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Mystical Flash Typhoon


Morgan LeFlay

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Lore: Pay 500 Life Points, then target 1 face-up Spell/Trap Card on the field; while this card is face-up on the field, negate that target's effects.

 

Debated whether to include this card in advanced or casual, but I think that it could be included in the metagame under the right circumstances. Yes, it is a quick-play and is sent to the Graveyard at the end of the chain, but it can do things like:

 

-Chain it to a Normal Spell/Trap, or the Trigger-Like effect of a continuous one, to negate it just that once.

-Negate an effect just for an instant, for example, if you had Skill Drain, go CL1 monster, CL2 Mystical Flash Typhoon

 

The drawback which makes it different than just negate any Normal Spell/Trap Card is that if they chain something to destroy it or the card you targeted then it won't negate it.

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Actually, this is a very good idea for going about it with the concept of negation.

The fact that an MST on your own card would help you here is funny, and it could even make Double Cyclone more useful some format, who knows?

 

If I'd say something about it, the pay is a little random in my opinion. I'd personally make it 800 or get rid of it altogether, but I'm saying 800 simply because it'd feel right to me so I'm not saying this with any real base in mind.

 

Overall a pretty clever card.

I think that's more or less the out some people use for when something gets Fiendish Chain'd or Veiler'd so I can see where the idea came from.

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Very cute design: Left me confused for a moment until I remembered cards stay face-up until the full chain resolves.

I'm not sure what actual Deck would find this worth a slot, but this is fun anyhow.

EDIT: Thinking about it further, simply chaining this to a spell/trap usually negates it, making this better than Dark Bribe in most situations where the opponent doesn't have MST or its ilk to destroy & negate this. This could be very playable.

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EDIT: Thinking about it further, simply chaining this to a spell/trap usually negates it, making this better than Dark Bribe in most situations where the opponent doesn't have MST or its ilk to destroy & negate this. This could be very playable.

 

Which is the reason I don't like the card. It is as effective, or arguably better than Dark Bribe, and this is more or less a problem because outclassing official cards is not a good thing to do (of course, this doesn't apply to awful cards such as Two-Pronged Attack but you get the idea). Then it has the perk of stopping floodgates (including your own) temporarily, which only adds to its versatility.

Playable? yes. Fair? I'm not sure.

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Yes, I'm aware of it. But as you explained in the OP, it allows you to temporarily go through the floodgate and make your power play, like your example on Skill Drain. The 500 LP is meaningless, and the MST weakness doesn't change things that much nor makes this card any worse; that's like saying Tenki is worse than ROTA because it can MST'ed on activation, but in reality, even with that weakness Tenki is as good a ROTA. Also, in a way, that same MST could destroy Dark Bribe as well; yes, it's not exactly the same situation because you would have to blind-MST Bribe first, but my point is that both Bribe and this card are equally vulnerable to MST/backrow removal.

Then there is the classic "not because a card can be countered, it means it is balanced" argument.

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It turns this card into a dark bribe that doesn't net a +1 for the opponent. Instead, it makes them go +0 at best, or -1 and getting the effect in extreme cases.

A : It is extreme because mst is run at max 3 and there are no other maindecked cards that are quick enough to destroy this in the middle of a chain

B : Even if they maindeck 3 mst, the odds of them having it at that moment are low, and it's -1 because they waste a card just to use their effect.

C : Finally, theres 1 last scenario. A counter trap like dark bribe. And in this situation your opponent actually goes -2 just to activate a card.

D : Super conditional for your opponent to ever negate this. It puts you at a supreme advantage because you can just straight up negate spells/traps without a drawback. 500 life points is measly. Even if it was 2000 life points, this would be outclassing nearly every single negation card in the game. But i think that 2000 MIGHT make it fair to go +0.

 

This card as it stands should be put in unrealistic because it is essentially:

 

"Pay 500 life points. Negate a non continuous spell/trap unless opponent has mst and goes -1 or dark bribe and goes -2. Or just let me get over some floodgate card for a sec."

 

And paying 500 life points to negate, regardless of how many options your opponent has to stop this effect (albeit bad options), is a bad card.

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a generic s/t negater that is a quickplay is a bit much, especially with little cost and many advantages such

1. its a quickplay, can be chained from hand during your turn

2.It negate effect, not activation, this can make a difference so s/t with in-turn restriction/drawback will have their effect negated while the drawback still being applied (such as pot of duality)

3.Negate but doesnt destroy, it wouldnt trigger s/t secondary effect that active at destruction (artifact sanctum/ignition)

 

a good concept for in chain negation, but the cost should be higher, preferably something related to card advantage

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I actually think that, surprise surprise, 141 negation is pretty okay. As this card stands currently it might be somewhat strong, but I wouldn't advise card advantage hits (which would make this card basically unplayable!); at most a tempo or frequency hit (for example, heftier LP cost, relegation to Trap, more unique condition, et cetera). A veritable staple for the ages.

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