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Replacement for Exodia the Forbidden One


darkhorus

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Following the epic fail of my Semi Exodia, I created these 2 cards as a replacement for the original Exodia with its auto-win effect:

 

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When you have "Right Leg of the Forbidden One", "Left Leg of the Forbidden One", "Right Arm of the Forbidden One" and "Left Arm of the Forbidden One" in addition to this card in your hand, you can banish those cards to Special Summon 1 "Exodia the Forbidden One" from your hand, Deck or Graveyard.

 

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This card cannot be Normal Summoned or Set. This card can only be Special Summoned by the effect of "Head of the Forbidden One", and cannot be Special Summoned by other ways. This card is unaffected by card effects. This card is sent to the Graveyard during the End Phase.

 

So, these are meant as a replacement for the original Exodia, a toned down version, taking away its auto-win effect, giving the opponent a chance to survive it, albeit a slim one.

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It still got the auto win condition, since Exodia the Forbidden One can't be affected by card affects, therefore means Mirror Force, Swords of Revealing Light, Negate Attack won't affect it. So it still Op'ed. All you got to do is Banish the cards, just build a basic exodia deck and you can still do it. Rating: 2/10 

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It still got the auto win condition, since Exodia the Forbidden One can't be affected by card affects, therefore means Mirror Force, Swords of Revealing Light, Negate Attack won't affect it. So it still Op'ed. All you got to do is Banish the cards, just build a basic exodia deck and you can still do it. Rating: 2/10 

 

It being not affected by card effects doesn't make this auto-win, what the hell are you yapping on about? It doesn't even have a realistic ATK number, so we can't assume what it would actually do once Summoned. And if it'd have something like, lets say, 8000 ATK, it wouldn't be broken, given how if you're running a "basic Exodia deck", you will not be able to deal enough damage with a monster that has 8000 ATK.

 

Card is fine as it is, but change the ATK to something in between 4000 - 8000.

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It being not affected by card effects doesn't make this auto-win, what the hell are you yapping on about? It doesn't even have a realistic ATK number, so we can't assume what it would actually do once Summoned. And if it'd have something like, lets say, 8000 ATK, it wouldn't be broken, given how if you're running a "basic Exodia deck", you will not be able to deal enough damage with a monster that has 8000 ATK.

 

Card is fine as it is, but change the ATK to something in between 4000 - 8000.

The Exodia T.F.O Attack is infinite, that where he is going at.

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The Exodia T.F.O Attack is infinite, that where he is going at.

 

Infinite is not an established ATK amount, so we do not know how much damage it would inflict if it either attacked the opponent directly or destroyed a monster by battle.

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Well infinite is more than enough to bring your opponent's LP to zero with one attack on a monster that does have a specific ATK value, or with a direct attack.

 

@Sorin Markov: It is OP, yes, but I didn't make this card in addition to the existing auto-win Exodia the Forbidden One, I made it as a replacement for it, so that the opponent has a chance, albeit a slim one, to survive Exodia. Also, the controller of this card only gets one chance to deliver a winning blow to the opponent, seeing as this card goes to the Grave during the End Phase of the turn in which it was Special Summoned, and there is no way to Special Summon it again from the Grave as it can ONLY be summoned by banishing the 5 'The Forbiddne One' cards, and since those are already banished from when this beast was summoend the first time, it's difficult to use them again to summon this beast again. So you really get only 1 chance to summon this beast and deliver a fatal blow, if you blow it then you have no chance to summon it again unless you have a card that can get the 5 forbidden oen cards back from the banished realm.

 

This card being unaffacted by card effects doesn't mean that your opponent can't defend their monster(s) from this beast's attack with the right cards. There are plenty trap cards that could avoid an attack from this beast; just to name one: Interdimensional Matter Transporter.

