Anti00 Posted February 12, 2015 Report Share Posted February 12, 2015 Activate only if you have 20 cards or less in your deck and/or less than 4000 life points. Banish all cards in your hand face-down. Look up your deck and add cards from your deck to your hand equal to the cards you banished due to this effect. In your End Phase you lose the duel. Link to comment Share on other sites More sharing options...
Peridank Posted February 12, 2015 Report Share Posted February 12, 2015 This is a interesting card to say the least. Problem being this isn't your average top deck card at all... and decks that use their hands fast are incapable of running this. All in all a tricky card for both players. It can be a game winner or a game loser. Name fits... I don'[t think I would run it. It's best with draw power decks. I think it can do well... but still... it's tricky... Link to comment Share on other sites More sharing options...
Tinkerer Posted February 13, 2015 Report Share Posted February 13, 2015 Hmm... I think this may be slightly too powerful since you can time when to play this... Maybe if it couldn't be timed... How about you use a restriction like "rank-up magic, the seventh one"? Link to comment Share on other sites More sharing options...
Anti00 Posted February 13, 2015 Author Report Share Posted February 13, 2015 I can give him the restriction like "final turn", so it can only be used when the deck has only a maximum of cards or the player only a maximum of life points. Otherwise it would be really dull to activate this card in the first turn and pick up all 5 exodia parts or whatever... Also, I thought to give that card a different name and make an "all or nothing" theme (not archetype) instead. So there will be several quite powerful cards with the side-down that after activation the player has to win in the same turn, otherwise he will lose the duel. EDIT: The card effect was edited and I've also changed its name. Furthermore I have create 2 more "All or Nothing" cards and 1 support card: Activate this card only when you control no cards. Special Summon as many monsters from either player's graveyard to your field as possible and ignore their summoning conditions. These monsters cannot attack directly. In the End Phase you lose the duel. This card cannot be removed from the field. Equip 1 monster in Attack mode you control. The battle position of the equipped monster cannot be changed and it cannot be removed from the field. Also its effects are negated. During your Standby Phases, increase the ATK of that monster by the amount of your life points. In the end of your turns, increase you Life Points by half. In your 3rd End Phase after this card was activated, you lose the duel. You can activate this card only by reducing your life points to 1000 (When your life points are below this amount, you don't have to pay any activation costs). Look up your deck and pick 1 "All or Nothing" card, show it to your opponent and add it to your hand. You cannot activate any other spell cards than "All or Nothing" spell cards this turn. Link to comment Share on other sites More sharing options...
Im the prince of the ring! Posted February 15, 2015 Report Share Posted February 15, 2015 While contract of demise is an interesting card, as it requires to go all out on your opponent's monsters, the fact of the matter is that the card is very underwhelming. You lose the duel during the end phase after activating the card but that feat will practically almost make you use. With cards like threatening roar, swift scarecrow, and battle fader (whch are cards that are still being used today) this card will just scream "USE BATTLE FADER AND YOU WILL AUTOMATICALLY WN THE DUEL" Potion of Hercules does seem like a risky card. Sure, you can't get it off of the field along with the monster, but like with contract of demise, cards like battle fader will get over this card and make you lose the duel if your opponent is smart enough to plan their choices. Overall, great concept but the loopholes in those cards will ironically be your downfall. Link to comment Share on other sites More sharing options...
JessicaMuddy Posted February 18, 2015 Report Share Posted February 18, 2015 I'm surprised than no-one has brought up the fact that you can just add all 5 Exodia pieces to your hand. Link to comment Share on other sites More sharing options...
Horu Posted February 18, 2015 Report Share Posted February 18, 2015 The base card is screaming EXODIA! Happy now? Link to comment Share on other sites More sharing options...
Tinkerer Posted February 18, 2015 Report Share Posted February 18, 2015 Well, that only works if you have no exodia pieces in hand otherwise they'd get banished with the rest of the cards. If you run a 40 card deck to get All or Nothing, you're likely to have an Exodia piece in hand at the time. If you run a higher amount, you're likely not to have 5 cards in-hand at the time of All or Nothing's activation. Link to comment Share on other sites More sharing options...
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