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Ideas for generic Draw Power (6/6)


TheTrueSaiyan

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Wanted to get some Ideas for giving other Types/Attribute some generic Draw power. Some cost have been concluded as "Fair" such as restricting Special Summoning (Card of Demise, Pot of Duality) and Banish 10 (Pot of Desires) but want to see what others would give up in exchange for said Draw power, how many of the following would you play. Tell me which ones are Broken and which ones are fair.
 
Contemplated Greed
Spell - Normal
Draw 1 card, then skip your next 2 draw phases.
 
[spoiler=Notes]Parody of "Reckless Greed"
Yes, you can still activate multiple in a turn but is it worth running when you'll often only see 1?


 
Allure of the Light
Spell - Normal
Banish 1 LIGHT monster you control, and if you do Draw 2 cards. During your End Phase return that monster to the GY.
You can only activate 1 "Allure of the Light" per turn
 
[spoiler=Notes]Variation of "Allure of Darkness"
Quick obscure ruling: "Returning a card to the GY" does not trigger "Sent to the GY",

 

If LIGHT doesn't suit your deck feel free to review this card as if it was EARTH, WATER, DIVINE or whatever


 
Friendly Fire

Spell - Quickplay
When you activate a card: Negate its activation, and if you do, Draw 2 cards.
You can only activate 1 "Friendly Fire" per turn

 

[spoiler=Notes]Before you say "Just negate a negative effect like Acid Golem or something" how many "Negative effects" are in your deck? and how many are you willing to play if this was a real card?

 

Has some use for converting that some card you can activate but would rather dig deeper into your deck like maybe a 2nd or 3rd "Polymerisation" in Fluffals or a "That Grass Looks Greener" mid-game that will mill only 1 or 2 cards

 

The ruling for this card would be interesting:

P1: I activate "Brilliant Fusion" and Negate it with "Friendly Fire", response?

P2: No, but you already resolved Brilliant once, do you actually run 2 Garnets and Seraphinites?

P1: I'm not required to show my deck to you, "Friendly Fire" resolves draw 2.........

 

 

 
Graceless Charity

Spell - Normal
Draw 3 cards, then banish 2 cards from your hand Face-down. You can not add cards from your Deck to your hand or Field by card effects during the turn you activate this card, except by this card's effect.
You can only activate 1 "Graceless Charity" per turn.

 

[spoiler=Notes]Your only draw for the turn, sure it's nice but is it worth it, or more importantly, balanced?


 
Card of Construction

Spell - Normal
Draw until you have 3 cards in your hand. You cannot control more than 3 monsters at once during the turn you activate this card. During your End Phase if you do not control at least 2 monsters that were Special Summoned, Banish cards from your side of the field and your hand until you only have 2 cards.
You can only activate 1 "Card of Construction" per turn

 

[spoiler=Notes]It feels like any deck that doesn't need to Special summon has a access to a myriad of draw cards like "Card of Demise", "Pot of Duality", "Cardcard D" and maybe "Cards from the Sky". This was my attempt at making a card that goes the other way


 
Jar of Misfortune
Trap - Normal
Draw 2 cards
You can only activate 1 "Jar of Misfortune" per turn

 

[spoiler=Notes]Becasue "Jar of Greed" was taken :/

 

Is it playable despite being a Trap?

 

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Contemplated Greed is meh. OCG has triple Upstart, and 37 card decks aren't really need any more with handtraps these days. For OTK decks with draw power, maybe, but otherwise no. It does actually encourage those sorts of decks, which I kinda like, but it is a relatively niche card.

 

Allure...is probably best for you to choose a specific Attribute, and counter for that Attributes's playstyle. Not all LIGHT decks are worried about that, and the first thing that comes to mind is Mekk-Knights, easily grabbing back a banished monster with their own-searcher.

 

Friendly Fire doesn't actually work with Acid Golem...and is rather decent in terms of consistency. Shame it doesn't work with monsters and their effects, and it is a Quick-Play Spell instead of what it should be; a Counter Trap. Regardless, I do like it. However, you are required to show your opponent your Deck if they ask; activating Brilliant Fusion would be an illegal play if you didn't have any targets. This is because your opponent has a chance to respond to your Brilliant Fusion before you do, meaning they can ask before you negate.

 

Desires is purely better than Graceless Charity. The sheer blanket nerf on your searching doesn't make it worth running at all.

 

Card of Construction...hits everything Demise doesn't, and removes what made Demise playable. Setting cards to empty your hand was a must have, and by preventing them from controlling monsters, you're boosting Pendulum Decks and not much else, and even then, they can't mass Pendulum Summon, and they just got an even better Pot of Greed of their own! This is even ignoring the last restriction.

 

Jar might see some use in Burgess, but other than that, not really. Doesn't quite have the speed for a meta Deck, but a card like this has been a long time coming. Would boost Trap spam decks as well tho.

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Contemplated Greed is meh. OCG has triple Upstart, and 37 card decks aren't really need any more with handtraps these days. For OTK decks with draw power, maybe, but otherwise no. It does actually encourage those sorts of decks, which I kinda like, but it is a relatively niche card.

Forgot about Upstart, thinking of maybe making it Draw 2 or reducing it to missing only one Draw Phase to make it evener. Either way, I don't really like now since either way it's a "worse Upstart Goblin",

 

 

Allure...is probably best for you to choose a specific Attribute, and counter for that Attributes's playstyle. Not all LIGHT decks are worried about that, and the first thing that comes to mind is Mekk-Knights, easily grabbing back a banished monster with their own-searcher.

Mekk-Knights can already do that with "Sacred Sword of Seven Stars", and you'd want to banish the Level 7 anyways since they arguably have the worse effects while still warrant running and the rest search them out anyways. One of my favorite plays.

 

 

Friendly Fire doesn't actually work with Acid Golem...and is rather decent in terms of consistency. Shame it doesn't work with monsters and their effects, and it is a Quick-Play Spell instead of what it should be; a Counter Trap. Regardless, I do like it. However, you are required to show your opponent your Deck if they ask; activating Brilliant Fusion would be an illegal play if you didn't have any targets. This is because your opponent has a chance to respond to your Brilliant Fusion before you do, meaning they can ask before you negate.

Didn't know that was the ruling, thanks. Also, I went back and forth on negating monster effects as you suggested, since it's a lot easier just to activate a monster effect to have to negate I decided not to since it's still pretty good. 

 

 

Desires is purely better than Graceless Charity. The sheer blanket nerf on your searching doesn't make it worth running at all.

Yeah, that cost is a bit too steep. Guess even digging 3 cards isn't worth that cost. 

 

 

Card of Construction...hits everything Demise doesn't, and removes what made Demise playable. Setting cards to empty your hand was a must have, and by preventing them from controlling monsters, you're boosting Pendulum Decks and not much else, and even then, they can't mass Pendulum Summon, and they just got an even better Pot of Greed of their own! This is even ignoring the last restriction.

The controlling monsters part was to allow tier 2-3 decks to play it effectively but turn away tier 1 decks that would rather spam the board instead. I think I'll remove the "Can't set cards" stipulation since that itself makes it unplayable. Let me know if that makes it better?

 

Also is the part of the problem the last restriction? Since the point is to help decks like Phantom Knights but not Paleozoic I wasn't sure how else to balance it, any suggestions?

 

 

Jar might see some use in Burgess, but other than that, not really. Doesn't quite have the speed for a meta Deck, but a card like this has been a long time coming. Would boost Trap spam decks as well tho.

A testament to the speed of Yu-Gi-Oh these days

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