Aix Posted August 17, 2013 Report Share Posted August 17, 2013 You know guys, there's still the Review Board and I will be giving Reps for good reviews and fixes. Probably should increase the number requirement for Spell/Trap Cards in the Graveyard. Note if your opponent declares a number that a player has already exceeded, they simply can't activate any more. If you only activated 1 or less Spell/Trap Cards this turn and you have 3 or more "Spellbook" Spell Cards in your Graveyard: Shuffle all "Spellbook" Spell Cards in your Graveyard into the Deck; draw 2 cards, then, your opponent declares a number greater than 0 and for the rest of this turn and the next turn, each player can only activate that many card effects in total. You can only activate 1 "Spellbook of Connection" per turn. Link to comment Share on other sites More sharing options...
D.A._Sakuyamon Posted August 17, 2013 Report Share Posted August 17, 2013 That's odd. This part though "If you only activated 1 or less Spell/Trap Cards this turn" seems a bit redundant since you literally must activate this to get the effect off anyways. I can see the last part screwing you to hell though cause he can just Call 0. Which stops your Fate & Wisdom Plays. Overall, I guess it's okay. Not great but okay. Link to comment Share on other sites More sharing options...
Aix Posted August 17, 2013 Author Report Share Posted August 17, 2013 That's odd. This part though "If you only activated 1 or less Spell/Trap Cards this turn" seems a bit redundant since you literally must activate this to get the effect off anyways. I can see the last part screwing you to hell though cause he can just Call 0. Which stops your Fate & Wisdom Plays. Overall, I guess it's okay. Not great but okay. The first part means you can activate one Spell/Trap before activating this card. If he calls 0, that would screw himself over as well. Link to comment Share on other sites More sharing options...
D.A._Sakuyamon Posted August 17, 2013 Report Share Posted August 17, 2013 The first part means you can activate one Spell/Trap before activating this card. If he calls 0, that would screw himself over as well. It still wouldn't work that way though. Since it doesn't specifically say after it's own activation. If he calls 0 then he's not really screwing himself since he knows what that means. Plus he can call 1000 which basically just means not drawback for either. Link to comment Share on other sites More sharing options...
Aix Posted August 17, 2013 Author Report Share Posted August 17, 2013 It still wouldn't work that way though. Since it doesn't specifically say after it's own activation. If he calls 0 then he's not really screwing himself since he knows what that means. Plus he can call 1000 which basically just means not drawback for either. The stuff before the colon is the activation condition, meaning, if the conditions are met, you can activate it. Yes, he has to think about it and weigh between stopping you and his own plays and he has to think about what sort of plays he will be able to make next turn, and it'd be really risky for him to call 1000 after Spellbooks just did a free +1. But, I suppose it is a little underpowered, I'm rewording it a bit. Link to comment Share on other sites More sharing options...
Maeriberii Haan Posted August 17, 2013 Report Share Posted August 17, 2013 The first sentence is ambiguous, did it count the activation of this card? That aside, I see the point of this card, but I think you put too many gimmick/restrictions on this card. The first sentence restriction and being an avarice in general means that you'll only activate this card in late game, which makes this card a godly topdeck but horrible opening card. It also make this card unnapealing to search via Secrets. Making it shuffle all Spellbooks in your grave is nice for some Crescent plays(if you can get rid of this card from your grave), but it shuts your best disruption card, and since I don't think spellbooks can afford running PWWB post Judgment ban, makes your only available immediate removal in Junon. Since it doesn't even make crescent available, i think you can afford to make the shuffling be set on a fixed amount of spellbooks, it'll allow your fate be online when you have no follow up, and doesn't screw reaper builds majorly. The effect restriction part is really creative, neither player lose anything if your opponent declared a big number, but if he decided to declare a lower number of effect, you'll be screwed more than your opponent, since outside of Power plays, I can't really see spellbook player activate less than 3 effects per turn. Also, this will screw your evilswarm/stun matchup in many ways, since they can just declare 1 and just play summon raioh/ophion set 5 to screw you. Last sentence is useless, since with all the restriction placed here, it's impossible to activate this twice per turn. And the wording makes me think that Master doesn't allow you to bypass the first sentence. Still, this is the current best way to recycle spellbooks, and being a +1 is nice. It just have too many things going on in it, that both help and hinder this card's playability. Against several matchup this will be a great card, other matchup will want this card to be sided out asap. I think that's all, maybe I've missed something or being idiotic here. A solid card with one too many restrictions, I give it a 8/10. Link to comment Share on other sites More sharing options...
Therrion Posted August 17, 2013 Report Share Posted August 17, 2013 A conditional, controlling Pot of Greed for a great archetype. Even with such conditions, a +1 straight up is a little pushing it, but you go even further by making your opponent lock in a number. It is moreso a punishing thing to your opponent than a drawback, which when put on a Pot of Greed, is out of place. I love the idea, however, it was just tagged along on the wrong card. Link to comment Share on other sites More sharing options...
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