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Clear World


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Clear World

Field Spell Card

 

During each of your End Phases, pay 500 Life Points or destroy this card. Each player receives certain effects, depending on the monster Attributes they control. ● LIGHT: Play with your hand revealed at all times. ● DARK: If you control 2 or more monsters, you cannot declare an attack. ● EARTH: During your Standby Phase: Target 1 face-up Defense Position monster you control; destroy it. ● WATER: During your End Phase: Discard 1 card. ● FIRE: During your End Phase: Take 1000 damage. ● WIND: You must pay 500 Life Points to activate a Spell Card.

 

 

 

I like this card, not because of its playability, but because of the nature of its effect.  It gives each player a negative effect, based on the Attributes of the monsters they control, and this is what I love about this card; while it's up, Attribute becomes very important.  Granted, the card itself has no protection, and the effects are a bit weak, so it's very easy to work around or just get rid of, but why I like this card is the fact that it turns a monster characteristic that is usually little more than a cosmetic feature into something essential to active gameplay beyond specific effects, and seeing this card makes me wish that bonus Attribute-based effects (positive or negative) were an inherent mechanic in the game.  

 

This is, of course, just my opinion, and I understand if you disagree with it.  Aside from that, Lava Golem + Clear World is a cute combo, and the Dustons could maybe work with this, since they have different Attributes, and their own brand of negative effects.

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It seems like some of them got a bit unfairly hit.

If you use a light attribute, sure you reveal your strategy...

But if you use a water monster, you lose access to the bits that make your strategy work.

Just seems to be largely unfair and not like... evenly balanced.

[quote]i dont really understand the effects of DARK, WIND, and WATER.. doesn't really seem to fit the attributes imo.
[/quote]

I assume Dark was to counter Blackwings, Infernities, and other Special-Summon-Heavy Dark decks (back when darks attribute decks had most of the SS-ing)

Not sure what Wind and Water's effect was meant to counter.

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This card makes Elemental Mistress Doriado cry herself to sleep at night.

 

OT: The only real "joke drawback" is EARTH's, since their strategy nowadays usually don't involve walls. DARK's isn't a problem in the case of Earthbound Immortals and Malefics (provided that player doesn't Summon other monsters for some weird reason), despite DARK having one of the more devastating drawbacks.

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Water is plain as day.

Water has 3 pervasive themes:
Milling (See Tidal, Swap Frog, Nimble Sunfish, etc.)
Hand Control (Moulinglacia, Spirit Art Aoi, Aqua Dolphin and his evos, etc.)
Cost circumvention as a design choice/Discarding cards for costs (Atlanteans, Sinister Serpent, Mermails, Abyss series, Tribe-Infectig, Brio and Gung, few others)

There have been a few other themes, but all of these are ones that have popped up. Discarding is an effect generally linked to water, when it's aimed at the opp.

Wind is more related to Simorgh and Air Hummingbird.

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i dont really understand the effects of DARK, WIND, and WATER.. doesn't really seem to fit the attributes imo.

Dark is really big on board position.

Wind is big on hitting the opponent's backrow, so now their's becomes a liability.

Water I'm not sure but I do know a lot of other card games make their "blue" decks have decent draw power so idk.

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The anime had no maintenance cost and the effects for a couple of these were different:
-EARTH: destroy 1 monster during your End Phase.
-WIND: Cannot activate Spell Cards.
-DARK: Cannot attack at all.

If that clears things up for everyone, good. Me, I'm sitting here wishing the rest of the Archetype saw release.

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