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An Experiment in Advantage (Threatening Decision)


Trebuchet MS

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[spoiler Lore]Your opponent chooses 1 of these effects.
*Your opponent draws 1 card.
*You take 1000 damage.[/spoiler]

[spoiler Draft 1]You can only activate 1 "Threatening Decision" per turn. Your opponent chooses 1 of these effects.
*Your opponent draws 2 cards.
*You take 2000 damage.[/spoiler]

 

So I looked at Browbeat, a card in MtG that lets his opponents decide - which one of them takes 5 damage (that's a quarter of their starting life total in most games), or they all go scot-free and the user draws 3 cards.

 

So I took a leaf off this book and created a card that basically says "How much LP am I willing to give up before the opponent gets away with a draw?" It aims to discover the approximate appropriate exchange rate between LP and card draw. Feedback has shown that even making this a +1 turns the card into a no-good-end deal.

 

Note that because this is damage, prevention or reversal effects can nullify the impact of this decision - though the question remains in whether you have said effects when this card rears its ugly head.

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I looked it up (Browbeat) and even that card had cost and conditions (1 Red and 2 colorless/any mana), so what are the conditions and cost to this card,aside the general limit of Spell Speed 1?  Are there any drawbacks to it? 

I don't think that realistic cards can go this far, even if something wildly unbalanced, like Hands for example, will pop every now and then.

 

A 2k burn or +1, with no cost doesn't look as a "threatening", more like overpowerement or upfront assault to the opponent. 

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In my point of view, that would be far more meaningfull, i mean, the card being "1-for-1" (deck thinning) or at least "1 for 1000 LP" (decent burn). Then you can even remove the play limit.  

Would you not agree, this would make it hard for the opponent to decide, even at the start of a game, when Life Points are not extremely relevant to card advantage, and even harder to make a decision when the're in a pinch (say 3000 or less LP), pondering if they make the right choice. Because this isn't just a game of cards, a well planned mind-game can help you win as well.  :) 

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Okay, this is put into terms I can understand, MTG. So Browbeat, 3 cards or 5 damage. 90% you want to take the damage, don't want the opponent to get that much advantage. So keep that in mind. As for this. In Yu-Gi-Oh, from what I've seen, drawing is powerful. In MTG there are cheap cards that let you draw one or two easy, but in YGO, drawing just one usually has restrictions. Heck, many decks need draw to be able to run smoothly in MTG. So in most cases, the opponent would take that 1000, which essentially makes this a 1000 damage burn spell. The damage would have to be pumped up to make them consider letting you draw (Unless they're low on life). But if you increase that damage, the card becomes more overpowered. A no cost large burn spell or a no cost draw one card. Use a couple of these in a row and suddenly you're at a huge advantage.

 

Or I have no idea what I'm talking about and will soon be schooled completely.

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Don't like this card at all. It's only application would be in burn Decks where your opponent's Life Points are actually being threatened and 1000-2000 damage actually matters, and in Burn Decks, it's extremely powerful, as it's a free 2000 damage (even in Burn your opponent still isn't likely to let you draw, since you'd just ending up drawing more burn or stall.) Outside of burn, it's pretty useless as its a random 2000 damage.

A rather poorly executed concept, that's all.

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I think it still needs a activate only one per turn restriction, or else this card would be overpowered.
Also, Gad why do you like mind games and sabotage so much? Your purple mirror reflects that too

I see mind games and sabotage as a different way to play the game - or rather, the players - by affecting their apparent decision tree. Their decisions when presented with sadistic choices also send subtle information about what they have on hand.

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