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Night Beam


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Badly designed card. This makes Waboku/T-Roar less useful in the format, which encourages OTKs. At least MST had to be set previously to stop them before activation. There is very few occasions when this works in a positive way, game design wise.

It is, however, useful, since it removes a large ability for your opponent to actually interact with you/play the game while you setup your combos. Yay for Solitare.

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Should have kept it's original name for theme naming and crap.
Unlike MST, this requires you to generally hit cards blindly. Your opponent can also chain other cards, like the aforementioned MST, with relative ease. On the plus side, it stops the opponent from reviving crap with Call and other effects that don't require you to have it face-up.

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[quote name='Wattcobra' timestamp='1345374325' post='6010720']
You have two sets, opponent plays Night Beam on set #1, you can chain set #2, then set #1, as set #1 cannot be chained directly to Night Beam's effect. This doesn't mean it can't be chained period.
[/quote]

This post pretty much sums up why I'm so on the fence with this card.

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Even though there's a hole, there's only a couple of decks where that becomes problematic. The majority of the time, you're not hitting a chainable card, and if you are, they won't have another. If they do, they also probably just wasted a card or two they wanted to save. The only times you wouldn't want that happening would probably be against Dark Worlds since they're not giving something up, they're just drawing and plussing off it.

Other than that, they're probably wasting Lances or Chalices or something else that they'd rather have saved for later.

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