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It's not really that broken at all, the card itself would take away 5 cards from your hand for one shot at game, meaning that you lose what is essentially your entire hand advantage, and possibly sacrifice field advantage to have one shot at game. The amount of turns it would take to gather that many cards is gonna be on average 10-12 turns unless you use big draw engines at the expense of protection, and if you do, you're still gambling on your opponent not having anything to protect themselves, like a Waboku (people can still run that) or battle fader, or even divine wrath/ solemn warning to negate the head's effect. And I'm fairly sure honest could make light monsters at least equal. on the other hand...

 

Great Maju Garzett exists, so the atk really should be decreased before people manage to find a way to abuse it.

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It's not really that broken at all, the card itself would take away 5 cards from your hand for one shot at game, meaning that you lose what is essentially your entire hand advantage, and possibly sacrifice field advantage to have one shot at game. The amount of turns it would take to gather that many cards is gonna be on average 10-12 turns unless you use big draw engines at the expense of protection, and if you do, you're still gambling on your opponent not having anything to protect themselves, like a Waboku (people can still run that) or battle fader, or even divine wrath/ solemn warning to negate the head's effect. And I'm fairly sure honest could make light monsters at least equal. on the other hand...

 

Great Maju Garzett exists, so the atk really should be decreased before people manage to find a way to abuse it.

 

How about adding 'This card cannot be Tributed'?

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How exactly is Interdimensional Matter Transporter supposed to save you from this monster? It may save your monster, but chances are you have another target in Attack Position or no other monsters. Also, like how Honest against this results in both monsters killing one another, Great Maju Garzett won't benefit at all from having 2x infinite ATK, just the ability to stay at the cost of protection. Of course, if you were to give the Big Bad an actual ATK score of between 4k-8k, then Great Maju Garzett would be able to use that to reach crazy-high amounts. However, this would mean that you would need to have at least six cards in your hand in order to Summon super-duper-GMG with 8k-16k ATK. In addition to the increased difficulty in using GMG to swing for game rather than Exodia, GMG is also much more susceptible to being knocked silly by an opponent's card effect. As you're still practically running Exodia, your opponent should still be able to have plenty of their effect destruction cards ready since Exodia Decks don't play the game right. Even then, TT is, at the most, 2 cards, while the Solemn Duo accounts for another 2 cards (and Warning has lost popularity rapidly since its Limiting). Tributing your 4k-8k Exodia for GMG isn't that insane of a thing to let pass.

 

As for the card itself, it is still the Exodia we all know and love hate since you still win most of the time by attacking with a monster with infinite ATK. The only real difference is that it is capable of being stopped after being Summoned (by a lot of cards people don't really tend to run) and it dies if it gets stalled. People who say it takes 10-12 turns to get out Exodia are wrong, as there are notorious Decks that OTK with Exodia quite fast due to a huge draw engine of some sorts. Even though it is very costly, you still have, pretty much, a guaranteed win condition. And like the actual Exodia, this will be frowned upon since it's still Exodia the Alternate Win Condition, just with a more flashy method of winning. If it has 8k ATK, it won't win so automatically, leaving the player to have to resort to using other cards to get the victory instead of being so reliant on Exodia. And if said method of gaining victory is by Tributing it for GMG, then so be it.

 

 

 

Edit: How the hell is this supposed to be used as a Synchro Material Monster? And if it can be a Fusion Material Monster, then good for you. Also, its highly difficult Summoning requirement makes it a bad Xyz Material Monster (and Synchro Material Monster, but that will never be possible since you can't Level Eater it).

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Would 'This card cannot be removed from the field' cover all that?

that could work as long as you made it like:

 

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by the effect of "Head of the Forbidden One", and cannot be Special Summoned by other ways. This card cannot be removed from the field except by it's own effect. This card is unaffected by other card effects. This card is sent to the Graveyard during the End Phase.

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On another note, I would love to see this card face off against the wicked avatar.

