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Tome of Legendary Knowledge


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[spoiler='This is all that book even says:']Declare 1 card type (Monster, Spell, or Trap); draw 1 card and reveal it, then if it is the declared card type, draw 1 card. You cannot Special Summon during the turn this card is activated. You can only activate 1 "Tome of Legendary Knowledge" per turn.[/spoiler]

 

The idea is that there are stories of a special book that's lost way deep in a dungeon or something, which has something really nice for whoever frees it from wherever. It's a famous artifact because of these stories, but still trapped away. There are even stories of what it contains. You have freed the book from its containment, wanting to seek out the knowledge that you've heard that this book has to offer. But, if the book is about something else, then the book wasn't really worth your time.

 

Just a Duality-esque alternative to Upstart Goblin now that Life Points are becoming a thing. At worst, it replaces itself and places a hefty no-SS clause on yourself for a turn. At best, it's the weird ugly child of Pot of Greed and Pot of Duality. The last clause prevents you from running this in Exodia Decks because nobody cool likes those kinds of things.

 

I have a bad feeling that I might have restricted it too much, but then again, the no-SS clause means nothing if you're using this on your build-up turn along things like Duality or Seahorse. Unless you're running Sylvans or Zombies or lolFeather of the Phoenix (and even then, the no-SS clause stops this thing from working with PSZ), there's little way for you to discern what's on top of your Deck, which will probably lead to disappointing moments when you restrict yourself too much for just one card.

 

YCM, say stuff. I'm the worst cardmaker in the world help meeeeeeeeee. ;_;

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I would have made the restriction to Skip your Next Draw only so at least the person who played this has a backup plan (Jar of Greed and the like). Other then that the No Special Summon restriction is just fine as it needs some kind of drawback.

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I think the restriction from further draw effects makes its downsides a bit too tight. A (albeit riggable) chance-based ability already puts limits on how much it plusses.

I could change it, though I still think that some sort of safeguard should be in place so that it can't be used in Exodia (with as many Spells as it runs, it's a Pot of Greed 9/10 of the time). To what I could change it to, I don't know.

 

I would have made the restriction to Skip your Next Draw only so at least the person who played this has a backup plan (Jar of Greed and the like). Other then that the No Special Summon restriction is just fine as it needs some kind of drawback.

Skipping the next draw turns this into an eventual -1 for yourself if you guess incorrectly, which is probably worse than Jar of Greed's slowness and Upstart's 1000 gain. The second drawback is pretty much just there to prevent running it in Exodia or other insane drawing Decks, it doesn't have that much weight on the card's balance outside of restricting it from those Decks.

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Bump, with a possible fix for the last clause. Now, instead of outright shutting down other draws for the turn, you simply can only activate one of these per turn. As for Exodia, it may just end up like Pot of Duality, where it is useful, but also potentially really dead. I'm... kind of ok with that, enough to leave it as is for now.

 

Special thanks to I Hate Snatch Steal for being able to program this card into YGOpro for me to test out. Anything else anyone wants to say?

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It's chance based, I don't see the need in the SS stopper.

Without it, the card would be good, but even then still iffy since you could potentially -1 if you declare the wrong type.

 

Depending on how the Deck is built, or how often you can search in it, it becomes likely to guess correctly (for example, in the Hunder Deck I'm running it in, I get it right with Spell pretty often). Plus, I don't want to let it outclass Upstart Goblin (which is still pretty good despite Soul Charge). If I let up on the no-SS clause, I might just limit the player to getting only one SS for that turn, but Lavalval Chain has that second effect.

 

How does this -1, exactly? If you call wrong, it simply replaces itself.

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