every turn by 1-for-1'ing the excess away. Link to comment Share on other sites More sharing options...
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