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Last Stand


HomoSapientissimus

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Last Stand!!

Trap/Normal

If your opponent declares an attack with a monster whose ATK is greater than or equal to your Life Points: Pay Life Points until you have 100 left; shuffle all cards from the field and both players' hands into the Deck, and if you do, Special Summon 1 "Shooting Quasar Dragon" from your Extra Deck. (This Special Summon is treated as a Synchro Summon.) That "Shooting Quasar Dragon" can only attack a maximum of once per turn.

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So, basically, if you're about to lose, you win instead.

 

With the exception of effects that activate in the Graveyard, your opponent will have no resources whatsoever if this card isn't negated by Solemn Warning to defend themselves against 4k damage straight to the face in your next turn. Plus, since you've taken away every relevant card, you're forcing both players into a topdeck war, which is abhorrently luck-based, but in this case your opponent is under far more pressure because they are staring down Quasar (who more than likely just chopped off half their starting health). You don't have any back-up cards if Quasar dies, but Quasar is really, really, really hard to kill with just one card (and even if that happens, you get a SSD in its stead). And then there's the cards you have drawn during your Draw Phase (at least one), so if they can overcome the SUDDEN QUASAR TO THE FACE GRAAAAH you probably still have more advantage than them.

 

There's that Stardust Re-Spark card that draws a card, stops the attack, and SSes any Stardust monster from your ED/Graveyard, but it only works if the attacking monster is Special Summoned. It also doesn't spin both players' resources away. You might want to make this more like that.

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So, basically, if you're about to lose, you win instead.

 

With the exception of effects that activate in the Graveyard, your opponent will have no resources whatsoever if this card isn't negated by Solemn Warning to defend themselves against 4k damage straight to the face in your next turn. Plus, since you've taken away every relevant card, you're forcing both players into a topdeck war, which is abhorrently luck-based, but in this case your opponent is under far more pressure because they are staring down Quasar (who more than likely just chopped off half their starting health). You don't have any back-up cards if Quasar dies, but Quasar is really, really, really hard to kill with just one card (and even if that happens, you get a SSD in its stead). And then there's the cards you have drawn during your Draw Phase (at least one), so if they can overcome the SUDDEN QUASAR TO THE FACE GRAAAAH you probably still have more advantage than them.

 

Well, actually he has not any chance, because shooting quasar dragon can negate the activation or the effect of a card once per turn, so it doesn't matter what card he will draw, he can only exceed the duel with spirit reaper or other cards like that, until the player of last stad draws a targeting effect card.

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Saving Warning for this can be a good way to use it, but using it on a prior play to gain control over the board is also a good use of Warning. I mean, you might have to use Warning so you stay alive, just to run into this. The same can be said of other counters like Wiretap. The presence of counters doesn't justify a card being as powerful as this, however, or else you can have a Normal Spell that literally says you win the Duel without any restrictions, requirements, costs, or anything, just because Magic Jammer exists.

 

Yes, sometimes the "counter this or die" situation does come up, but the play you're countering is either a combo caused by several cards or something timed really well that would completely throw off your board (and these are usually cards like TT or Warning). This card's power doesn't combo with anything to become a one-card win play, nor does it need really good timing to be effective. All you have to do is almost lose, and it lets you win.

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