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(Written) Arcana Force Fix: The Diviner


Gosunkugi

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The Diviner

Type Trap Card

Property Continuous

To Activate this card you must first Banish 22 Arcana Force monsters with different names from your field, hand, graveyard or deck.

By returning a Banished Arcana Force monster to the graveyard you decide the outcome of a coin flip.

When this card is Destroyed, toss a coin:

●Heads: Your opponent takes half of their Life Points in Damage.

●Tails: Your opponent gains half of their Life Points.

 

I'm going to start with probably the most controversial card in my Arcana Force Fix set The Diviner.

 

The first effect is all about restrictions and lore there are 22 Major Arcana Tarot Cards and by removing from play 22 different Arcana Force monsters you will be thinning your deck considerably. The main problem is that running this card is going to destroy deck consistently which is in keeping with the theme of Arcana Force luck based mechanics. I hope this card encourages players to build larger and more varied decks. As an aside I hope that yugioh “Tarot” becomes a thing similar to Magic the Gathering’s “Canadian Highlander” except with 78 card decks :-)

 

The second effect is all about archetype synergy. The Diviner has destroyed there own fate to control destiny itself. Controlling every coin flip is what Arcana Force wants to do. If this card was in the Pokémon TCG it would be the most broken thing ;-)

 

The final effect is all about that sweet burn and making your opponent think twice about destroying this card. Also don't destroy that set card IT’S A TRAP!

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Okay, so going over all the effects

 

1: So you have to run literally every Arcana Force Monster. (-1 or 2, since the EX cards exist) I assume this means you'll be making cards for the rest of them, which means I can't really judge this effect because you haven't made the rest of support. As it stands at the moment, that's an absolutely terrible effect, since most of the cards are garbage, even with their good effects.

 

2: Sure, the effect is really good, but the fact that it's a trap card makes it inherently slow. I see no reason to not make it a Continuous Spell card.

 

3: Eh. Halving life points isn't really that big of an impact, especially late game, and the 50% chance to double their LP really is a huge downside, especially because you can't control this coin flip.

 

As it stands, it's just a incredibly situational but marginally better Light Barrier

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Thanks so much for your time Thepopon8r

 

If you have some more time I would like your input on my changes :-)

 

1. The 22 card limit was implemented to offset power creep of Konami printing more Arcana Force monsters it's not so bad with only 24 choices (including my cards) but as more cards are made this card will only get better. That being said I originally had it at 11 monsters but in my original post someone said that it was random and OP!

2. I wanted the Activation of this card to be a surprise. Imagine your opponent summoning a Time Wizard and I’ll stop right there. It probably should be a Continuous Spell :-)

3. This third effect is probably the most confusing on it's own it's supposed to be paired with coin manipulation and/or Bad Reaction to Simochi effects (which my Arcana Force XVI - The Tower has) to deal half (originally 4000) of your opponent's life points in Damage. But I recognize it needs other cards to be viable and probably needs to be reworked!

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The Diviner

Type Spell Card

Property Continuous

Banish 11 Arcana Force monsters with different names from your field, hand, graveyard or deck.

During either player's turn: By returning a Banished Arcana Force monster to the graveyard you decide the outcome of a coin flip.

When this card is Destroyed, toss a coin:

●Heads: Return to your deck all Banished Arcana Force monsters; deal damage to your opponent equal to 200x the number of monsters returned this way.

●Tails: Banish all Arcana Force monsters in your Graveyard; deal damage to your opponent equal to 400x the number of monsters Banished this way.

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