 

LOL

 

How exactly is Interdimensional Matter Transporter supposed to save you from this monster? It may save your monster, but chances are you have another target in Attack Position or no other monsters. Also, like how Honest against this results in both monsters killing one another, Great Maju Garzett won't benefit at all from having 2x infinite ATK, just the ability to stay at the cost of protection. Of course, if you were to give the Big Bad an actual ATK score of between 4k-8k, then Great Maju Garzett would be able to use that to reach crazy-high amounts. However, this would mean that you would need to have at least six cards in your hand in order to Summon super-duper-GMG with 8k-16k ATK. In addition to the increased difficulty in using GMG to swing for game rather than Exodia, GMG is also much more susceptible to being knocked silly by an opponent's card effect. As you're still practically running Exodia, your opponent should still be able to have plenty of their effect destruction cards ready since Exodia Decks don't play the game right. Even then, TT is, at the most, 2 cards, while the Solemn Duo accounts for another 2 cards (and Warning has lost popularity rapidly since its Limiting). Tributing your 4k-8k Exodia for GMG isn't that insane of a thing to let pass.

 

As for the card itself, it is still the Exodia we all know and love hate since you still win most of the time by attacking with a monster with infinite ATK. The only real difference is that it is capable of being stopped after being Summoned (by a lot of cards people don't really tend to run) and it dies if it gets stalled. People who say it takes 10-12 turns to get out Exodia are wrong, as there are notorious Decks that OTK with Exodia quite fast due to a huge draw engine of some sorts. Even though it is very costly, you still have, pretty much, a guaranteed win condition. And like the actual Exodia, this will be frowned upon since it's still Exodia the Alternate Win Condition, just with a more flashy method of winning. If it has 8k ATK, it won't win so automatically, leaving the player to have to resort to using other cards to get the victory instead of being so reliant on Exodia. And if said method of gaining victory is by Tributing it for GMG, then so be it.

 

 

 

Edit: How the hell is this supposed to be used as a Synchro Material Monster? And if it can be a Fusion Material Monster, then good for you. Also, its highly difficult Summoning requirement makes it a bad Xyz Material Monster (and Synchro Material Monster, but that will never be possible since you can't Level Eater it).

 

Well, if I attack an opponent's monster with this card, and the opponent activates Interdimensional Matter Transporter, it immediately removes their monster (before this card's atatck hits it), so this card's attack would fail as the target is no longer there. The attack doesn't automatically go on on another target.

 

The whole point of Exodia is that it is supposed to be unstoppable, and with this card I already made it a bit less unstoppable by aliminating its auto-win effect by having all pieces in your hand, giving the opponent a chance. They can, for example, activate a card effect to negate this card's special summon, or activate a trap card in response to this card's attack to save them from losing LP or losing their monster, or whatever.

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Well, if I attack an opponent's monster with this card, and the opponent activates Interdimensional Matter Transporter, it immediately removes their monster (before this card's atatck hits it), so this card's attack would fail as the target is no longer there. The attack doesn't automatically go on on another target.

Do you have proof of this, or are you just saying things? Because CotH, which has the same speed as IMT, causes a replay if you activate it when your opponent declares an attack.

The point of Exodia is that it is unstoppable, and with this card I already made it a bit less unstoppable by aliminating its auto-win effect by having all pieces in your hand, giving the opponent a chance. They can, for example, activate a card effect to negate this card's special summon, or activate a trap card in response to this card's attack to save them from losing LP or losing their monster, or whatever.

The Deck will still be played like Exodia's current infamous Deck though, which takes forever for the Exodia player's turn to finish as said player ends up drawing a whole lot of cards. If it had an actual ATK value that isn't "Enough," then taking forever won't win you the game like Exodia does. You would still need to do something else in order to win, something other than spending 10-12 minutes for a single turn. Being slightly more unstoppable doesn't make it ok. You still have a card that can win if you take a long and boring turn to draw many cards from your Deck. These situations aren't fun for the other player, are pretty much autopiloted, and will still receive hate for being what it is.

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Do you have proof of this, or are you just saying things? Because CotH, which has the same speed as IMT, causes a replay if you activate it when your opponent declares an attack.

