Thomas★Zero Posted September 19, 2013 Report Share Posted September 19, 2013 Flash of Hope Quick-Play Spell Card Activate this card by sending 1 card from your hand to the bottom of your deck; Until the End-Phase: All damage dealt this turn is reduced to 0 and either players monsters cannot be destroyed by battle or card effects. Other card effects cannot be activated in response to this cards activation. If you activate this card while you have "Flash of Hope" in your graveyard or banished zone; draw 2 card instead. You can only activate "Flash of Hope" once during either players turn. Link to comment Share on other sites More sharing options...
Sander Posted September 19, 2013 Report Share Posted September 19, 2013 All this card accomplishes is to be another card for Final Countdown / Exodia . First time, it's a better Waboku that also protects from card effects, then onwards its another gimmicky Pot of Greed. Great design. The only way to balance it is to remove the "draw 2 cards instead" effect, but even then, it's still a Waboku with a built in Forbidden Dress esque effect, and it would be still used in decks like Exodia / Final Countdown / stall decks etc. tl;dr: "Flash of Hope" is another card that Exodia / Final Countdown / fucking stall decks would use. Link to comment Share on other sites More sharing options...
Sleepy Posted September 19, 2013 Report Share Posted September 19, 2013 Such awkward grammar for cards. Flash of Hope Quick-play Spell CardReturn 1 card from your hand to the bottom of the Deck; during this turn, monsters on the field cannot be destroyed by battle and all damage players take becomes 0. Cards/effects cannot be activated in response to this card. If you activate this card while you have "Flash of Hope" banished or in your Graveyard: Draw 2 card instead. If before the effect you need to do any action (discard, pay, return to bottom of deck, etc), it is a cost, and you need to do a semi-colon after that. If the card tells you when you a condition you need to meet (can only activate if you control "Blue-Eyes White Dragon", can only activate if your Life Points are 1000 or less", etc) then it's a condition. It goes first and ends with a colon. Condition: Cost; effect Condition: Effect Cost; effect The last bit I didn't add, does it mean that it stops having the Quick-play properties or that it just can't activate during another player's turn but still at any phase of yours? Also, I think that clause should go at the beginning. Now, to the card's balance. I agree with the above post. It's an unstoppable Waboku that also prevents Effect Damage and turns into Pot of Greed later on. It's not good for a game when a card cannot be responded to. Don't think of making the perfect stuff, try to purposely give drawbacks to your cards when you design them. I don't mean "increase the cost" because sometimes people add heavy costs to cards that deem it irrelevant. It needs to be put in the game enviroment so you can see how it does and what are the insentives to use it. As of right now, I'd use Waboku because it doesn't have a cost and is always chainable, and only protects my monsters. Also, Effect Damage is not too relevant so I'll side something else when it ever does become relevant. Other people would rather use Threatening Roar to just downright not allow the attacks. Any other variants are usually less good than these 2 under normal game circumstances (including this card) which means that for it to be considered, it'd need to be in a deck that needed all other superior variants (note that I don't mean superior as an offence, but more saying "better under more normal situations". I don't know if I explain myself here). What's the result? Final Countdown.... Even it's cost I'd rather use "Good Goblin House Keeper" for it in an Assault Mode Deck. Soooo yeah, not the strongest design. Link to comment Share on other sites More sharing options...
Thomas★Zero Posted September 20, 2013 Author Report Share Posted September 20, 2013 While understanding on the part about how its somewhat viable to exodia decks just remember the whole sending cards to the bottom of your deck bit as all this does when you get the second one in play is just give you back 2 cards from the ones you sent to the deck making it pretty much a +0 / -1 on that part where that effect is forced not optional. then its only the 3rd one which will come in to act like a Angel baton (with returning to the deck instead of going to the grave. Link to comment Share on other sites More sharing options...
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