Fire Fist Moralltach Posted August 4, 2014 Report Share Posted August 4, 2014 You can only activate this card while you control no monsters that were Special Summoned from the Extra Deck on your side of field. Excavate the top card of your Deck. If the card excavated card is a Spell/Trap card, add it to your hand; if the card excavated card is a Monster card that can be Special Summoned, Special Summon that monster to your side of the field, if it cannot be Special Summoned add that monster to your hand instead. During the End Phase of the turn you activate this effect you take 1000 points of damage. You can only activate 1 "Lucky Draw" per turn. Link to comment Share on other sites More sharing options...
PandamoniumHD Posted August 4, 2014 Report Share Posted August 4, 2014 It's like an Upstart Goblin, but with a twist. It's really good to have during the first turn, unless one has another strategy, like activating a card effect that would add a Monster or a certain Spell/Trap card from your Deck straight to the top before activating "Lucky Draw". I personally like the effect, but i feel your OCG is a bit messed up near the end, or getting to the effects. Lemme see if I am doing this right. It's only your comma and semi-colon placement. It could be correct and I am mistaken: You can only activate this card while you control no cards on your side of field. Pay 1000 Life Points; excavate the top card of your Deck. If the card excavated is a Spell/Trap card, add it to your hand; if the card excavated is a Monster, Special Summon it to your side of the field. After this effect resolves, it becomes the End Phase of this turn. Yours may be better due to the shorter length, but I felt like I could slip in some bigger, more frequently used words in your effect lore. That's just me. i like the card, it seems balanced enough. Draw power with a twist, then jumping the the End Phase. Not bad. I'd play with it. Link to comment Share on other sites More sharing options...
Fire Fist Moralltach Posted August 4, 2014 Author Report Share Posted August 4, 2014 It's like an Upstart Goblin, but with a twist. It's really good to have during the first turn, unless one has another strategy, like activating a card effect that would add a Monster or a certain Spell/Trap card from your Deck straight to the top before activating "Lucky Draw". I personally like the effect, but i feel your OCG is a bit messed up near the end, or getting to the effects. Lemme see if I am doing this right. It's only your comma and semi-colon placement. It could be correct and I am mistaken: You can only activate this card while you control no cards on your side of field. Pay 1000 Life Points; excavate the top card of your Deck. If the card excavated is a Spell/Trap card, add it to your hand; if the card excavated is a Monster, Special Summon it to your side of the field. After this effect resolves, it becomes the End Phase of this turn. Yours may be better due to the shorter length, but I felt like I could slip in some bigger, more frequently used words in your effect lore. That's just me. i like the card, it seems balanced enough. Draw power with a twist, then jumping the the End Phase. Not bad. I'd play with it. I also think that I have mistakes with comma and semi-colon placement, so I think you OCG is better then mine. I also think this card is balanced, but you'll never know what monster you can get with this card. I would also use 1 (max.2) per Deck. Link to comment Share on other sites More sharing options...
AGATHODAIMON BANGTAIL COW Posted August 4, 2014 Report Share Posted August 4, 2014 To me, it's only useable if you have a Swift Scarecrow or some other similar save-me hand trap in your hand. It can only be used if your entire field is empty (which sucks if you have a worthless CotH laying around), and ends your turn immediately after use. If you snag a Spell/Trap, your field is still empty. Even if your opponent can't mass a field to win during their next turn, their board will be difficult to deal with from having nothing. If you hit a monster, you'll only have marginally better luck, even if it's something huge like BEWD or Barbaros (and even then, you have a chance of it being something small like Tour Guide). You have a monster that protects your Life Points, but it's not protected at all (barring innate effects, which are victim to BTS's 2nd effect if your opponent wants to use BTS on that). Most Decks that don't really care about having any sort of field at all are Alt.win Decks, which drawpower cards IMO should be designed to avoid supporting. I would opt to ease up on the "It's now the EP" drawback. It's already dead if you have any sort of field at all, and there's the 1k Life Point cost (Life Point costs aren't much, but it still exists). Compared to Card Car D (the other draw cards then end your turn card), Card Car gives you an extra card (at the exchange of possible negation and eating your Normal Summon), and drawing only one card doesn't seem to be a good trade for ending your turn, unless you were going to do that anyway. In that case, that drawback becomes nonexistent, and drawbacks being nonexistent is not something to strive for. Link to comment Share on other sites More sharing options...