The Deck will still be played like Exodia's current infamous Deck though, which takes forever for the Exodia player's turn to finish as said player ends up drawing a whole lot of cards. If it had an actual ATK value that isn't "Enough," then taking forever won't win you the game like Exodia does. You would still need to do something else in order to win, something other than spending 10-12 minutes for a single turn. Being slightly more unstoppable doesn't make it ok. You still have a card that can win if you take a long and boring turn to draw many cards from your Deck. These situations aren't fun for the other player, are pretty much autopiloted, and will still receive hate for being what it is.

 

Being slightly more unstoppable doesn't make it ok?

 

I made this card as a possible, toned-down, REPLACEMENT for the original Exodia we have in the game.

 

So what I'm trying to say here, 'What if Exodia was like this, instead...'

 

 

Do you have proof of this, or are you just saying things? Because CotH, which has the same speed as IMT, causes a replay if you activate it when your opponent declares an attack.

 

 

 

That's simple, since you declared the monster your opponent saves with Interdimensional Matter Transporter as the target of your attack, and not another monster on their side of the field or their LP.

 

EDIT: Looked into it and some people claim using IMT resets the battle phase and your opponent then has the chance to attack again with that same monster whose first/initial target was removed by IMT. Don't know if it's true though, people saying this don't make it true. And it doesn't say so on the card, so.

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It may be toned down by needing to attack instead of winning instantly, but with infinite ATK, it still wins automatically (well, it's pretty difficult to stop since most cards that can affect the outcome do so by affecting the monster, which they can't do). Replacement or new Exodia or something that isn't even Exodia, it's still "banish 5 specific cards, win the game." It's still achieved by conducting a dull sequence of drawing many cards, still guarantees victory by itself, and still is about as interactive as Solitaire with somebody watching. Changing the method of winning from merely having the five pieces to having to attack with it isn't enough of a change to fix the absolutely horrendous design Exodia is. Why? Because you activate draw cards until you get the needed pieces, then bring out Exodia and have it smash. What can your opponent do about it? Hardly anything. Sure, it's more than the real Exodia, but still not much. The Solemn Duo accounts for only 5% of your opponent's Deck at the maximum, Waboku is hardly ever ran outside of Gladiator Beasts and Final Countdown (the latter of which is pretty much where most other Battle Phase stopping cards sees play, though they can make uncommon appearances elsewhere), and the penalty for your opponent for not having these cards available at that time is an utter defeat.

 

Look at OTKs. They may look cool to use, but nobody wants to be the receiving end of them. As with your card, the penalty for not being able to stop it is a total defeat, regardless of their position. There isn't much interaction due to most OTKs consisting of the turn player pulling off a combo to get enough ATK to win, then doing so. Neither is there much fun (for the opponent at least) in watching one player pull off said combo and winning the duel then and there.

 

[quote]That's simple, since you declared the monster your opponent saves with Interdimensional Matter Transporter as the target of your attack, and not another monster on their side of the field or their LP.[/quote]

But IMT gets rid of the monster, allowing for a replay. It's like activating Raigeki Break on the attack target because your opponent activated Lance on your monster a step too early. The monster dies, and your monster still has its attack available. IMT doesn't negate attacks.

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I never owned or used IMT anyway.

 

I'm just trying to make a point that there are multiple trap cards that would allow the opponent to negate the summon of this card or protect theri LP or monster from this card's attack, though I admit IMT was an invalid example.

 

It may be toned down by needing to attack instead of winning instantly, but with infinite ATK, it still wins automatically (well, it's pretty difficult to stop since most cards that can affect the outcome do so by affecting the monster, which they can't do). Replacement or new Exodia or something that isn't even Exodia, it's still "banish 5 specific cards, win the game." It's still achieved by conducting a dull sequence of drawing many cards, still guarantees victory by itself, and still is about as interactive as Solitaire with somebody watching. Changing the method of winning from merely having the five pieces to having to attack with it isn't enough of a change to fix the absolutely horrendous design Exodia is. Why? Because you activate draw cards until you get the needed pieces, then bring out Exodia and have it smash. What can your opponent do about it? Hardly anything. Sure, it's more than the real Exodia, but still not much. The Solemn Duo accounts for only 5% of your opponent's Deck at the maximum, Waboku is hardly ever ran outside of Gladiator Beasts and Final Countdown (the latter of which is pretty much where most other Battle Phase stopping cards sees play, though they can make uncommon appearances elsewhere), and the penalty for your opponent for not having these cards available at that time is an utter defeat.

