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[Unbanned if Changed?] Heavy Storm


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Welcome to Episode 2 of my Unbanned if Changed discussion in TCG.

 

Today I am covering a very controversial and potentially game clinching Spell Card, Heavy Storm. 

 

300px-HeavyStorm-LCJW-EN-UR-1E.png

 

"Destroy all Spell and Trap Cards on the field."

 

Heavy Storm was originally designed as a more balanced Harpie's Feather Duster, destroying your own Spells and Traps as well. Players quickly caught onto the fact that this can easily wipe your opponent's field out, leaving them defenseless. Duels quickly turned into a game of Cat and Mouse, trying to lure the other player into activating their Heavy Storm first. On the positive side however, Heavy Storm encouraged players to be more careful with their Spells and Traps and not laying too many at once. 

 

This could also be used as an advantage to play Mind Games with your opponent. Leaving them guessing wether one of those face-downs was something like Dark Bribe. When Heavy Storm was banned, Duels became a much more Spell and Trap heavy (lol pun) enviroment. Players would often Set 4 or 5 cards on their first turn due to no risks from them suddenly being blown up. Heavy has been Banned for quite a while now and I believe it can be reintroduced as a LIMITED card. With Artifacts and the like gaining popularity, Heavy Storm could be more of a curse then a blessing.

 

STRENGTHS

Heavy Storm still has the potential to win Duels due to its sheer power as a card. The Ability to wipe the opponent's field of Spells and Traps makes this card always useful.

Monk Food. Not sure why you would want to waste Heavy Storm to Feed Monk but the option is there.

 

WEAKNESSES

Artifacts. Seeing how they can be Set in your Spell and Trap Zone, destroying your opponent's Artifacts only helps them.

 

REDONE EFFECT

Heavy Storm is a powerful card but a couple of additions can help to bring this back into Yu-Gi-Ih and dare I say it, make it as far as SEMI LIMITED *Gasp*

 

First up we need to address the fact that you can easily activate this card while you have no Spells or Traps out. To make up for this, I will be making sure that the controller has 1 Spell or Trap on he field except Heavy Storm. 

 

Secondly, I need to address the fact that your opponent is left vunerable. A good idea I had was to stop the activator of Heavy Storm from being able to activate any other Spell Cards until their next Main Phase 1. Think of it as a cooldown period.

 

Lastly, I will only be allowed to let Heavy Storm be activated during Main Phase 1. This is to stop people doing what they need to do and then activating Heavy.

 

Here is the effect I had in mind.

 

Heavy Storm

Normal Spell

Can only be activated during Main Phase 1. You must control 1 or more Spell or Trap cards other then "Heavy Storm" to activate this card's effect. Destroy all Spell and Trap cards on the field. You cannot activate Spell Cards until your next Main Phase 1."

 

CURRENT STATUS: FORBIDDEN

 

POTENTIAL STATUS WITH ALTERED EFFECT: SEMI LIMITED

 

Heavy Storm can be a very powerful tool but I believe that with a few changes, even the mightiest Storm can be controlled.

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I feel that last part is a bit too costly. Waayyyyy too costly. And also pointless, as people can just do whatever they want until they play it.

 

However, I do like the idea of forcing you to control a Spell or Trap. It's not perfect by any means, but it still requires you to either toss something or set it in advance to chain it. Certainly preferable to willy nilly spamming of this.

 

I think you mean "other than "Heavy Storm""

 

Hell, you could also add something like "to activate and resolve this card" or whatever so you can't just chain your Trap or whatever. It would also make MST a potential counter to this, haha.

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Thanks for the OCG Fix.

 

Yeah, maybe the last part seems overkill. However, it stops the person from activating Quick Plays and the like next turn. Traps remain unaffected so the controller of the Heavy can easily set something for next time. This also counts for Setting Spell Cards. They just cannot be activated.

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Or y'know, instead of doing a "field wipe". You could just have it target up to 2/3 magic/traps and nuke them. It would reinstate the fear of backrow destruction without being an actual win-button.

I wanted to keep the field wipe as this was the flavour of the card to begin with. I didn't want to mess with its purpose too much. However, if the Destruction was Random then I guess I COULD make it a Random 2 or 3 from both players. However this would ruin what Heavy Storm is....

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Heavy Storm
Normal Spell
Can only be activated during Main Phase 1. You must control 1 or more Spell or Trap cards other then "Heavy Storm" to activate this card's effect. Destroy all Spell and Trap cards on the field. You cannot activate Spell Cards until your next Main Phase 1."

