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JoJo's bizarre adventures cards


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Trap Card-

You go for a direct attack to win the duel

Activate this card

You actively prevented yourself from winning and lost a card in the process

The language of "set your LP to what they were at the start of the duel" means it doesn't matter if you were playing with 8000 or maybe 4000, and I don't think it would work in a Nurse Burn deck (Nurse Reficule, which causes LP healing effects to do burn damage instead, + cards to heal LP, and then burn your opponent to death) the one time I could see this being useful, because it doesn't give you an exact number of LP.

Even if the direct attack wasn't going to defeat them, you still restore them to full life while losing a card and giving yourself nothing in the process. I don't really think the double damage is enough to justify this cost because if you got a direct attack through, you're either at an advantage compared to your opponent and in a position to win, or you could win outright. 

The only situation I could see this being applied is if you had a monster like Blue Eyes Chaos MAX Dragon, or Kozmo Dark Planet, both at 4K ATK. Attack your opponent, activate this card, then heal the opponent and OTK them. That could be a really funny way to win, even if you had to build an entire deck around it, and considering that hitting your opponent with 4K damage will probably be enough to kill them anyway. 

I forget the name but there's a card that works if you have low LP and it sets the opponent back to 8000, but then you get to draw 2 cards. So it gives something to the player, even if it's a high cost. I don't think this card does anything for the player using it. 

 

The spell gives more tangible benefits. Banishing a card is useful, although if you're going to use this effect, it's probably to get rid of a card that's causing you problems, like Vanity's emptiness. Banishing that card on your next turn still means you have to deal with it for another turn, which might allow the opponent to push you to where you can't come back even after getting rid of that card. 

However, I'm not sure if banishing the card right away is too powerful. Considering the ABC deck does a lot of banishing to summon their monsters, I think you could let you spell banish the card right away. 

The second effect should say "banish the card from your deck" which is the replacement for "remove from play". I think you might be able to get away with getting it after the next end phase, which should be the end of your opponent's turn, and then you can use it on your next turn after activating the card, rather than getting the card at the end of your next turn, and waiting until the next turn after that to use it. 

 

I can imagine the situation that your trap might refer to; Jojo, I think, is a pretty wild series, but if you adapt it into cards, you should think about how the cards might help the player using them. 

 

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