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Spoiling the Brat [written]


Loleo

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Spoiling the Brat

Continuous Trap

Can only be activated during the main phase one after the turn player activates 5 or effects or attempts to enter their battle phase. The turn player draws 10 cards and ends their turn. The player that drew by this effect has their hand size limit reduced to 5 while this card is face-up on the field.

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  • 2 weeks later...

Huh, so if I got this right, the card has 2 different ways it can be activated:
-During Main Phase 1 (if 5+ effects have been activated by the turn player this turn)
or
-At the start of Battle Phase (regardless of the above)

^is this right or did I missinterpreted?

Anyhow...hmmmm I think it is pretty overpowered personally. Ending an opponent's turn after 5 effects (even with the draw 10 effect on their side) is most likely harsher than what Nibiru creates (5+Summons = Tribute it all and drop a 3k rock on your side, essencially stopping most boards from progressing for the turn, even though it creates a massive token on the opponent's side with all the lost ATK combined, and it isn't unheard of that people keep playing past it).
You leave the opponent with Materials unfulfilled that you can easily take care of...
Also, because it is "draw" and it is "10" instead of "until there's 10 in hand", it means a fourth of the deck through a single copy..... it just sounds like a very likely way to deck somebody out, which is a win condition.

The hand size limit is not too bad, it is normally 6 so -1 to that number, but a player only needs to discard excess hand at the end of their own turn. That is plenty of time to do something with almost half your deck in hand.

On the other side of the coin: I would gladly force a combo with Makyura and get to my Battle Phase if it means I'm 10 cards up. Droll & Lock Bird can just take a hike against something like that xD

I know Continuous Traps without any "from hand" activations and the sort usually are deemed bad fun cards due to how slow they are in the game, but it is still not unheard of that some are still run despite that, and something like this is waaaaay too good to pass up. Imagine this at more than one copy and opening up with 2 of them xD
I'd probably run the trap "Greed" for that easy 10,000 LP burn xD

- - - - -

thinking on how to help fix it xD
hmmmmm... How abooooout hjmmm.....

Let's go harsher on the drawbacks.
You can only control 1 copy of this card at a time, you can only activate this card's name once per turn.
The turn player draws until their hand size is 10, ends their turn, must play with the hand revealed while this card is up, their hand size limit is reduced to 0 (while this card is up).
And reduce a bit of these drawbacks if the player making use of them is NOT this Trap's owner (AKA you).
Though regardless of who it is, have this card's drawbacks stay not only for the remainder of the time this card is up, but until the end of the turn in which this card leaves the field. 

Is this too much? xD
I did not give a sample wording of these mostly because it's getting a bit late so I'll have to leave it at that for now and wait to see what you think of one or more of these ideas xD






 

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17 hours ago, Sleepy said:

Huh, so if I got this right, the card has 2 different ways it can be activated:
-During Main Phase 1 (if 5+ effects have been activated by the turn player this turn)
or
-At the start of Battle Phase (regardless of the above)

^is this right or did I missinterpreted?

you got it right

Anyhow...hmmmm I think it is pretty overpowered personally. Ending an opponent's turn after 5 effects (even with the draw 10 effect on their side) is most likely harsher than what Nibiru creates (5+Summons = Tribute it all and drop a 3k rock on your side, essencially stopping most boards from progressing for the turn, even though it creates a massive token on the opponent's side with all the lost ATK combined, and it isn't unheard of that people keep playing past it).
You leave the opponent with Materials unfulfilled that you can easily take care of...
Also, because it is "draw" and it is "10" instead of "until there's 10 in hand", it means a fourth of the deck through a single copy..... it just sounds like a very likely way to deck somebody out, which is a win condition.

part of the intention

The hand size limit is not too bad, it is normally 6 so -1 to that number, but a player only needs to discard excess hand at the end of their own turn. That is plenty of time to do something with almost half your deck in hand.

but... it ends the turn?

On the other side of the coin: I would gladly force a combo with Makyura and get to my Battle Phase if it means I'm 10 cards up. Droll & Lock Bird can just take a hike against something like that xD

I know Continuous Traps without any "from hand" activations and the sort usually are deemed bad fun cards due to how slow they are in the game, but it is still not unheard of that some are still run despite that, and something like this is waaaaay too good to pass up. Imagine this at more than one copy and opening up with 2 of them xD
I'd probably run the trap "Greed" for that easy 10,000 LP burn xD

Never heard of it

- - - - -

thinking on how to help fix it xD
hmmmmm... How abooooout hjmmm.....

Let's go harsher on the drawbacks.
You can only control 1 copy of this card at a time, you can only activate this card's name once per turn.
The turn player draws until their hand size is 10, ends their turn, must play with the hand revealed while this card is up, their hand size limit is reduced to 0 (while this card is up).
And reduce a bit of these drawbacks if the player making use of them is NOT this Trap's owner (AKA you).
Though regardless of who it is, have this card's drawbacks stay not only for the remainder of the time this card is up, but until the end of the turn in which this card leaves the field. 

I would like to clarify the original effect is a one time thing and the only reason it is continuous is because it reduces the hand size. Some fun shananigans like resetting the card or returning it to the hand make it wonderful though. I do like the "you can only control 1" clause

Is this too much? xD
I did not give a sample wording of these mostly because it's getting a bit late so I'll have to leave it at that for now and wait to see what you think of one or more of these ideas xD






 

 

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1 hour ago, ITSUKOSOADO said:

 

That line of "it ends the turn" you said there gave me a realization xD
I've been under the impression that whoever this card was used on would keep the 10 card hand in exchange for the turn.... but now that I see it more carefully it does say (within the same line at that) it first draws THEN ends so it forces immediate excess discard. That very much made me slap my head and it more or less forces me to scratch a big chunk of my previous comment....

It is an odd sort of Graceful Charity-like hand refresher. The conditions/restrictions are heavy but there are opportunities to go plus regardless so now I'm not so sure about how much of an issue it might be. I'd probably try to test it with those "discard = destroy" effects Fableds/Darkworlds have, or maybe something with Shaddolls.

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