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Fiendish Sandman (Handtraps e.e)


Arthiee09

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Hey Guys, currently I'm seeing on YGO a lot of handtraps, they take so much advantage on Trap Cards: Uses while you take 2° Turn, usually not destroyed by MST/TT/etc, and based on the Meta Game that makes Atrocitys on first turn, Effect Veiler/Maxx C/Ghost Ogre are great balancing tools.

 

So, I'm bringgin a Handtrap "Fiendish Sandman" that makes "mini locks" to Meta Decks like Monarch or Pendulum :)) Hope you Enjoy!

 

dzzGCow.jpg

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Well for starters the effect is good, until you get for the once per duel clause. That's when nobody would run it because after you screw them once the rest of the "Fiendish Sandman" in your deck are dead. And this against Monarchs may slow them but they can get most of the Spells/Traps back with Edea. It's very strong against Pendulum decks, but for the sake of them becoming monsters they can grab back the monsters they just lost. If anything this card becomes really good against Card of Demise and Pot of Desires. On top of that it would be much better with a hard OPT instead of a OPDuel.

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Well for starters the effect is good, until you get for the once per duel clause. That's when nobody would run it because after you screw them once the rest of the "Fiendish Sandman" in your deck are dead. And this against Monarchs may slow them but they can get most of the Spells/Traps back with Edea. It's very strong against Pendulum decks, but for the sake of them becoming monsters they can grab back the monsters they just lost. If anything this card becomes really good against Card of Demise and Pot of Desires. On top of that it would be much better with a hard OPT instead of a OPDuel.

 

The reason I've called a "Mini lock", basing on Banish 3 copies Pantheism or an Dracoslayer. I don't know, don't you think the card might be broken a bit with OPT ruling?

 

It certainly strong against Demise or Pot of Desires, well-minded!

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Generally, if you feel the need to put a "Once per Duel" clause on your card, it's either too powerful for standard play, or too stupid for standard play. For this, it's neither: you've simply misunderstood the strength of this card.

 

After all, while hitting a card like COD or POD would be decimating to a deck that relies on that card for raw speed and power, hitting something like an untimely Raigeki would render this card pointless, as you'd solely negate that singular card, and then you'd end up killing the rest of your Fiendish Sandmen, just because you needed to stop that singular Raigeki. That'd let your opponent Pendulum Scale all they wish, POD and COD all they wish, and March/ETele all they wish. You'd end up dumping a powerful asset on a useless card.

 

My suggestion is to remove the OPDuel effect, and change it to destroy, then banish. That way, if a Pendulum monster gains an effect via destruction, it'll be given a chance to proc, even if it and all its copies will be banished. Though I'm iffy on banishing all copies, rather than sending all copies to the Graveyard, this is obviously supposed to be anti-Support for Pendulums, even if Pendulums aren't currently all that meta. (With Monarchs, Kozmo, and BA/PKFire ruling the meta in the TCG.)

 

So, my thoughts? Remove the OPDuel effect, because it's stupid, and replace its current effects with a HOPT (hard once per turn clause) and an effect that first negates, then destroys, then banishes the Spell card in question.

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Okay, i'll change to:

 

"Once per turn, during either players turn, when a Spell Card is activated, you can discard this Card from your hand, negate the activation and destroy it, then banish all Cards with the same name from both players Deck and hands."

 

It's better now I think :D following the tips, thx

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A hard once per turn, by the way, goes like this:

 

"When (Opponent's Action) is preformed: you can (Your Action with) this card; (Interaction Occurrence between your card and your opponent's card). You can only use this effect of (Your Card) once per turn."

 

So, with Fiendish Sandman, the correct OCG would be this.

 

"During either player's turn, when a Spell Card is activated: you can discard this card; negate the activation of that card and destroy it, then banish all cards with the same name from both players Decks and hands. You can only activate one 'Fiendish Sandman' effect per turn."

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