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***Twilight Hourglass***


Pyrotechnet

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Just a random card. Please Rate and Comment. And, as always, Enjoy!

 

58881gb8.jpg

 

[spoiler=Effect]

This card can only be activated after it has been Set face-down for 2 turns. When you activate this card, remove it from play. Every turn, during your Standby Phase, place 1 "Hourglass Counter" on this card. When you have 6 "Hourlgass Counters" placed on this card, return this card to the field and remove all the counters. As long as this card remains face-up on the field, You can activate 1 of the following effects once per turn:

-Draw an extra card during your Draw Phase.

-Special Summon 1 monster from your hand.

-Add 1 card from your deck to your hand.

-Add 1 card from your Graveyard to your deck and shuffle your deck.

When this card is destroyed, pay half of your Life Points to place it face-down on your side of the field.

 

 

 

Pic from Google Images

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Fact: 10 out of every 10 cards Set are, in fact, Set face-down. [You can remove the "face-down" from that line.]

 

Placing Counters on a card that is removed from play is pretty righteous.

 

So, before reading the list effects, you have to have this card Set for 2 turns, then removed from play for six turns, then it comes back, drops the counters, and the effects start.

 

Really, the counters are super irrelevant. You could just say "During your 6th Standby Phase after this card was removed from play, return this card to your side of the field."

 

So, after you've devoted eight turns waiting for this card to come back into play, it better do some awesome things. Something that rewards you for lasting eight turns just to put this one card into play.

 

[insert me reading the effects.]

 

Mm.

 

Drawing an extra card during the Draw Phase, very worthy.

Special Summoning a monster from your hand, very worthy.

 

Adding 1 card from your Deck to your hand. Most people would look at this line and immediately declare this card as broken. I think this is actually the fine borderline of balance with this card. Final Countdown grants you an instant victory in 20 turns (which actually is only 10 of your own turns) whereas this card can grant you access to 1 card from your Deck after 8 turns. Anyone who deems this as broken, solely because of this effect, does not realize how long 8 turns is. Duels that last more than 8 turns are either due to the skill of one defensive player or the bad luck of two players. This is a very acceptable effect for a card that has to sit for so long and has absolutely nothing protecting itself from destruction.

 

Final Countdown is activated, then off the field, unstoppable except by defeating the player. This card can be wiped off the field (to be placed face-down by the last effect, forcing you to wait ANOTHER 8 turns, which would be awful) by something as simple as Mystical Space Typhoon or Dust Tornado. Granting you access to any card in your Deck as a reward for patience is very good.

 

The last effect is.. very very out of place and bad. I could see it being upped to adding up to 3 cards from your Graveyard to your Deck. This card needs effects as overpowered as the first 3 to compensate for what you had to do to activate it, and how easily you can lose it.

 

The destruction effect is a brilliant idea, but if you've lost this after 8 turns, it's going to be extremely difficult to stall out for another 8 turns to pull off again. I don't even think this effect is needed, but I guess it's a good last resort for some kind of super stall deck.

 

It would be easy to see coming and to prepare to wipe off the field, but the effects are so strong that it would punish an opponent for not being ready to stop this.

 

This is a brilliant card, really. It's one of the best examples of a "giant upside for giant drawback" card I think I've ever seen on this site.

 

As a result, this is the first card on this site that I will seriously give a rating of

 

10/10.

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Fact: 10 out of every 10 cards Set are' date=' in fact, Set face-down. [You can remove the "face-down" from that line.']

 

Placing Counters on a card that is removed from play is pretty righteous.

 

So, before reading the list effects, you have to have this card Set for 2 turns, then removed from play for six turns, then it comes back, drops the counters, and the effects start.

 

Really, the counters are super irrelevant. You could just say "During your 6th Standby Phase after this card was removed from play, return this card to your side of the field."

 

So, after you've devoted eight turns waiting for this card to come back into play, it better do some awesome things. Something that rewards you for lasting eight turns just to put this one card into play.

 

[insert me reading the effects.]

 

Mm.

 

Drawing an extra card during the Draw Phase, very worthy.

Special Summoning a monster from your hand, very worthy.

 

Adding 1 card from your Deck to your hand. Most people would look at this line and immediately declare this card as broken. I think this is actually the fine borderline of balance with this card. Final Countdown grants you an instant victory in 20 turns (which actually is only 10 of your own turns) whereas this card can grant you access to 1 card from your Deck after 8 turns. Anyone who deems this as broken, solely because of this effect, does not realize how long 8 turns is. Duels that last more than 8 turns are either due to the skill of one defensive player or the bad luck of two players. This is a very acceptable effect for a card that has to sit for so long and has absolutely nothing protecting itself from destruction.

 

Final Countdown is activated, then off the field, unstoppable except by defeating the player. This card can be wiped off the field (to be placed face-down by the last effect, forcing you to wait ANOTHER 8 turns, which would be awful) by something as simple as Mystical Space Typhoon or Dust Tornado. Granting you access to any card in your Deck as a reward for patience is very good.

 

The last effect is.. very very out of place and bad. I could see it being upped to adding up to 3 cards from your Graveyard to your Deck. This card needs effects as overpowered as the first 3 to compensate for what you had to do to activate it, and how easily you can lose it.

 

The destruction effect is a brilliant idea, but if you've lost this after 8 turns, it's going to be extremely difficult to stall out for another 8 turns to pull off again. I don't even think this effect is needed, but I guess it's a good last resort for some kind of super stall deck.

 

It would be easy to see coming and to prepare to wipe off the field, but the effects are so strong that it would punish an opponent for not being ready to stop this.

 

This is a brilliant card, really. It's one of the best examples of a "giant upside for giant drawback" card I think I've ever seen on this site.

 

As a result, this is the first card on this site that I will seriously give a rating of

 

10/10.

 

OMG thanks so much

 

[Goes and dances]

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