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[Let's Salvage] Absolute Buster


Trebuchet MS

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Absolute Buster

Trap/Continuous

Once per turn, this card cannot be destroyed by card effects. If your opponent activates a card or effect during the Battle Phase: Negate it. This card's activation and effect cannot be negated.

 

What's Wrong?

The fact that it's essentially an unlimited, Continuous form of Chivalry that can hit more effects, resists destruction, and is downright uncounterable. It even dodges the suppressive powers of Royal Decree or Trap Stun. The lack of "(except during the Damage Step)" in the text makes one assume that this can trigger in the Damage Step and stop Flip Effects or destruction-by-battle effects.

 

With this card in play, the opponent can only effectively use Counter Traps during their Battle Phase, which pretty much ensures that, barring the stray Negate Attack that nobody even uses, one can push for game without worrying about hand traps or backrow. The only possible saving grace is that the negated cards aren't destroyed, but it's unlikely that matters considering the natures of the cards it can hit.

 

How to Fix?

Fixing this card starts from cutting out its uncounterability clause and/or taking out its destruction resistance. Imposing a Once-per-turn restriction to its main effect, hard or soft, makes a player think over which effect is worth negating, should the opponent have multiple Battle Phase effects prepared.

 

Conclusion

The original version of this card can actually be considered a floodgate. The opponent can still make their plays outside the Battle Phase, but being able to successfully respond to yours is also considered playing. There's no significant difference between "you can't do that" and "you can try but it'll never work out".

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It does too much, too easily and too safely. Compare Mirage Dragon: It stops all opponent's Traps during Battle Phase. But it lacks self-protection and, since it's a monster, can be killed really easily. In comparison this blocks any effect, can't be got rid of by simply attacking and stops itself ftom dying 1/turn.

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It does too much, too easily and too safely. Compare Mirage Dragon: It stops all opponent's Traps during Battle Phase. But it lacks self-protection and, since it's a monster, can be killed really easily. In comparison this blocks any effect, can't be got rid of by simply attacking and stops itself ftom dying 1/turn.

That was the original version, taken from the pool of cards stickied at the top of the forum. That, I'm already addressing.

 

We're looking into how the card can be salvaged. That's what these series of threads do.

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