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Draw power or draw loss?


dedavii

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I have not played Yugioh in years, so take everything I'm about to say with a grain of salt. ANYWAY

 

This feels way to slow. You basically need to discard your whole hand just to play this, and its effect is so slow the game is likely to be nearly over before you've gotten back all the cards you spent. Not to mention this has memory issues, though as a continues spell it would just screw you since it would just be destroyed and you'd have spent all those cards for nothing.

 

I think the changes you'd want to make would be to make the numbers small. Doing so makes the card playable while also making it possible to be a continuous spell that won't totally screw you should it get blown up. Something like

 

Continuous Spell

Discard 1 card. During your Standby Phase: Draw a card. This card is destroyed during the third End Phase after you cast it.

 

 

Obviously the rules template is horribly incorrect, but it should be clear enough for the point to be gotten across.

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This card is basically an alternate take on Guarded Treasure's mechanic. Let's compare the two, to see if this card has an ounce of playability.

 

Guarded Treasure discards 5. Mana Drained Tiara discards 4.

0 - 1

Guarded Treasure draws the extra card at the start of the turn. Mana Drained Tiara draws the extra card at the end of the turn.

1 - 1

Guarded Treasure provides a compensation immediately. Mana Drained Tiara provides a later, and weaker, compensation.

2 - 1

Guarded Treasure is vulnerable to destruction. Mana Drained Tiara isn't.

2 - 2

Guarded Treasure is infinite (until said destruction). Mana Drained Tiara lasts 5 turns.

3 - 2

 

Guarded Treasure comes out on top. That card is rarely used, so I think this would see less play.

 

Perhaps nerf the discarding effect. The draw effect is not worth it, although you would probably have to nerf both to fit the current gamestate. I feel the idea could be used, but executed differently.

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