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Final Prophecy - balanced Last Turn


HomoSapientissimus

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Final Prophecy
Trap/Counter
Cards and effects cannot be activated in response to this card's activation. If you would lose
the Duel, and both players have 3 or more cards in their Decks: Gain Life Points equal to the amount of damage you took this turn, and if you do, neither player can win or lose the Duel until the end of the 2nd turn after this card's activation. Negate the effects
of all cards on the field, and if you do, banish all cards on the field and in both players' hands. Then, both players draw and reveal 2 cards. If either player drew a Monster Card: Both players can Special Summon the monster they drew (if any) or 1 monster from their Deck or Extra Deck in face-up Defense Position, ignoring the Summoning conditions. The effects of those monster(s) are negated and they cannot attack, be Tributed, or be used as Fusion, Synchro, or Xyz Material. If either player drew a Spell Card: Both players can set the Spell Card they drew (if any) to their side of the field, and if they do, both players can draw 1 more card. Those Spell Card(s) cannot be activated during this turn. If either player drew a Trap Card: Both players can add 1 Normal Trap Card from their Deck to their hand whose effect does not remove monsters from the field or inflict damage, and if they do, Set that card to their side of the field, but it cannot be activated during this turn. At the end of Main Phase 2 of the 4th turn after this card's activation, if neither player has won the Duel: The Duel becomes a DRAW.

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Long wall of text. Let's see how we can trim it.

 

Actually, no, never mind. This card is just too complex to be worth running. Note that if you're losing the Duel but haven't taken damage this turn, you don't gain any LP off this card's effect, meaning your LP will still drop to 0 and you'll lose at the next possible moment.

 

There's no point stating the Trap Card added cannot be activated that turn - they can't be activated the turn they're Set anyway, barring a few exceptions. The Trap tutor effect is almost pointless since almost all Traps commonly run tend to remove monsters from the field or do damage.

 

Effectively, you're giving both players an extra turn to set up and battle it out, but also with more textwalling to avoid exploitation. But that's almost no different from going into overtime in tournaments. Why not be a little more faithful to the card's roots and just avert the original Last Turn's exploitation combo?

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Long wall of text. Let's see how we can trim it.

 

Actually, no, never mind. This card is just too complex to be worth running. Note that if you're losing the Duel but haven't taken damage this turn, you don't gain any LP off this card's effect, meaning your LP will still drop to 0 and you'll lose at the next possible moment.

 

I believe you WOULD lose the duel WHEN your LP drop to 0 (cf. Relay Soul anime effect) so your LP drop to 0, then you activate this and regain the LP you just lost this turn and don't lose.

 

There's no point stating the Trap Card added cannot be activated that turn - they can't be activated the turn they're Set anyway, barring a few exceptions. The Trap tutor effect is almost pointless since almost all Traps commonly run tend to remove monsters from the field or do damage. True, have changed that part of the effect - see below.

 

Effectively, you're giving both players an extra turn to set up and battle it out, but also with more textwalling to avoid exploitation. But that's almost no different from going into overtime in tournaments. Why not be a little more faithful to the card's roots and just avert the original Last Turn's exploitation combo? Balanced Last Turn was kind of an inaccurate description I suppose. The whole idea was make it a card that stops you from losing (i.e. the ultimate comeback card) - a mechanic that needs to be used on cards a lot more - and then ends the duel within 4 turns.

 

New effect:

 

Final Prophecy
Trap/Counter
Cards and effects cannot be activated in response to this card's activation. If you would lose the Duel, and both players have 3 or more cards in their Decks: Gain Life Points equal to the amount of damage you took this turn, and if you do, neither player can win or lose the Duel until the end of the 2nd turn after this card's activation. Negate the effects of all cards on the field, and if you do, banish all cards on the field and in both players' hands. Then, both players draw and reveal 2 cards. If either player drew a Monster Card: Both players can Special Summon the monster they drew (if any) or 1 monster from their Deck or Extra Deck in face-up Defense Position, ignoring the Summoning conditions. The effects of those monster(s) are negated and they cannot attack, be Tributed, or be used as Fusion, Synchro, or Xyz Material. If either player drew a Spell Card: Both players can set the Spell Card they drew (if any) to their side of the field, and if they do, both players can draw 1 more card. Those Spell Card(s) cannot be activated during this turn. If either player drew a Trap Card: Both players discard 1 card, then gain 1000 Life Points. At the end of Main Phase 2 of the 4th turn after this card's activation, if neither player has won the Duel: The Duel becomes a DRAW.

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I believe you WOULD lose the duel WHEN your LP drop to 0 (cf. Relay Soul anime effect) so your LP drop to 0, then you activate this and regain the LP you just lost this turn and don't lose.

There's a problem here: The moment your LP drops to 0, you lose on the spot. Nothing can be activated in response. Game over, gg no re. That's ignoring anime cards that can do that - those that got printed had their effects changed to keep it functional without interfering with the game loss mechanic. Your next best bet is to change the activation condition, to allow the card to respond to potentially lethal damage before it's dealt.

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