Fire Fist Moralltach Posted August 4, 2014 Author Report Share Posted August 4, 2014 To me, it's only useable if you have a Swift Scarecrow or some other similar save-me hand trap in your hand. It can only be used if your entire field is empty (which sucks if you have a worthless CotH laying around), and ends your turn immediately after use. If you snag a Spell/Trap, your field is still empty. Even if your opponent can't mass a field to win during their next turn, their board will be difficult to deal with from having nothing. If you hit a monster, you'll only have marginally better luck, even if it's something huge like BEWD or Barbaros (and even then, you have a chance of it being something small like Tour Guide). You have a monster that protects your Life Points, but it's not protected at all (barring innate effects, which are victim to BTS's 2nd effect if your opponent wants to use BTS on that). Most Decks that don't really care about having any sort of field at all are Alt.win Decks, which drawpower cards IMO should be designed to avoid supporting. I would opt to ease up on the "It's now the EP" drawback. It's already dead if you have any sort of field at all, and there's the 1k Life Point cost (Life Point costs aren't much, but it still exists). Compared to Card Car D (the other draw cards then end your turn card), Card Car gives you an extra card (at the exchange of possible negation and eating your Normal Summon), and drawing only one card doesn't seem to be a good trade for ending your turn, unless you were going to do that anyway. In that case, that drawback becomes nonexistent, and drawbacks being nonexistent is not something to strive for. Some ideas on how to change this effect: *Only activate if you don't have monsters, *decrease cost, *cannot special summon or maybe conduct BP instead of ending turn. Any other ideas before I change its effect? Link to comment Share on other sites More sharing options...
AGATHODAIMON BANGTAIL COW Posted August 4, 2014 Report Share Posted August 4, 2014 Some ideas on how to change this effect: *Only activate if you don't have monsters, It helps you provide protection for the monster you might excavate (or CotH, but that doesn't have anything to do with this card), but if you get a Spell or Trap, you're still completely open to just as much damage, barring the aforementioned hand-traps (and in this case, anti-BP Traps like T-Roar). Altwin Decks still have no problem with this, except Battle Fader. *decrease cost, The Life Point cost, while it does exist, isn't a really big downside to this card. It might make you lose in one less attack, and can possibly mean one less monster to revive with Soul Charge, but it is not the problem with this card. *cannot special summon or maybe conduct BP instead of ending turn. Any other ideas before I change its effect? The no-SS part makes it comparable to Pot of Duality more than Upstart Goblin. In this case, Duality would be better because you get three cards to pick from (and no Life Point cost, even if it's kinda trivial) instead of just the top card. The no-BP bit turns this card into a pure build-up-your-field card, like Soul Charge (but less extreme). However, it's still runnable in Altwin Decks (probably just Countdown actually, since it'd suck if you draw an Exodia piece with this), and I personally would prefer if it wasn't runnable in those Decks if possible. If you choose to go this route, put in a "You can only activate 1 "Lucky Draw" per turn" clause to soften up its impact in those kind of Decks. EDIT: Just realized: what happens if you excavate a monster that you can't Special Summon? Link to comment Share on other sites More sharing options...
Marco Polo Posted August 4, 2014 Report Share Posted August 4, 2014 I find it atrociously useless. The chance that you'll want that monster to be summoned and your turn ending basically approaches zero. I can't imagine a single deck that would benefit of this. Link to comment Share on other sites More sharing options...
AGATHODAIMON BANGTAIL COW Posted August 4, 2014 Report Share Posted August 4, 2014 I find it atrociously useless. The chance that you'll want that monster to be summoned and your turn ended after that summon basically approaches zero. I can't imagine a single deck that would benefit of this. Way to be helpful and constructive. Oh wait, you're not even right about the "no Deck wants this" bit. Despite all overkill drawbacks, it's still a draw card, and Final Countdown can still take advantage of moar drawpower (especially since their key card and the global searcher Gold Sarc are both @1). It still does need improvement before it becomes useful in other Decks, yes, but you are being atrociously useless here. Link to comment Share on other sites More sharing options...
Fire Fist Moralltach Posted August 4, 2014 Author Report Share Posted August 4, 2014 It helps you provide protection for the monster you might excavate (or CotH, but that doesn't have anything to do with this card), but if you get a Spell or Trap, you're still completely open to just as much damage, barring the aforementioned hand-traps (and in this case, anti-BP Traps like T-Roar). Altwin Decks still have no problem with this, except Battle Fader. The Life Point cost, while it does exist, isn't a really big downside to this card. It might make you lose in one less attack, and can possibly mean one less monster to revive with Soul Charge, but it is not the problem with this card. The no-SS part makes it comparable to Pot of Duality more than Upstart Goblin. In this case, Duality would be better because you get three cards to pick from (and no Life Point cost, even if it's kinda trivial) instead of just the top card. The no-BP bit turns this card into a pure build-up-your-field card, like Soul Charge (but less extreme). However, it's still runnable in Altwin Decks (probably just Countdown actually, since it'd suck if you draw an Exodia piece with this), and I personally would prefer if it wasn't runnable in those Decks if possible. If you choose to go this route, put in a "You can only activate 1 "Lucky Draw" per turn" clause to soften up its impact in those kind of Decks. EDIT: Just realized: what happens if you excavate a monster that you can't Special Summon? Thanks on good comments. About that Edit you made: I'll just make it to Special Summon monsters that can be Special Summoned. Link to comment Share on other sites More sharing options...
