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A Single Chance to Change the Future, time traveling is gud X3


Eddie McBean

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A Single Chance to Change the Future


Spell | Quick-Play


Shuffle all cards on the field to their respective Decks; Both players draw 5 cards from their Decks, and, during that turn only, the turn player can normal summon monsters equal to the number of monsters that went from their field to the Deck. Neither players can conduct the Battle Phase of their next turns. You can only activate 1 "A Single Chance to Change the Future" per duel.


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Idc if this is casual or not, this sheet is broken af. A clear field swipe with a +5 and set-up with BP protection? Yeah no. Scrap the whole card as there is no way to actually balance this piece of crap, and no, slapping a "you can only activate 1 x per duel" is not balancing.

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Can't you read the "Neither players can conduct their battle phase of next turns"? Besides, one turn is more than enough for people to swarm the field with BS anyways...

 

Can't you understand what "BP protection" means? The +5 that your opponent doesn't mean jack sheet when you're in a position of setting up sheet a turn prior with the possibility of multiple Normal Summons.

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Normally Normal summon is not even useful anymore, besides, the only reason I thought this card would be used was from when you receive a deadly attack or when your field is extremely disadvantageous to your opponent's, but I might change it's eeffect to be similar to a Cyber Jar and Morphing Jar 2 Hybrid... I'm kind of in a bad mood so sorry if I sounded rude in the precious statement... XD Haven't slept well in days and a few other things...

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This is just stupid. It's really just so stupid. It doesn't even lock out the battle phase of the current turn so you get a completely clear field and no limitations on what you can do. It's quick-play pseudo-Fiber Jar.

 

How you can think this would be alright I cannot even conceive. It has no cost or activation conditions beyond needing a card on the field which is laughable as a restriction. Even just if your opponent makes a board and sets some stuff this wipes them out and nets you 5 cards into the bargain. The additional normal summoning is negligible but it's even more bonus on a ridiculously unwisely designed card.

 

I'm trying desperately to come up with some justification for this but none comes to mind. It's absolutely retarded. Say turn 1 your opponent sets a couple of cards and summons a monster. Next turn you activate this. They go +2, you go +4 in raw card advantage. The numbers on this I've messed up a bit and confused myself with but basically you come out well on top.

 

Even more than that, they now cannot attack you next turn. You are free to swing at them. You have 10 fucking cards in hand, taking a standard 40 which is now 39 you're holding a quarter of your deck, and no restrictions apply to you to go at a clear board. Explain to me how that is in any way a good idea or a remotely balanced concept for a card.

 

You can't retrieve such an effect because it's just insane. The fact it gives protection to the activator only makes it worse. Ugh.

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Mm-hm. I can Pendulum Summon a bunch of monsters, follow up with this card, and get a new hand with a whole slew of Normal Summons to perform more plays than I previously could. Never mind that neither player can swing - I can very well put up a fierce setup that will be very, very difficult to break.

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well calm down guys

 

eto . . . tbh honest, the idea behind the card like this (cyber jar, morphing jar, fiber jar and the rest) should be avoided . . . i mean wow, deadly field nuke, draw 5 and already mentioned by poster above  . . . even if your opponent also got the cards, you have the advantage since you're the first to draw and setting up the field in the process.

 

and by normal summon . . . normal summon is still a thing (i saw someone using gadget pendulums, and just wow normal, search, pends, search again) with this, gadget can search almost from the entire deck (keep ns'ing).

 

idk . .  if you still want to keep the idea (draw 5 and such) you really need to put a hella cost and/or restrictions. its just wow, the way its wording . . . i can do like :

 

> 1st turn i can set 1 card (or summon), then activate this

> okay got new 5 cards from sacrificing 2 (this card and the set 1/summon), so you get +3, then play

 

well thats example if you use it 1st turn, and more deadly on the following turn (when the field is full of mons, and you just nuke like that and god . . . thats just devilishly evil <.<)

 

idk, putting heavy cost doesnt mean the card is healthy too, or putting heavy restrictions makes the card hard to play around . . . since the effect is devastating.

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As already mentioned, this card is pretty much Fiber Jar all over again (except being more versatile), and that thing was banned since the DM period. While yes, the game is mostly SS heavy nowadays, NSing still exists and certain Decks are extremely good at it. 

 

To be fair, I would suggest just scrapping the card and making a new version of it that isn't crazy as this is (at this point, I don't think there really is a way to change this card to retain its original intent, but not as stupid). Copying a long-time banned card is not a good idea. 

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