Look at OTKs. They may look cool to use, but nobody wants to be the receiving end of them. As with your card, the penalty for not being able to stop it is a total defeat, regardless of their position. There isn't much interaction due to most OTKs consisting of the turn player pulling off a combo to get enough ATK to win, then doing so. Neither is there much fun (for the opponent at least) in watching one player pull off said combo and winning the duel then and there.

 

I see your point though and I agree.

 

Was just having some fun. I didn't post this in RC, as you can see, and that for a reason.

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There's a ton of cards that can stop this card, Waboku, any kuriboh monster, magical hats, Imperial iron wall, any monster you can special summon in defense during the battle phase, any card that negates effects( to stop the head effect from triggering), any card that negates summons, any defense position monster of any sort in general, and much more. The only reason it looks unstoppable is because the infinite atk seems intimidating to most people. it's one shot with one monster, and if you're using the regular Exodia build to use this card, then odds are you wont have anything to protect you if you mess up even once, be it before or after using this card.

 

As an alternate to Exodia, this card at least gives you reaction time after being played instead of just the solitaire GG win that the real Exodia does. Exodia, as a card is meant to be a win condition, at least this way you have a far better chance at dodging the loss.

 

 

EDIT: and I don't know how you could Synchro, Fuse, or Xyz with this card. that's why I said For future safety. for examples of why planning for the future of the card game is a bad thing to overlook, See:

Last will

Sangan

Witch of the Black Forest

Rescue cat

Chaos Emporor Dragon

Yatagarasu

Pot of Greed

The Elemental Dragons

Change of heart

Any card from early in the game that thought removing from play was a permanent solution/ good summoning condition.

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There's a ton of cards that can stop this card, Waboku, any kuriboh monster, magical hats, Imperial iron wall, any monster you can special summon in defense during the battle phase, any card that negates effects( to stop the head effect from triggering), any card that negates summons, any defense position monster of any sort in general, and much more. The only reason it looks unstoppable is because the infinite atk seems intimidating to most people. it's one shot with one monster, and if you're using the regular Exodia build to use this card, then odds are you wont have anything to protect you if you mess up even once, be it before or after using this card.

 

As an alternate to Exodia, this card at least gives you reaction time after being played instead of just the solitaire GG win that the real Exodia does. Exodia, as a card is meant to be a win condition, at least this way you have a far better chance at dodging the loss.

 

Exactly :)

 

Not to mention this card can only be summoned once during the entire duel, unless you have a card that can bring back the 5 Exodia pieces from the banished realm back to your hand.

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There's a ton of cards that can stop this card, Waboku Gladiator Beasts, Alternate wins, any kuriboh monster Only in Kuriboh Decks, magical hats Only in casual Decks that have fun with Magical Hats, Imperial iron wall Side material against Macro Cosmos/Fissure only, any monster you can special summon in defense during the battle phase Not very many, plus, it doesn't stop this card unless you have no monsters on the field prior to that, any card that negates effects( to stop the head effect from triggering) The most likely way to stop it, but the consequences for not being able to is too harsh, any card that negates summons Ditto, any defense position monster of any sort in general Doesn't save your Attack Position monsters, and much more. The only reason it looks unstoppable is because the infinite atk seems intimidating to most people. it's one shot with one monster So this is ok because Waboku can stop it?, and if you're using the regular Exodia build to use this card, then odds are you wont have anything to protect you if you mess up even once, be it before or after using this card Regular Exodia likes to win fast, making protection pretty much pointless. Plus, this doesn't guarantee that their Decks lose instantly if something goes awry..

