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Wonder Pendulum


shadowsapex

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Wonder Pendulum

Trap

During your opponent's turn: Immediately after this effect resolves, conduct a Pendulum Summon. During the End Phase, destroy all monsters you control, also shuffle all cards in your Pendulum Zones into the deck. You can only activate 1 "Wonder Pendulum" per turn.

 

Thoughts?

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Heyo~

 

Not a huge fan of this mechanic. You're giving the oppertunity to flood the board w/ monsters via a chainable Trap. At its worst, it's a T-roar w/ monsters, but at its best, it can enable on-summon effects during your Opponent's turn, to more than easily generate the advantage you lost from its "downsides" (Majespecters). The loss of scales isn't even detrimental in many cases, as you can just chain the card to your opponent's S/T removal, and Pendulum Summon for free. Pendulums are still in their primitive stages, and giving them a COTH on steroids is nutty for any of future Pendulum archetypes. Mind you, Synchro Summoning on either player's turn is normally done via archetype-specific cards, and requires you to establish a board (not just scales) in order to actually make use of it.

 

- YugsterMajor

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Yeah, it is a bit much and has incredible potential for abuse. Would it be better if I made it shuffle the pendulum summoned monsters too?

The problem isn't the cost afterwards, its the versatility provided by the summoning alone. I'm not sure there is anyway to really repair a mechanic like this, since it's super easy to abuse. 

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