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Pot of Duality


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[img]http://images1.wikia.nocookie.net/__cb20120531145817/yugioh/images/2/29/PotofDuality-BP01-EN-R-1E.png[/img]
[quote][url="http://yugioh.wikia.com/wiki/Reveal"]Reveal[/url] the top 3 cards of your [url="http://yugioh.wikia.com/wiki/Main_Deck"]Deck[/url], [url="http://yugioh.wikia.com/wiki/Add_a_card"]add[/url] 1 of them to your [url="http://yugioh.wikia.com/wiki/Hand"]hand[/url], then [url="http://yugioh.wikia.com/wiki/Shuffle"]shuffle[/url] the rest back into your Deck. You can only [url="http://yugioh.wikia.com/wiki/Activate"]activate[/url] 1 "Pot of Duality" per [url="http://yugioh.wikia.com/wiki/Turn"]turn[/url]. You cannot [url="http://yugioh.wikia.com/wiki/Special_Summon"]Special Summon[/url] a [url="http://yugioh.wikia.com/wiki/Monster_Card"]monster(s)[/url] during the turn you activate this card.[/quote]
We haven't actually had a topic on this since it went to 2.
Discuss.

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It's really not that bad on its own.

It's just that its such a good consistency card that everyone ran it. Suddenly that's 3 spots in the deck that most everyone will lose just to keep their deck consistent. So, like so, they semi'd it.

Plus Cardcar D and it was just putting too much together.

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Amazing design that shouldn't ever touch a list.

Sadly, it was the one that "had" to go. Technically, Cardcar should be the one that got hit, but Cardcar still has sales going for it, while everyone and their mother should have a Duality.

Neither card really DESERVES the list, though.

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[quote name='Kabasaurus' timestamp='1348474269' post='6030884']
Cardcar should never be hit until a deck is made that can really abuse it. This card just makes Decks so much more consistant and should have hit the list a while ago.
[/quote]
This card should never have even touched the list.

Both this and Cardcar are fine cards in their own right, and are only too much when together. Generic draw isn't a problem when it's regulated like this, and punishing consistency by hitting Duality is stupid. Consistency deserves to exist in most situations. I'm only against searchers being free because "hurrdurr combo piece get". This keeps a level of chance while also increasing consistency, and that is not a bad thing at all.

In and of itself, Cardcar is the one that's worse for the game, though it's not bad for the game. Giving up a whole turn, basically, IS a big cost, but it's still abusable enough to work. It rewards hand traps and can encourage backrow heavy decks, which are generally frowned upon, hence the arguments that Heavy Storm should exist.

The only thing "worse" about Duality is that it is more generic, though even it is not universal. It costs most power plays you can make, is a +0, and allows your opponent to play around what you do while you get to choose what you get out of the choices. I don't see how a card that keeps you from derp exploding the turn you use it, encourages player interaction, and increases consistency without being broken is anything but positive for the game and why it should ever dip below 3.

2 is doable, to be sure, but it doesn't deserve anything less than 3. Most of the cards that abuse Duality, and to a lesser degree the Car, need to be hit/killed themselves anyways. Hitting something innocent to save the amount of changes to the ban list or because it's "popular" are both horrible reasons, yet they both seem to be the logic behind hitting Duality.

So, give me 1 good reason other than "it makes things too consistent" that it should be hit, when everything about it is good for the game? And please don't use Pot of Greed or it's ilk as a reference point. It did TOO much. It was a free +1 for no drawbacks that wasn't pro-player interaction.

I'd also like to point out that Duality takes at least a little skill to use properly as opposed to many other consistency boosters. Skill is only a small part of things like this, though, so that's why it gets a little footnote.

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It's one of the better cards for the game. Unfortunately, it was too good and ended up entirely everywhere. I don't blame duality, though. I blame Solemn Judgement/Warning making people less afraid of their opponent's cards, and letting people happily lose Special Summons for the turn. IMO, those need to hit the list before this.

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In terms of skill, Cardcar D promotes good playing much more. It's a far more difficult card to play, put simply - the nature of its balance clauses are such that choosing, or engineering the right situation in which Cardcar D can be played is far more difficult than with Duality. You give up a turn for more options. Giving up a turn is very difficult to time correctly, and requires preparation.

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Skill is far from the most important part of design and Cardcar doesn't take much skill at all. Do you want more resources? Are you in a situation to survive easily if you use the car? Use it. Are you set up enough? Don't have to use it. Is everything you could need in hand? DERP.

Duality is only slightly less skillful, but it doesn't reward Hand Traps.

Hitting Duality because it's popular and goes in most things is also stupid. I know Konami does things like that, but Duality is completely positive for the game. It doesn't even go in everything, so it's not a full blown staple either. There was no reason to hit it over Car, sans sales. Car doesn't deserve a hit either, buuut...

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I don't see why either of these should be hit, even together. Unlike most cards that generically increase consistency, these two don't allow any of the associated herp derp to occur, and both have significant drawbacks to use. Cardcar D forces you to set your protection early else risk getting bashed in the face and Duality telegraphs a lot of your potential moves. Using both leaves almost no room for surprise and makes your hand -far- easier to play around.

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