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Generic Spell Enablers


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...or as I like to call them, money cards because, let's face it, Konami will eventually break the card and make it shoot up in price for a while.

 

What I mean though are spells that usually are 0s in terms of advantage, directly progress your plays, and usually get more powerful (in terms of the overall game) as time goes on. Pretty straightforward.

 

[spoiler Some Examples]RotA

E-tele

Tenki

Fossil Dig

Prep/Pre-prep of Rites

Painful Decision

Summoner Art

Onslaught of the Fire Kings

Reasoning

Unexpected Dai

Instant Fusion

Monster Reborn

Shuffle Reborn

Soul Charge

Rekindling

Foolish Burial *

Circle of the Fire Kings *

Pendulum Rising *

141 *

Etc. etc.

 

* means it doesn't completely fulfill above conditions, but is close enough to pretty much count (usually because it is a -1)

 

 

My question to the fine peoples of YCM is, do you think these kinds of cards are good or bad for the game as a whole?

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  • 2 weeks later...

Consistency is one of the things that can make a game that mostly lacks skill more skillful. When you're not relying on your hand as much, it comes down more to the plays you can make, and can even make the game more fun since it's harder to brick.

On the other hand, it can bring a game down to "Crap, can I stop what I know he's definitely going to do because he can search, or is all my side clogging up my deck?"

Basically, they make it less luck based, since it reduces the cards in your deck and the possible bad draws you could get.

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