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Clutch Spell Card: "Last Fate"


CybZer0

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Effect: If your life points are 1000 or less: Send all cards you control and in your hand to the graveyard, then Draw 1 card, then add cards from your graveyard to your hand equal to half the cards your opponent has in their hand and on the field (rounded down). You can only activate 1 "Last Fate" per duel.

Source + Credit of image: http://emmanueladell.org/curriculum.html

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Activate only If your life points are 1000 or less: Send all cards you control and in your hand to the Graveyard, then draw 1 card, then add cards from your Graveyard to your hand equal to half the cards your opponent has in their hand and on the field (rounded down). Neither player takes any damage this turn. You can only activate 1 "Last Fate" once per Duel.

"Clutch" indeed. With the right cards this can literally turn the Duel around, but admittedly not win you the game there and then unless you have an alt-wincon. Like Exodia.

 

However, unless you're purposely clogging your opponent's field I expect about 2-3 cards retrieved if you activate this late-game, not including the draw afterwards. You'd really need to be playing badly to get a lot of mileage out of this card, after which you pick up Exodia and your opponent flips the table upon you.

 

Excluding alt-wincons (at least, the functional ones that everyone seems to hate) if this card didn't have the damage prevention effect, it would effectively turn the current game state into a Duel Puzzle - at least, one where you have the ability to manipulate what options you'll have. You really need to equalize the board state with what you get, otherwise your opponent just takes their next turn to finish you off.

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"Clutch" indeed. With the right cards this can literally turn the Duel around, but admittedly not win you the game there and then unless you have an alt-wincon. Like Exodia.
 
However, unless you're purposely clogging your opponent's field I expect about 2-3 cards retrieved if you activate this late-game, not including the draw afterwards. You'd really need to be playing badly to get a lot of mileage out of this card, after which you pick up Exodia and your opponent flips the table upon you.
 
Excluding alt-wincons (at least, the functional ones that everyone seems to hate) if this card didn't have the damage prevention effect, it would effectively turn the current game state into a Duel Puzzle - at least, one where you have the ability to manipulate what options you'll have. You really need to equalize the board state with what you get, otherwise your opponent just takes their next turn to finish you off.


My grammer is getting better.
I have applied the feedbacks.
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Still didn't fix the fact that your opponent will just finish you off next turn since the likelihood is you'll have no cards on the FOP though bud ;)


What is a "FOP"?
Would you like me to change the effect so you may add cards equal to your opponent cards and omit the draw 1?
Would the chances of your opponent defeating you be more unlikely?
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