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[Written] Truce Breaker


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Truce Breaker

Normal Trap

Lore: Pay half your Life Points; ignore all card effects that whould prevent you or your opponent from taking damage this turn; double all battle damage you take until your 4th Stanby-Phase after this card's activation.

You can only activate "Truce Breaker" once per duel.

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Guest BGMCANN0N

While it is cool to breakthrough things like Waboku or One Day of Peace to end a game... It has to hit your opponent at the moment when they are using the precise cards. I think it being able to run over a situational position is enough (you don't need the cost and drawback, unless you want to keep them) because you would naturally want to use this as an game ender against stally decks like Final Countdown which is a pretty uncommon scenario.

 

I can admit though... One could use the draw back to potentially get your opponent to become more reckless in how they play because of the diminished survivability you put yourself into to play it, but a smart opponent would probably be cautious if they saw you activating this "for no reason".

 

I think it needs a boost though.. Like say something that like doing double battle damage to your opponent if you chained it to a card that would reduce damage to 0... Or maybe even give your monsters temporary piercing battle damage.

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Egmoedeus XVII, on 10 Jun 2016 - 04:17 AM, said: 

 

Pretty damn well constructed criticism

 

 

 

Indeed it is a pretty situational card that really hits hard when used against opponents that use those stally cards and not much else, however...

Who said I wanted to only counter my opponent's cards? ;)
You can combo this with Card of Demise to draw 3 AND still be able to deal damage! Sure, you still discard your hand but at that point it shouldn't really matter.
You can also use this with your own One Day of Peace, draw 1 deal damage and your opponent can't deal damage during their own turn? Talk about fair...
...
I am become Konami, destroyer of balance.
And yeah this card's drawback is really more of a trap for the opponent than for you since, like you said, the prospect of dealing more damage could make them reckless.
You can also combo that with Number 92: Heart-eartH Dragon to make it so your opponent takes the double battle damage instead!
With that in mind I think making this card any more powerfull than it already is whould be too Konami like much.
 
Thank you for taking your time to rewiew this card!  :444810_key:
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