 

As an alternate to Exodia, this card at least gives you reaction time after being played instead of just the solitaire GG win that the real Exodia does. Exodia, as a card is meant to be a win condition, at least this way you have a far better chance at dodging the loss. So, just because it is Exodia, it is allowed to be designed with no thought given to how the card is supposed to interact with your opponent?

The only argument I'm seeing is, "This card is less evil than Exodia, so it's ok." The lesser of two evils is still evil, and with infinite ATK, this card is about as evil as Exodia.

 

The problem with win conditions such as this is that your opponent will not have any fun watching you spend your sweet time to win with a really long combo to draw all five of your pieces. You have to remember that Yu-Gi-Oh is a game, and games are supposed to be fun for all parties involved. Exodia's playstyle doesn't allow your opponent to play the game unless you fail at winning, and then you aren't playing the game because you have nothing to stop your opponent. It may seem like a good trade, but as this is a game, both players are supposed to have fun, and Exodia (as well as many other alternative win conditions since hardly any interact with the opponent well) can not allow this.

 

For example, if I were to make a card, let's say, a Normal Spell that banishes itself by sending a whopping 15 cards from your hand to the Graveyard, then you win the duel if said Spell gets banished by its own effect. Now, it may seem fair because abusing card advantage to get that many cards in your hand is a difficult feat (probably not as difficult considering how Prophecies get to add a Spellbook to their hand for every Spell activated during a given turn), but the problem lies within the method of getting your said 15 cards. You don't interact very much with your opponent, only giving him/her a Bistro Butcher for one of their monsters so you can ram Nova Summon through Troop Dragon into Butcher for a million Pot of Greeds and free SSes at the most. Your opponent isn't allowed much time to combat your monsters, suffer your effects, or to play the duel normally. Instead, your opponent just sits there until it is either finally their turn or you win. In case of the former, the only fun that can really result from the rest of the duel is the chance to overkill you for failing to get your alternative victory achieved. Interaction just simply does not exist that well in cases such as these.

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I agree with your points. Winning with an auto-win effect like that of Exodia or playing a deck revolving around it takes most, if not all, of the fun away, especially for the opponent.

 

But, as I said, I was just having some fun with this card. I didn't post it in RC for a reason.

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The only argument I'm seeing is, "This card is less evil than Exodia, so it's ok." The lesser of two evils is still evil, and with infinite ATK, this card is about as evil as Exodia.

 

The problem with win conditions such as this is that your opponent will not have any fun watching you spend your sweet time to win with a really long combo to draw all five of your pieces. You have to remember that Yu-Gi-Oh is a game, and games are supposed to be fun for all parties involved. Exodia's playstyle doesn't allow your opponent to play the game unless you fail at winning, and then you aren't playing the game because you have nothing to stop your opponent. It may seem like a good trade, but as this is a game, both players are supposed to have fun, and Exodia (as well as many other alternative win conditions since hardly any interact with the opponent well) can not allow this.

 

For example, if I were to make a card, let's say, a Normal Spell that banishes itself by sending a whopping 15 cards from your hand to the Graveyard, then you win the duel if said Spell gets banished by its own effect. Now, it may seem fair because abusing card advantage to get that many cards in your hand is a difficult feat (probably not as difficult considering how Prophecies get to add a Spellbook to their hand for every Spell activated during a given turn), but the problem lies within the method of getting your said 15 cards. You don't interact very much with your opponent, only giving him/her a Bistro Butcher for one of their monsters so you can ram Nova Summon through Troop Dragon into Butcher for a million Pot of Greeds and free SSes at the most. Your opponent isn't allowed much time to combat your monsters, suffer your effects, or to play the duel normally. Instead, your opponent just sits there until it is either finally their turn or you win. In case of the former, the only fun that can really result from the rest of the duel is the chance to overkill you for failing to get your alternative victory achieved. Interaction just simply does not exist that well in cases such as these.

