Suibon Posted April 23, 2013 Report Share Posted April 23, 2013 If a monster inflicts Battle Damage: return it to the hand. On one hand, it makes those newfangled Extra Deck monsters go away or at least whimper in fear. On the other hand, Storm plus triple MST laugh at this. Oh, and Dragossack. Dang it. Discuss the comic possibilities. Link to comment Share on other sites More sharing options...
Agro Posted April 23, 2013 Report Share Posted April 23, 2013 Plus, you have to wait for the opponent to inflict damage. that's a negative when you could just as easily use Compulse. Link to comment Share on other sites More sharing options...
Suibon Posted April 23, 2013 Author Report Share Posted April 23, 2013 True, but only to a point -- you could just easily ram a floater. Less damage, bounced boss, a means to make use of said floater. Link to comment Share on other sites More sharing options...
Agro Posted April 23, 2013 Report Share Posted April 23, 2013 I'd rather use Grand Mole. Link to comment Share on other sites More sharing options...
Suibon Posted April 23, 2013 Author Report Share Posted April 23, 2013 I'd rather use Grand Mole. I'll illustrate by giving you an oldie but a goodie -- suppose Begone, Knave! on the user's field and a big huge Exceed for a wily but bewildered opponent. User summons... Shining Angel. Opponent calls user an old fart. User chuckles and goes on attacking, getting rid of both the big huge Exceed and teeny Shining Angel. Out comes Honest that shrugs his shoulders and attacks. Derp -- or as we old farts say, this has happened to me once. Link to comment Share on other sites More sharing options...
AGATHODAIMON BANGTAIL COW Posted April 23, 2013 Report Share Posted April 23, 2013 As a Trap, your opponent gets a turn before you, so the whole ramming idea only would work if you have a monster you can lose, a monster on your opponent's side of the field that you want to get rid of, and have luckily kept this during the whole time. Grand Mole can do this much faster and re-uses himself. You also have the problem that waiting for damage means that you could not chain this to an effect that would get rid of it and have the chance of bouncing a monster. Plus, damage hurts a lot of the time. Also, this card works against you when you're on the offensive, and since you have no way of killing it without using up your resources, makes it where you either go for game, hold back and spare your opponent some LP, or knock your opponent down to 100 Life Points with an empty field. Link to comment Share on other sites More sharing options...
Sleepy Posted April 23, 2013 Report Share Posted April 23, 2013 Hmm what kinds of cards would at least ditch the downside? Darkness Neosphere Elemental HERO Wildheart Anything that lets you used Divine Wind. Mist Valley Falcon's attack cost. Sounds amusing. Link to comment Share on other sites More sharing options...
Suibon Posted April 23, 2013 Author Report Share Posted April 23, 2013 Also, this card works against you when you're on the offensive, and since you have no way of killing it without using up your resources, makes it where you either go for game, hold back and spare your opponent some LP, or knock your opponent down to 100 Life Points with an empty field. Not an offensive card, you say? One-Hundered-Housand-effffffffin'-HUNDERRRRRRRRRRRRR Perhaps it's better to think of it as a control card, suitable for slower formats. Link to comment Share on other sites More sharing options...
Bringerofcake Posted April 23, 2013 Report Share Posted April 23, 2013 HYPOTHETICAL TIME: What if this were a Normal Trap whose effects lasted until the end of the turn? Would it see more, less, or the same amount of play (even though it's hard to have less than nothing). Link to comment Share on other sites More sharing options...
AGATHODAIMON BANGTAIL COW Posted April 23, 2013 Report Share Posted April 23, 2013 Not an offensive card, you say? <Big cards that I should have kept the images to just for spite.> One-Hundered-Housand-effffffffin'-HUNDERRRRRRRRRRRRR Perhaps it's better to think of it as a control card, suitable for slower formats. If you have enough of an opening to throw 1400 and 1300 ATK monsters at your opponent, then go ahead and do that. Also, Ordeal of a Traveler seems like it would be more of a jerk card in slower formats despite the hand revealing. Potentially keeping your monsters safe from battle and avoiding damage while not directly working against you sounds pretty nice. Link to comment Share on other sites More sharing options...
Sora1499 Posted April 23, 2013 Report Share Posted April 23, 2013 What kills it is that it applies to your field too #Divine Wind for teh lulz Link to comment Share on other sites More sharing options...
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