Jump to content

Greed Contagion


Radiant F.U.R.Y.™

Recommended Posts

I envision this as a limited or semi-limited card. Also, Im thinking about adding "Each player can only use the effect of "Greed Contagion" once per Duel.

 

EDIT: Changed to a Quick-play Spell Card that must be activated from hand by skipping normal draw in DP. Added draw for opponent. Now it is a +1 for both players that your opponent can use as well. Let me know if it needs any more work. Also, I'm still considering the "once per player/ per duel" clause

 

I31iAox.jpg

Cannot be Set. You can only activate this card by skipping your Normal Draw during your Draw Phase. Draw 3 cards and your opponent draws 1 card, then, if you are this card's owner, add this card to your opponent's hand. You cannot conduct your Battle Phase during the turn this card was activated.

Link to comment
Share on other sites

Lol Exodia.

 

But really, even for the "give this to your opponent" effect, 3 cards is seriously a lot. If your opponent Sets this, you can just answer with MST or Trap Stun and you end up getting a +2 out of the whole ordeal (which is more relevant than your opponent just taking this out because you have three more cards and you are expecting it to be Set ASAP). A bigger problem is that you can activate this for the +2, and then use your advantage to win before your opponent can even get to benefit from this.

 

Regardless of what you're doing, I recommend you NEVER draw more than two cards, and even then drawing two is risky without appropriate drawbacks. A perfect example of a drawing Trap would be Reckless Greed, if only the DP skip would not overlap if you're playing it in multiples. It's an immediate +1, but soon evens out to be a -1. This is circumventable via MST/Stun and rewards your opponent instead of punishing you (no skipped Draw Phases, no lost cards, nothing), so even if you can't win before your opponent can get the draws (which they have to wait two whole turns before utilizing if you play this at the right time), you are still bustling with advantage.

 

Edit: Card's actually a +1 since your opponent gets this, but this doesn't matter very much. Graceful Charity was a +0 and still got banned before Pot of Greed (a +1) did.

Link to comment
Share on other sites

The Quick Play with the "can't be Set" clause can be averted if you give it Cold Wave's "at the beginning of the MP" clause. This also prevents you from getting multiples of this off in one turn. It's worded as if you'll skip the Draw Phase of the next turn, as it's impossible to skip a draw for a future effect. This means the turn you activate this, you get 4 cards (your draw + the 3 from this), and it's still easy to beat your opponent with the overwhelming advantage before your opponent can even get to use their draws (and if you fail to win, you get another card when your opponent plays this). In fact, it's even more broken now because as a Trap, you would have to wait a turn before you can use the draws. Now, you can use them the turn you get this.

 

To fix this, you're going to need to give some sort of restraint that helps stop the user from winning before the opponent can activate this if you want to give this to your opponent. Not a flat "you can't win" restriction, but something that means you don't immediately gain three new usable cards just for playing this. Bonus points if you can make it where the person who has this card wouldn't want to activate it ASAP every single time, and thus needing the user to time it right (like Reckless Greed's DP skip means you might sit on it for a while, whereas you don't need a second thought on when to play Pot of Greed).

Link to comment
Share on other sites

The Quick Play with the "can't be Set" clause can be averted if you give it Cold Wave's "at the beginning of the MP" clause. This also prevents you from getting multiples of this off in one turn. It's worded as if you'll skip the Draw Phase of the next turn, as it's impossible to skip a draw for a future effect. This means the turn you activate this, you get 4 cards (your draw + the 3 from this), and it's still easy to beat your opponent with the overwhelming advantage before your opponent can even get to use their draws (and if you fail to win, you get another card when your opponent plays this). In fact, it's even more broken now because as a Trap, you would have to wait a turn before you can use the draws. Now, you can use them the turn you get this.

 

To fix this, you're going to need to give some sort of restraint that helps stop the user from winning before the opponent can activate this if you want to give this to your opponent. Not a flat "you can't win" restriction, but something that means you don't immediately gain three new usable cards just for playing this. Bonus points if you can make it where the person who has this card wouldn't want to activate it ASAP every single time, and thus needing the user to time it right (like Reckless Greed's DP skip means you might sit on it for a while, whereas you don't need a second thought on when to play Pot of Greed).

A " your opponent cant take any damage the turn you activate this effect" might work.....

Link to comment
Share on other sites

A " your opponent cant take any damage the turn you activate this effect" might work.....

Not quite. You won't win, sure, but you can still utilize the Battle Phase for the sake of beating your opponent's monsters down and you could get into a position where your opponent's use of this card can't get out of the situation that you are in only because you drew three cards. Vanity's Emptiness, for example, is really potent.

 

May I recommend perhaps skipping the Battle Phase entirely?

Better, except for the fact that burn Decks can completely ignore this, as could Exodia or Final Countdown (plus, your opponent gives you a draw so this is eventually a +3 not considering your opponent's gains from this). They aren't relevant, sure, but I don't really like the idea of giving this to them. Plus, it doesn't really go well with my suggestion to implement some sort of timing into the card. I used Reckless Greed as an example, though in hindsight Duality or Thunder Seahorse might've been better ones.

Link to comment
Share on other sites

BP skip sounds good. My intention was to skip the draw phase during the turn it is activated tho... what if I did this:

 

"Cannot be Set. You can only activate this card by skipping your Normal Draw during your Draw Phase. Draw 3 cards and your opponent draws 1 card, then, if you are this card's owner, add this card to your opponent's hand. You cannot conduct your Battle Phase during the turn this card was activated."

 

I think this might also address the timing issue and make it a bit less OP

Link to comment
Share on other sites

Looks good to me.
Exodia will always like draw cards, so that can't really be worked around, and this card looks balanced otherwise.

It would definitely be limited to 1 (from what I know of the meta, which I'll admit isn't much), but it's a good, interesting card one would definitely contemplate the use of.

Link to comment
Share on other sites

The activation requirement now seems kinda screwy with the rules. IIRC you can't activate effects before your draw, yet you basically get to play this before then and skip that Draw Phase for three cards. So now, it's like this:

  • Skip own Draw Phase to activate this. -1 (-1)
  • Draw 3. +3 (+2)
  • Opponent draws -1 (+1)
  • Give this to the opponent -1, -1 (-1)

And then, when your opponent plays this:

  • Opponent skips their Draw Phase for this. +1 (+0)
  • Opponent draws 3. -3 (-3)
  • You draw 1. +1 (-2)
  • Opponent loses this. +1 (-1)

The green numbers affect you, the red affect your opponent. The number in the parenthesis is your entire advantage when considering your opponent's plusses. The sum of the green numbers is +2 (you skip your DP, draw 3, lose this, then draw 1 from your opponent's use) while the sum of the red numbers is +3 (Opponent draws 1, gets this, then skips the DP for three cards before losing this). Your advantage remains a -1 at the end of both instances, but in the first one all of your green numbers add up to 1. Unless you are just really starved for effect removal, you don't really need your Battle Phase to get a good position. A Battle Phase skip isn't the perfect restriction for it, imo, but for now I guess it kind-of works.

 

I think you could ditch the Draw Phase skip, and instead just draw two cards rather than three for the sake of realism (you can add a "can only activate this at the start of your MP/can only activate this once per turn" so you can't play it in multiples). Reckless uses it to eventually turn its +1 into a -1, but here it does nothing but make you draw less cards than it says you will.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...