Blake Posted March 20, 2014 Report Share Posted March 20, 2014 Make 101 to nom OG Stardust. Guy flips this. I give him the benefit of the doubt and expect him to be witty and negate it with Stardust. Lets it resolve, killing stardust and detaching 1 from 101. The rest of the duel on his part was equally... disappointing. Link to comment Share on other sites More sharing options...
Dog King Posted March 20, 2014 Report Share Posted March 20, 2014 seems fair at 1, idk what the ocg are smoking but this card is good early game and late game and is pretty much better than dark hole, Link to comment Share on other sites More sharing options...
Wildflame Posted March 20, 2014 Report Share Posted March 20, 2014 Would run 2 if I could, not sure if 3..., but I do agree that 1 is a fair place for it. Link to comment Share on other sites More sharing options...
Toffee. Posted March 20, 2014 Report Share Posted March 20, 2014 Lets put Dark Hole to 0 and this to 2, for maximum proness. Link to comment Share on other sites More sharing options...
Sleepy Posted March 20, 2014 Report Share Posted March 20, 2014 I firmly believe this card to be better than Dark Hole, not only in effectiveness but also for the game in general. Dark Hole doesn't stop your opponent's plays in the right moment much of the time and is just a sacky top-deck that well... it's not as effective since very rarely do I see Dark Hole actually nuke a field anymore. There's always something that triggers to either float or protect itself, or a lance, but it's made at a time when you are lord and owner of the turn and your opponent is limited to counters, which is less interesting, and more likely to be used to clear the way for the push attempt. If given the choice, I'd use 2 Torrentials over Dark Hole any day. Link to comment Share on other sites More sharing options...
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