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"Pot Of" and "Jar of" Draw Cards


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These were a set of cards I thought of for the "Pot of" spell cards ( Pot of Desires, Pot of Greed, stuff like that ), and the "Jar of" trap cards ( Jar of Avarice / Greed, stuff like that ) 


[spoiler=Pot of Patience]

Pot of Patience

Spell - Normal


Draw cards equal to the current turn count -2 ( Max 3 ). You can only activate 1 “Pot of Patience” per turn.


[spoiler=Clarification of this card's text]

You draw cards equal to the current turn count -2

Example: If the turn count is 3, you would draw 1 card ( 3-2=1 )

You can only draw a maximum of 3 cards with this card's effect





[spoiler=Pot of Nightmares]

Pot of Nightmares

Spell - Normal


During the standby phase of the next turn, banish up to 2 cards from your hand and/or field, to draw cards equal to the number of cards banished by this effect +1. You can only activate 1 “Pot of Nightmares” per turn.



[spoiler=Pot of Superiority]

Pot of Superiority

Spell - Normal


Both players choose 1 Monster in their Deck, then you Declare either “Higher Level” or “Lower Level”. The Player who reveals the correct Monster can add that Monster to their hand. If both Monsters are the same Level, shuffle both Monsters back into the Deck. You can only activate 1 “Pot of Superiority” per turn.


[spoiler=Clarification of this card's text]

Both players select a monster in their deck before either "Higher Level" or "Lower Level" is declared 

Higher Level --> The player with the higher level monster adds that monster to their hand 

Lower Level --> The player with the lower level monster adds that monster to their hand 





[spoiler=Pot of Postulation]

Pot of Postulation

Spell - Normal


Reveal 1 card in your hand to your opponent. Place that card on the top of your Deck, then take the top 4 cards of your Deck, and have your opponent choose 1 of them at random. Reveal the chosen card to your opponent. If that card is the card revealed in your hand, add it back to your hand and take 1000 damage. If it is not the card revealed in your hand, reveal all 4 cards, then add 1 of them to your hand, then send the rest of them to the GY. You can only activate 1 “Pot of Postulation” per turn.


[spoiler=Clarification of this card's text]

"If that card is the card revealed in your hand" --> This text refers to a card with the same name as the card that was revealed in your hand at the beginning of the card's effect 

'If it is not the card revealed in your hand" --> This text refers to any card with a different name than the card revealed in your hand at the beginning of the card's effect 





[spoiler=Pot of Substitution]

Pot of Substitution

Spell - Normal


Reveal 3 “Pot of” Spell cards and/or “Jar or” Trap cards with different names from your Deck to your opponent. Your opponent randomly adds 1 of them to your hand, also shuffle the rest back into your Deck. For the rest of this turn after this effect resolves, you can only draw a card(s) 1 more time. You can only activate 1 “Pot of Substitution” per turn.



[spoiler=Jar of Graceful Charity]

Jar of Graceful Charity

Trap - Normal


Draw 3 cards, then reveal your hand to your opponent. Your opponent chooses 1 card for you to shuffle back into your Deck. You can only activate 1 “Jar of Graceful Charity” per turn.

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Pot of Patience sort of one-ups "Ledger of Legerdemain" in the sense that both give you 3 cards in time but Ledger needs waiting every time and no earlier than turn 5 or 6 in a game, while after turn 5, all your pots achieve instant setup even if you didn't have them at your resources earlier. Only point for Ledger is that it dodges Ash Blossom. It'd be run at a deck that strives to not kill or be killed for a number of turns that make up like 80% of what is regularly a duel's length. Stall and alternative win conditions would be the place here. Decks that can use Card of Demise and maybe even Pot of Duality. . . . Ledger is not seeing a ton of play so this would be interesting to see.


Pot of Nightmares has some clever timing there. It's requirement is so generic, yet during the opponent's Standby Phase you won't be able to do neat stuff like banish a Mind Controlled monster for it. I'm sure it's gonna have some place. IIRC there was this Zerato Synchro that came back when banished. Past that dead continuous cards that lost their target or cards that simply combo the banishment (Desertapir, Necroface, D.D. Survivor if anybody remembers back when that card was used). It also encourages waiting like the above card. You just gotta last another turn to use them. I like that sort of design even though it's a bit of an uphill battle to implement it.

Pot of Superiority reminds me of "Ante" but a RotA is a bit more useful than Ante's discard. There's enough control over it depending on the deck it is used in. Skull Servants vs Blue-Eyes will know exactly what extreme they'd want to call for example. There's a bit of a margin of error but not a dealbreaker.

Pot of Postulation sounds a tad weak. It makes me think of Pot of Duality, but even if Duality doesn't let you Special Summon for the turn, it still always gives you a card in exchange for it. Your card is a -1 with a 25% chance you'll have to add the same card you put into the deck. Even if you can excavate something useful out of it, you are still digging from the same cards as Duality (3 when not counting your initial monster) and you don't really get to choose the card anyways so the excavation is almost pointless. Might as well draw 1 card > place the monster from hand on top of the deck > mill 3 and reduce the chance of having a card that just burned you for 1k damage and left you with a -1. Part of me wants to suggest upping the added cards to your hand, but that'd up the possibility of pulling Joker (if you know what I mean).

Maybe place your monster on top, excavate 5, and randomly add 2 of them. That'd be a +0 at least.


Pot of Substitution: I don't think it really has to have the restriction of "different names".  It's not like Monarchs where you can eternally recycle everything and constantly reveal 3 copies of it and proceed to make a power play. Or like Lilith that just grabs any Traps in the game. This card would love to aim for boosting that Jar Turtle strategy a bit, as well as Duality for slower decks that wanna control something. Even then it'll only work the first time if you didn't draw into the intended search members, and after that there's gonna be potential for error anyways. Probably even assuming all these Jar/Pot cards in the thread were to be made. It'd make for a good engine.

Jar of Graceful Charity: Hmm actually, this sounds good to me. It's a +1 with a hard OPT clause that demands you be careful with what's in your hand. Not much more to say.

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Looks good to me. Rewards you for long duels. More fit for casual games since competitive duels don't last enough for you to earn good profit from it.



I like this one. Decks with cards that float upon banishment can shrug off the cost, and with certain cards and some deck dedication you can even banish opponent's monsters for the cost (e.g. Enemy Controller, Widow Anchor).


Superiority & Postulation:

Inherently unreliable due to their luck nature. Only good for casual/for fun play, IMO.



Amusing card. It's there if a player ever feels like running searchers for a deck thinner, but it comes with the price of requiring Pots and Jars of different names, and hardly decks can run different Pot and Jars optimally due to their incompatibility. I guess you can't go wrong with Jar of Greed to easily fill 1 of the 3 names. Card is fine, IMO, because if it's any better it can translate into trouble by grabbing, for instance, Desires.



I find this one really good, and barely fair. It's a +1 sure, but it's 1 turn slow so that should keep it in check. Not to mention your opponent gets to see your hand, and information is deceptively good and can change games.

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