.Buddha Posted July 9, 2014 Report Share Posted July 9, 2014 This card cannot be destroyed by a Spell Card. Each time a Trap Card inflict damage to your opponent, your opponent loses 500 Life Points. need OCG fix Link to comment Share on other sites More sharing options...
Nightmare Stomper Posted July 9, 2014 Report Share Posted July 9, 2014 Why the hell would you want to do this to yourself? This makes absolutely no sense :P Now it works with dark cure. Also, no immunity. This card is unaffected by card effects that designate it as their only target. Each time a Trap Card activates that would inflict damage to your opponent, both players gain 500 Life Points. Link to comment Share on other sites More sharing options...
.Buddha Posted July 9, 2014 Author Report Share Posted July 9, 2014 edited xD Link to comment Share on other sites More sharing options...
Marco Polo Posted July 9, 2014 Report Share Posted July 9, 2014 This card cannot be destroyed by a Spell Card. Each time a Trap Card inflict damage to your opponent, your opponent loses 500 Life Points. This card cannot be destroyed by the effects of Spell Cards. Each time a Trap Card inflicts damage to your opponent; they lose 500 Life Points. Link to comment Share on other sites More sharing options...
krakonfour Posted July 9, 2014 Report Share Posted July 9, 2014 A bit.... well, not useless, but there are better ways to fill your deck in a Burn deck. This is essentially a 'win more' card: It only really works in situations where you are already burning, thus winning, against the opponent. While the first protection effect would help it see some play, forcing the opponent to resort to monster effects to get rid of it, I don't think it would be a stellar card in a burn deck. I suggest you improve the protection effect to something like this: -Once per turn, if this card would be destroyed by a card effect: it is not destroyed. Also, make the burn effect activate in a larger set of circumstances: -Each time a card effect inflicts damage to your opponent; they lose 500 lifepoints. More uses, more effective protection, but isn't completely immune to an opponent that has prepared his field to deal with this card.... what do you think? Link to comment Share on other sites More sharing options...
AGATHODAIMON BANGTAIL COW Posted July 9, 2014 Report Share Posted July 9, 2014 It would fit better in a Chain Burn Deck than Cure Burn since the draw engine the Deck commonly uses allows for you to get a bunch of Traps to burn your opponent rather quickly (that, and Chain Burn is infinitely better than Cure Burn). It also doesn't work well in Combo Burn since this card doesn't technically inflict damage, which would trigger Dark Room of Nightmare. Really, aside from Chain Strike itself and Lava Golem, every instance of damage your opponent will take is from a Trap card. Though, Chain Burn would probably not want this card solely because it lingers on the field, thus consuming a precious Spell & Trap Card Zone that the Deck could have used for bigger chains. But it isn't winmoar. It actually is more freely playable than Chain Strike is, because you can flip this card up as part of either your draw chain or your burn chain and it would still be useful. You could also flip Chain Strike, but you can flip this card earlier in the chain (which means you're more likely to get Accumulated Fortune off) where as a chain link 2 Chain Strike would deal less than desired damage. But again, it eats up a card zone, which Chain Burn players really would not want to have happen to them. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.