 

No

 

You are missing the largest point of this card, it requires everything that the original did, and then also requires basic player interaction at the very least.

 

Think of it this way:

 

You play against the original Exodia, all 5 cards are drawn through it's broken-as-all-hell draw engine, what happens next? nothing. you lose.

 

Now, you face the same Exodia deck, except with this model of Exodia instead of the real one, all 5 cards are drawn, now what happens? Interaction! you get the chance to respond to the plays that follow, no matter how minimal that response might seem! you can negate, defend or whatever else you have in your sleeve to save yourself!!!

 

This card allows you to do what the original does not permit, which is respond to actions taken by your opponent. you might still lose, but you at least had that slim chance to win, and this card makes cards like enchanted javelin viable! imagine having your defense position monster attacked while a card like enchanted javelin is set. you gain infinite LP, your opponent loses their infinite monster at the end of the turn, and you can then proceed to wreck their deck the turn after.

with the original you have no preparation during any of the duels, after the very first duel against this one, you can then proceed to set up a counter plan of any sort and it would be viable:

 

Defend until you set up your own otk?: Viable

Keep your monsters in attack like an idiot?: Viable

Side in a Waboku to protect from the one monster that can hurt you?: Viable

Save that honest in your hand just for him?: Viable

Play enchanted javelin for the lulz?: Viable

Yubel Shenanigans?: Viable

 

 

once you know what deck it is, this Exodia can be beaten horribly easily, unlike the actual one, which cant be countered after all of them are drawn, every counter that works on the current Exodia works on this one, and then some.

 

THAT is why this one is so much better.

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No

 

You are missing the largest point of this card, it requires everything that the original did, and then also requires basic player interaction at the very least.

 

Think of it this way:

 

You play against the original Exodia, all 5 cards are drawn through it's broken-as-all-hell draw engine, what happens next? nothing. you lose.

 

Now, you face the same Exodia deck, except with this model of Exodia instead of the real one, all 5 cards are drawn, now what happens? Interaction! you get the chance to respond to the plays that follow, no matter how minimal that response might seem! you can negate, defend or whatever else you have in your sleeve to save yourself!!!

 

This card allows you to do what the original does not permit, which is respond to actions taken by your opponent. you might still lose, but you at least had that slim chance to win, and this card makes cards like enchanted javelin viable! imagine having your defense position monster attacked while a card like enchanted javelin is set. you gain infinite LP, your opponent loses their infinite monster at the end of the turn, and you can then proceed to wreck their deck the turn after.

with the original you have no preparation during any of the duels, after the very first duel against this one, you can then proceed to set up a counter plan of any sort and it would be viable:

 

Defend until you set up your own otk?: Viable

Keep your monsters in attack like an idiot?: Viable

Side in a Waboku to protect from the one monster that can hurt you?: Viable

Save that honest in your hand just for him?: Viable

Play enchanted javelin for the lulz?: Viable

Yubel Shenanigans?: Viable

 

 

once you know what deck it is, this Exodia can be beaten horribly easily, unlike the actual one, which cant be countered after all of them are drawn, every counter that works on the current Exodia works on this one, and then some.

 

THAT is why this one is so much better.

 

I could not have explained it any better :)

 

I LOVE Yubel! :D It's one of my cards that I treasure the most.

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No

 

You are missing the largest point of this card, it requires everything that the original did, and then also requires basic player interaction at the very least. The key word here is "basic." The normal and more preferable Decks, when played against one another, allow for a much more interactive gamestate than "If you can't stop this monster from dealing damage, then you lose." Being only a bit more interactive than Exodia does not make this card well-designed by default.

 

Think of it this way:

 

You play against the original Exodia, all 5 cards are drawn through it's broken-as-all-hell draw engine, what happens next? nothing. you lose.

