Aix Posted September 17, 2013 Report Share Posted September 17, 2013 Yeah, I'm really just browsing through Pixiv and using any good-looking pics. Target 2 monsters on the field; return them to the hand and each player draws 1 card for each of their cards targeted. Until your next End Phase, you cannot use cards with those names and neither player takes damage. Edit: Not sure why it glitched out, but this card is supposed to be a Quick-Play. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted September 17, 2013 Report Share Posted September 17, 2013 I find this card quite interesting and thought-provoking at first glance, though it can provide some problems given a couple of scenarios. The "neutral" scenario is to target 1 of your monsters and 1 of your opponent's monsters, which gives both of you a draw for a -1 (you get a +0 and your opponent gets a +1 [which is a -1 from your perspective]). That scenario seems the most fair, and should just be that (and I'll explain why with the two problem scenarios). The second scenario is to target 2 of your opponent's monsters at the price of letting them draw 2 cards (+2 for them is a -2 for you, and the -1 from using this card makes -3), which is a dumb move imo, and shouldn't even be an option. The third scenario is essentially a situational Pot of Greed (easy to pull if your Deck likes swarming [i.e. Blackwings]) that has you return 2 monsters to your hand for a +1. Pot of Greed is banned for a reason you know, and that third scenario brings an unlimited Pot of Greed-like card. So, I would change the card so that it has you target 1 of your monsters and 1 of your opponent's monsters for the effect. Link to comment Share on other sites More sharing options...
Maeriberii Haan Posted September 17, 2013 Report Share Posted September 17, 2013 This card is really crazy. A Quick-play pseudo double Compulse that also doubles as a One Day of Peace seems too much. At least you can't do stupid loops with this card. And the wording for the last sentence is a bit off. Also, if you returned a token or extra deck monster, would you get a draw? Link to comment Share on other sites More sharing options...
Not-so-Radiant Arin Posted September 17, 2013 Report Share Posted September 17, 2013 Gives Dark Worlds a chance to return their Graphas to the hand for additional draw power AND the opportunity to destroy more crap. It also stalls by not being able to inflict damage, proving it to be a worse ODOP as you could potentially go +3 for the amount of cards returned. Good for a bit of instant removal, I suppose, but that contradicts the concept of "removal" as generally you want to make a big push the turn you remove something from the field, but it negates all damage. So the only other alternative is a bit of draw power for Decks that need it that can afford to wait a turn before dropping their big cards again (a.k.a. Dark Worlds). Also, if you returned a token or extra deck monster, would you get a draw? Tokens cannot actually go to the hand. Link to comment Share on other sites More sharing options...
Maeriberii Haan Posted September 17, 2013 Report Share Posted September 17, 2013 Alt-win decks like Exodia and burn will really appreciate this card's stalling/problem solving effect, since both doesn't really care about having your opponent to plus too much. Divine Wind decks will be broken even more with this card. And generally, this card is too flexible. Making it not a quick-play is a good start. Link to comment Share on other sites More sharing options...
Aix Posted September 17, 2013 Author Report Share Posted September 17, 2013 I find this card quite interesting and thought-provoking at first glance, though it can provide some problems given a couple of scenarios. The "neutral" scenario is to target 1 of your monsters and 1 of your opponent's monsters, which gives both of you a draw for a -1 (you get a +0 and your opponent gets a +1 [which is a -1 from your perspective]). That scenario seems the most fair, and should just be that (and I'll explain why with the two problem scenarios). The second scenario is to target 2 of your opponent's monsters at the price of letting them draw 2 cards (+2 for them is a -2 for you, and the -1 from using this card makes -3), which is a dumb move imo, and shouldn't even be an option. The third scenario is essentially a situational Pot of Greed (easy to pull if your Deck likes swarming [i.e. Blackwings]) that has you return 2 monsters to your hand for a +1. Pot of Greed is banned for a reason you know, and that third scenario brings an unlimited Pot of Greed-like card. So, I would change the card so that it has you target 1 of your monsters and 1 of your opponent's monsters for the effect. If you returned two of their Extra Deck monsters, it's a powerful -1. I find it hard that you would come into a situation where you would have two monsters you'd be willing to return to your hand. You might return something like Gorz, but that's a really situational combo. This card is really crazy. A Quick-play pseudo double Compulse that also doubles as a One Day of Peace seems too much. At least you can't do stupid loops with this card. And the wording for the last sentence is a bit off. Also, if you returned a token or extra deck monster, would you get a draw? I should change the wording to "each of their cards targeted", cuz now that I see it, this would be really OP returning two of your opponent's Extra Deck monsters for nothing. Link to comment Share on other sites More sharing options...
Aix Posted September 17, 2013 Author Report Share Posted September 17, 2013 Alt-win decks like Exodia and burn will really appreciate this card's stalling/problem solving effect, since both doesn't really care about having your opponent to plus too much. Divine Wind decks will be broken even more with this card. And generally, this card is too flexible. Making it not a quick-play is a good start. I'll change it to only your opponent not taking damage, which prevents any sort of Divine Wind OTKs and stuff. Divine Wind has no real applications, except in Harpies maybe and in FTKs which kinda need the damage. Link to comment Share on other sites More sharing options...
Maeriberii Haan Posted September 17, 2013 Report Share Posted September 17, 2013 I mean, this is a free trigger to Divine Wind on your opponent's turn that can be used to dodge effects as a +2. Blastfan/Divine Wind based decks will really appreciate this since Birdman is limited. Link to comment Share on other sites More sharing options...
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