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When a Spell/Trap Card is activated: Destroy all cards with the same name as that activated card in its controller's Deck.

 

 

Not good since immediate negation > sealing off future uses of the card by loads, but interesting. It'd be even cooler if it checked the hand too. Since it follows Chain Destruction and destroys the cards in your Deck, you can abuse some "destroy" effects like probably Geartown (though that's a really bold move, and I can't see running more than one superbigdragon as a good thing), but those are a lot more rare than I thought. Well, you could, if you really wanted to for the lolz, kill your own BTS to stun opponent's monsters on your turn.

 

So, uh, stuff.

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Meh my biggest problem is that it doesn't destroy said card in question. On the plus side it has the potential to get rid of what most people run in 3's (Duality, MST and the like) and if you get to look at your opponent's Deck to confirm then that is always a plus.

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It's not really worth using on anything. It doesn't stop or destroy the activated card, so you're not only banking on having this at a crucial junction, but also that what they do activate is worth hitting the other copies in the Deck.

 

While doing nothing to protect you from the effects of the card you're worried about in the first place.

 

Use it on your own Sabbatiel.

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