 

Now, you face the same Exodia deck, except with this model of Exodia instead of the real one, all 5 cards are drawn, now what happens? Interaction! you get the chance to respond to the plays that follow, no matter how minimal that response might seem! you can negate, defend or whatever else you have in your sleeve to save yourself!!!

Due to this card's ability to be unaffected by anything your opponent throws at it, the list of cards that you can use to save yourself is severely limited. And what happens if your opponent doesn't have one of these cards that can stop it? They lose anyway. The off chance of player interaction would only exist as a false hope for players and encourage the use of bad cards such as Enchanted Javelin, like you mentioned below.

This card allows you to do what the original does not permit, which is respond to actions taken by your opponent. you might still lose, but you at least had that slim chance to win, and this card makes cards like enchanted javelin viable! imagine having your defense position monster attacked while a card like enchanted javelin is set. you gain infinite LP, your opponent loses their infinite monster at the end of the turn, and you can then proceed to wreck their deck the turn after.

with the original you have no preparation during any of the duels, after the very first duel against this one, you can then proceed to set up a counter plan of any sort and it would be viable:

Slim

Defend until you set up your own otk?: Viable

Keep your monsters in attack like an idiot?: Viable Your opponent will not be stupid enough to ram their Enough-ATK Exodia into your Defense Position monsters and can just wait for you to put even one monster in Attack Position before going off with this card. And if you can manipulate your opponent into waiting until you can OTK? Then you have OTKed your opponent, and those are not very fun either. In either case, somebody won't be having fun playing a card game.

Side in a Waboku to protect from the one monster that can hurt you?: Viable

Save that honest in your hand just for him?: Viable What else are you going to use Honest on when dueling an Exodia Deck? And besides, this point is completely null when it comes to Decks that can't/don't use Honest.

Play enchanted javelin for the lulz?: Viable If anything, this is more of a reason to stop this monster from having Infinite ATK. By having infinite Life Points, it becomes absolutely impossible to lose unless you Deck out. Plus, this works for the Exodia player as well (but they would use Sebek's Blessing instead as it doesn't risk being destroyed before use) so that they can gain infinite Life Points and not be able to possibly lose via damage. Before you bring up the point that they are very likely to Deck out within a few turns, just remember that Localized Tornado is a card. It sucks, but it effectively allows that player to keep going on forever. Therefore, your idea has encouraged the use of bad cards to win, and it becomes pretty dumb. If your Life Points are infinite and you can't ever Deck out due to Localized Tornado(es), then how the hell are you supposed to lose ever? Also, by having the possibility of having infinite Life Points, you are effectively shutting down a large aspect of the game since players now cannot possibly lose by Life Point loss. This is even more of a bad thing to allow as Life Point damage is the main method of any Deck winning in this game.

Yubel Shenanigans?: Viable

 

 

once you know what deck it is, this Exodia can be beaten horribly easily, unlike the actual one, which cant be countered after all of them are drawn, every counter that works on the current Exodia works on this one, and then some.

 

THAT is why this one is so much better.

You are still arguing that the lesser of two evils is not evil. That's like saying that Heavy Storm is an alright card to have because it's less powerful than Harpie's Feather Duster. The truth is that Heavy Storm is an evil card as well that works as a safeguard for OTKs, and the only thing keeping it in the game is that it makes it risky for players to Set all of their backrow, therefore encouraging strategy and skill. If it weren't for that, then Heavy Storm would have stayed on the banlist forever. This card is slightly better than Exodia design-wise, but saying that it is a nicely done card is wrong.

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saying that it is a nicely done card is wrong

 

You say this like it's a fact.

 

Your opponent will not be stupid enough to ram their Enough-ATK Exodia into your Defense Position monsters and can just wait for you to put even one monster in Attack Position before going off with this card. And if you can manipulate your opponent into waiting until you can OTK? Then you have OTKed your opponent, and those are not very fun either. In either case, somebody won't be having fun playing a card game.

 

This card is sent to the Graveyard during the End Phase of the turn in which it was summoned, giving you no second chances to attack with or use this card.

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