evil cucumber Posted November 3, 2014 Report Share Posted November 3, 2014 Target 2 Spell/Trap cards you control; destroy those targets, then draw 3 cards. You cannot activate those targets on the same chain that this card was activated. You cannot Special Summon during the turn you activate this card. A possibly staple for Pendulum Decks, or maybe for continuous trap decks. That last restriction was to avoid Artifacts (those silly things that i hate Link to comment Share on other sites More sharing options...
Spinny Posted November 3, 2014 Report Share Posted November 3, 2014 when i read the last effect i was like, This is pure artifact hate, i love it. Its pretty balanced apart from if your running a fire fist deck.... just pop used tenkis to draw so you dont take any minuses but even then its pretty fine. Link to comment Share on other sites More sharing options...
Darj Posted November 3, 2014 Report Share Posted November 3, 2014 The card looks like it is a bit too good. At worst, it will fix your hand and/or field clogged with S/Ts, while speeding the deck up; at best, it will abuse cards that want or don't mind being destroyed, such as Geartown, the aforementioned Tenki, and possibly Crystal Beasts. The latter is what concerns me the most. I think you should further balance the card by turning the cost into "send to the Graveyard" instead of destroying. That way, cards such as Geartown wouldn't activate. Also, I think it would be better if you turned it into a Normal Spell instead of Quick-Play, so the player wouldn't be able to play around the "cannot Special Summon" restriction by using it during the opponent's turn, while potentially baiting MSTs and other S/T removers. Link to comment Share on other sites More sharing options...
newhat Posted November 3, 2014 Report Share Posted November 3, 2014 This is ridiculously strong with Accumulated Fortune or other multiple-Link cards as you can destroy cards that are resolving for a +2. Continuous Spells and Traps are smalltime and it's still a -0 on two active targets anyways. Even drawing 2 cards is too much. Link to comment Share on other sites More sharing options...
evil cucumber Posted November 3, 2014 Author Report Share Posted November 3, 2014 The card looks like it is a bit too good. At worst, it will fix your hand and/or field clogged with S/Ts, while speeding the deck up; at best, it will abuse cards that want or don't mind being destroyed, such as Geartown, the aforementioned Tenki, and possibly Crystal Beasts. The latter is what concerns me the most. I dont know why Geartown would be used with this card, since you cannot Special Summon during the turn. And about Tenki and Crystal Beasts...i guess despite you gaining all the hand avantage you would be hurt at the same time bcuz these decks need those cards on the field to make the plays...unless they have a good card that can bring back resources.. This is ridiculously strong with Accumulated Fortune or other multiple-Link cards as you can destroy cards that are resolving for a +2. Continuous Spells and Traps are smalltime and it's still a -0 on two active targets anyways. Even drawing 2 cards is too much. Omg, I completely forgot about Accumulated Fortune. I agree, it would be by far the most OP combo ever. Ok i changed the effect. Now it targets, and can be stopped if one of the targets leaves the field. Also those targets cannot be activated before/after this card making it just a +0 card. I hope my attempt to help Pendulums with a good card has been succesfull. Link to comment Share on other sites More sharing options...
Darj Posted November 3, 2014 Report Share Posted November 3, 2014 I dont know why Geartown would be used with this card, since you cannot Special Summon during the turn. And about Tenki and Crystal Beasts...i guess despite you gaining all the hand avantage you would be hurt at the same time bcuz these decks need those cards on the field to make the plays...unless they have a good card that can bring back resources.. You are right: Geartown wouldn't work anyways. But it was the first example of a card that had an effect when it was destroyed that I thought of. Other cards with that kind of effect are Spellbook Star Hall, Blast with Chain and Shaddoll Core; but my point is that you can destroy those cards with this to turn that +0 into a +1~2. And still, the card can be abused by turning dead Tenkis, Fiendish Chains, etc. into free pluses. I was about to suggest to make the card target face-up Spell/Traps and turn it into a Normal Spell to disable it from forming chains with the cards it targets, but your fix works just as well. The only issue is that the OCG you used implies that this card can still be chained to other Spell/Trap(s) and destroy it (e.g. activate Lance, then chain this to destroy it and another card), because in that case, technically the targeted card(s) was already activated. An easy solution would be to make the card a Normal Spell, but if you want it to remain as a Quick-Play then I suggest: Target 2 Spell/Trap Cards you control that are not currently in a Chain; destroy those targets, and if you do, draw 3 cards. You cannot activate those targets in the same Chain that this card was activated. You cannot Special Summon during the turn you activate this card. Link to comment Share on other sites More sharing options...
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