300px-Storm-GAOV-EN-C-1E.png
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I mean, the most common suggestion for how to change it is simply to prevent it enabling OTK's on a common basis. You could theoretically just put a clause like: You cannot conduct your battle phase in the turn you activate this card. Thus some of the more... Unhealthy applications with the card are eliminated without nerfing them entirely. 

 

Thus it arguably becomes a power card at 1, and rewards the player for skillful usage of it, more than just giving you cheap wins for the hell of it. 

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OCG has it at 1. TCG is being stupid. Its fine at 1. Tewert needs to stop smoking weed. GG

 

The impact of something in the OCG is not a true indicator as to how said card/deck will impact the TCG. Even before the split this was true, and it's only more true now. 

 

Likewise the OCG is very rarely the right thing to look at if trying to make a healthy format. But then again, YGO in general isn't the right thing to look at for 'healthy' in any form. Unless you are looking for lessons on what not to do. 

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I always found the OCG List to be a little more relaxed compared to TCG. Cheers for the decent discussion too guys. Nice to know that my threads are generating it. Going to double check next time for potential cards that already exist in a watered down version though. Feel like a bit of a tit knowing that there is already a watered down version of Heavy.

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And yet at Worlds we play with the OCG's rules. And TCG messed up at least 1 card's effect in an errata. (Royal Command requires a new reprint now~ Thanks Shadolls.)

 

I think that says which version of the game is right pretty well.

 

Well Worlds also uses a combined banlist as opposed to purely the OCG banlist. And the rule system basically is the same between the two formats, unless I'm missing something very obvious. 

 

And whilst yes, the TCG has a history of errors for errata and the like on cards, the TCG has created better competitive formats in recent history. And has at the very least dealt with obvious degenerate and unhealthy cards without needing them to become the forefront of a format. (On more occasions for sure, there have been some cases of the OCG doing this as well, but funnily enough I don't think any have occurred before the TCG move on the same card). 

 

I mean, this is still YGO, so both formats are somewhat crappy, but the TCG's actually made an effort for it's competitive playerbase compared to the OCG. And that frankly matters in a game that seems to try to cater to the competitive just as much as the casual. 

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I just realized this, but, the tornado snuck up on the person and the cow. Sneaky tornado, sneaky.

 

OCG also has 3 TT, 3 CED, and Solemn Judgment, along with Warning and BTH as other staple Traps.

Correct, hitting those was also a dumbass move.


 

 

 

Well Worlds also uses a combined banlist as opposed to purely the OCG banlist. And the rule system basically is the same between the two formats, unless I'm missing something very obvious. 

 

And whilst yes, the TCG has a history of errors for errata and the like on cards, the TCG has created better competitive formats in recent history. And has at the very least dealt with obvious degenerate and unhealthy cards without needing them to become the forefront of a format. (On more occasions for sure, there have been some cases of the OCG doing this as well, but funnily enough I don't think any have occurred before the TCG move on the same card). 

 

I mean, this is still YGO, so both formats are somewhat crappy, but the TCG's actually made an effort for it's competitive playerbase compared to the OCG. And that frankly matters in a game that seems to try to cater to the competitive just as much as the casual. 

 

Better than TCG's stale ass

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They hit them after hitting heavy so you couldn't Summon Rai-Oh set 5 end.

TCG needs to get its act in order like OCG regarding T line up

 

1 SJ 1-2SW 3TT 3 CED 2-3BTH 1 HS 1MR 3 SC 0-1CW

 

that's how you deal with backrow and removal

 

TCG did things correctly in hitting generic win cons like RFTDD and Offering but fucked up everywhere else

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TCG needs to get its act in order like OCG regarding T line up

 

1 SJ 1-2SW 3TT 3 CED 2-3BTH 1 HS 1MR 3 SC 0-1CW

 

that's how you deal with backrow and removal

 

TCG did things correctly in hitting generic win cons like RFTDD and Offering but f***ed up everywhere else

 

So, basically, to deal with backrow, you want to add more backrow...?

:/

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…
Is it just me, or are OCG players really, really dumb? At least, on YCM. Ok, let me reword that. People who think OCG is better than TCG. They're sorely mistaken. 

...

1 SJ

Solemn Freaking Judgement. Get the hell out.

2 SW? ...

 

3 CED feels unhealthy. 

3 TT is also bad.

We don't need more than even 1 of Bottomless, but it's better than Warning/Judgement.

Monster Reborn is basically a "draw it and you are now winning" card

We don't need 3 Soul Charge, but meh. 

Not sure what CW is. Clear World? Lol

 

So basically you want us to have all of the answers?
Really?

 

And Chaos Nux, could you just leave?
OCG has hell like Shock Master and plenty of other freaking dumb cards.

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