Fire Fist Moralltach Posted August 4, 2014 Author Report Share Posted August 4, 2014 Updated. Maybe it has too much restrictions? or something should be fixed? Link to comment Share on other sites More sharing options...
Marco Polo Posted August 4, 2014 Report Share Posted August 4, 2014 Way to be helpful and constructive. Oh wait, you're not even right about the "no Deck wants this" bit. Despite all overkill drawbacks, it's still a draw card, and Final Countdown can still take advantage of moar drawpower (especially since their key card and the global searcher Gold Sarc are both @1). It still does need improvement before it becomes useful in other Decks, yes, but you are being atrociously useless here. I was going to elaborate but it concluded in huge walls of text that barely explain the pointed, I gave up and posted it in a shorter manner. the special summoning part is a drawback in a way that you basically abandon a random monster from your deck on the field. your opp will feast on it in his turn and all this while you could've used properly. constellar? no satellaknight? no harpie? no shaddoll? no artifacts? probably no. fire first? probably no. bujin? hell no. sylvan? hell no. etc I can't name everything ... thing is, this thing forces you to summon a random monster, without any strategy behind it, any field support or etc. ends you turn immediately and basically abandons a random monster on the field for your opp to feast on. Obviously nobody would run this at bujins or etc but just so you get the idea of what this can do; imagine this excavating bujingi crane. that's the general scenario I'm talking about. clean field, random monster you'd have probably used in a different way, turn ends. Link to comment Share on other sites More sharing options...
AGATHODAIMON BANGTAIL COW Posted August 4, 2014 Report Share Posted August 4, 2014 Updated. Maybe it has too much restrictions? or something should be fixed? It still doesn't specify what happens if you get a monster that can't be Special Summoned. I guess you could change it to "If it is a monster, you can Special Summon it, otherwise add it to your hand" or however that would be worded, but that does remove the accidentally-Summoning-Exodia's-Arm thing that stops this from being ran in Exodia. As for the modified restrictions, the "no monsters" requirement combined with the "no other SSes" clause forces this card to exist only as an early-game card. It's either then, or when you are losing, when you normally don't have any monsters on the field. If you're losing, then you are going to need a much more probable way of fixing the situation, which pretty much always relies on Special Summoning something. Seeing as this card is called Lucky Draw, it feels more like it should be a card to use in a losing situation, so I suggest doing something about the combination of clauses and requirements to make it less dead in such a situation. I was going to elaborate but it concluded in huge walls of text that barely explain the pointed, I gave up and posted it in a shorter manner. the special summoning part is a drawback in a way that you basically abandon a random monster from your deck on the field. your opp will feast on it in his turn and all this while you could've used properly. constellar? no satellaknight? no harpie? no shaddoll? no artifacts? probably no. fire first? probably no. bujin? hell no. sylvan? hell no. etc I can't name everything ... thing is, this thing forces you to summon a random monster, without any strategy behind it, any field support or etc. ends you turn immediately and basically abandons a random monster on the field for your opp to feast on. Obviously nobody would run this at bujins or etc but just so you get the idea of what this can do; imagine this excavating bujingi crane. that's the general scenario I'm talking about. clean field, random monster you'd have probably used in a different way, turn ends. Not every Deck works similarly to one another, you know. Most wouldn't want the card in its original form, but not every Deck, namely the ones that don't really interact with your opponent. Furthermore, in your hastily-created response, all you managed to do well tell the OP "No, this card is suck. You are suck," which hurts more than it helps. I'm just asking that you don't generalize all of Yugioh as Yang Zings or Qliphorts, and that you actually try to be helpful. :| Link to comment Share on other sites More sharing options...
Fire Fist Moralltach Posted August 4, 2014 Author Report Share Posted August 4, 2014 It still doesn't specify what happens if you get a monster that can't be Special Summoned. I guess you could change it to "If it is a monster, you can Special Summon it, otherwise add it to your hand" or however that would be worded, but that does remove the accidentally-Summoning-Exodia's-Arm thing that stops this from being ran in Exodia. As for the modified restrictions, the "no monsters" requirement combined with the "no other SSes" clause forces this card to exist only as an early-game card. It's either then, or when you are losing, when you normally don't have any monsters on the field. If you're losing, then you are going to need a much more probable way of fixing the situation, which pretty much always relies on Special Summoning something. Seeing as this card is called Lucky Draw, it feels more like it should be a card to use in a losing situation, so I suggest doing something about the combination of clauses and requirements to make it less dead in such a situation. OK. Made some changes. Link to comment Share on other sites More sharing options...
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