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Wrongful Arrest + Extra Buck


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Wrongful Arrest
Quick-Play Spell

(1): Until the End Phase of your next turn, players cannot add cards from their Deck to their hand, except by drawing.
 
Extra Buck
Continuous Trap Card
(1): When you Pendulum Summon a monster(s) from your Extra Deck, put 1 Spell Counter on this card (max. 3)
(2): You can remove 3 Spell Counters from this card and send it to the Graveyard; draw 2 cards.
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I mean, the one thing about it is that it uses Spell Counters. Seeing as a lot of the new pendulums are apparently Magicians we could see some Spell Counters creeping into other effects of those, which would make this a fair bit better.

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One-show Mistake. It might actually be REALLY good given how many decks can run this to stop Nekroz and whatnot and not cripple themselves too much.

 

The Trap...monster(s), so it seems way too slow. 3 turns to draw 2 cards. Shard of Greed does the same in the longer run and doesn't lose out on turns you didn't PS in.

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Org has updated the post:

 

Torachigai / Wrongful Arrest
Quick-Play Spell
(1): Until the End Phase of your next turn, players cannot add cards from their Deck to their hand, except by drawing.

 

Extra Buck
Continuous Trap Card
(1): Each time a card(s) is added to your Extra Deck, put 1 Spell Counter on this card (max. 3).
(2): You can send this card with 3 Spell Counters to the Graveyard; draw 2 cards.

 

That one little change makes it way more viable :) Pendulums and Ritual Beasts come into mind (not sure if it really counts as adding to the ED in the latter's case, though).

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So the Quick-Play is a Quickplay version of Rai-oh/Mistake. Okay.

 

The Trap...ugh. It's slow as hell. You need to be able to Pendulum Summon, and only counts instances from the Extra Deck. That means a MINIMUM of 3 turns and successfully Extra Deck Pendulum Summoning to draw 2 cards. And it's a Trap, making it slower.

 

It can do stupid stuff with Pitch-Black Power Stone, but even then, that just accelerates it a little bit, and requires you to either be running dedicated Spell Counter support, or trying WAY too hard to draw 2 cards.

 

EDIT: Oh, the Trap's text is updated. Nevermind, it's much better now. You just need 3 Pendulum monsters to die (separately). You can use it when your Extra Deck stuff gets bounced, or when involving Tag-Out sort of situations with Extra Deck monsters.

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The Trap could work under some scenarios.

Odd-Eyes, Igknights, and the like.

Echo Oscillation as part of an engine.

Or flat out in a dedicated Spell Counter deck.

If none of those happen and the user just has Pendulums to go off of, then it'd only be good if stacked just like Reckless Greed, except this card is harder to make work.

Also after a certain point, you don't want to use it because investing certain cards on it make it stop being a +1 in the long run, and so it stops being worth it.

 

The Spell is just a variant of Mistake, MST doesn't get it, Trap negation doesn't get it, and it doesn't bother you beyond that one turn it needed to put a break on the opponent's play.

I really dislike this kind of card that prevents a player from playing their deck. It would be more fair than the always-staying Mistake if the game wasn't quick enough for that turn to be enough to be this crucial, in which case it is arguably a better Mistake now (no pun intended).

I like that art though. They were trying to escape and had provisions like Pot of Greed on the back. Poor Sangan, they should cut it some slack. 

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The Quickplay is really good for the same reason people play Trap Stun over Royal Decree. You can also search in your own deck without too many repercussions. second and most important, MST is not an out. Remember how Vanity's and Skill Drain were MST or die? This is just die.

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The Quickplay is really good for the same reason people play Trap Stun over Royal Decree. You can also search in your own deck without too many repercussions. second and most important, MST is not an out. Remember how Vanity's and Skill Drain were MST or die? This is just die.

While you're not wrong, you are overlooking something important.

Wrongful Arrest lasts until your End Phase. This means that stopping the opponent will ALSO stop you for a turn, much like Mistake.
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It also allows for less boring of games, as the effect is both symmetrical and temporary.

Whereas mistake could slow games to a creep, this allows the game to pick back up after a time without either player having to use an out.

I will stick to mistake in Scraps, but this will replace it in most of my side decks omce it is in TCG (I play tcg only on DN)

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