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[Disc]All legal +1 draw spells and traps and how useful they are now.[Disc]


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Legacy is in fact a +1 if your deck starts at exactly 40 cards. Then, you really only have 39 cards in the deck. So, any card that lets you draw 1, as long as any other effects balance, will give you advantage in a 40 card deck. Being a Trap makes it a slight inconvenience though, but you would still come out ahead.

 

Of course, any more than 40 cards in a deck defeats the purpose of using Legacy outside of Spirits, since you could have drawn the same card Legacy gets you if Legacy was not there to begin with.

 

Example #1: You have a 40 card deck. You go first. You have an opening hand, plus your first draw (40-6=34 left). You set a Legacy. On your opponent's turn you use Legacy (33 left). Next turn, you draw (32 left).

 

Example #2: You have a 40 card deck. You go first. You have an opening hand, plus your first draw (40-6=34 left). Next turn, you draw (33 left).

 

Example #3: You have a 45 card deck. You go first. You have an opening hand, plus your first draw (45-6=39 left). You set a Legacy. On your opponent's turn you use Legacy (38 left). Next turn, you draw (37 left).

 

Example #4: You have a 44 card deck (#3 without the Legacy). You go first. You have an opening hand, plus your first draw (44-6=38 left). Next turn, you draw (37 left).

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Your deck is thinner. That is not advantage? Of course it is advantage.

 

To tie in with this, why is Graceful Charity praised when it does not change hand size? Because it thins the deck. If you wish to argue that the discards are helpful, then so is the discard for Raigeki Break (-1 would become +0).

 

Advantage is subjective. Deck thinning can be (and should be) seen as an advantage. Hand and field are not alone in this. Even Pot of Avarice can be advantageous if you are returning DAD, GB's, and other cards that benefit from being in a deck or outside of a graveyard in general. So "advantage" as traditionally defined cannot be seen as a hard-and-fast rule.

 

I'm not trying to argue, just show different sides to the subject.

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card advantage is the number of cards you have over your opponent. that's it.

 

there is no subjectivity to it.

 

field advantage however is a different story. doesn't matter how many cards you have if none of them can get rid of the problem by themselves or together.

 

but that is also a bit easier to see.

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Avarice is good in Mill and Exodia Decks.

Cup of Ace is terrible.

Rush is great.

 

I think good Goblin Housekeeping is also a drawing engine' date=' even tough 3GGH result in a +0

[1'] -1 +1 -1 = -1

[2] -1 +2 -1 = +0

[3] -1 +3 -1 = +1

[TOTAL] ==== +0

 

Mill #1 and #2?

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The risk however does not outweigh the reward. It is a +1 or a -3.

 

Wut?

 

K' date=' in a large majority of cases PoA sucks. The Graveyard should be taken advantage of, not wiped for an extra card. Then you have a harder time drawing that card you really wan' since your Deck puts on weight.

 

Cup of Ace sucks everywhere but in Coin toss abusing Decks, but since those suck, we'll just write this off as stupid.

 

Reckless Greed defeats its purpose of instant extra speed by being a trap, then there's the two turn lock, and if you get Roared or something and have to take the whole load o' that, it's gunna suck brah. Getting 3 copies off is pretty stupid considering how many 3 card OTKs are out there, not to mention that Traps are slow, unsearchable, and Jinzoyal Decree-prone, and getting 3 cards of the same name in your hand is as hard to pull off as getting 3 specific Limited Cards in your hand. Not worth it.

 

Legacy is a +0

 

Since you reduce your hand size just by setting it. Then you draw, making it +0.

 

Not in Spirits with Box or Swap it isn't. And any self-respecting Spirit Deck runs 3 of both.

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Avarice is good in Mill and Exodia Decks.

Cup of Ace is terrible.

Rush is great.

 

I think good Goblin Housekeeping is also a drawing engine' date=' even tough 3GGH result in a +0

[1'] -1 +1 -1 = -1

[2] -1 +2 -1 = +0

[3] -1 +3 -1 = +1

[TOTAL] ==== +0

 

Mill #1 and #2?

 

if you can get all 3 at once with EP. you get a for sure +5, with a 3 card rotation. that's worth runing for the chance at that, no matter how slim.

and they still do a fair job the hard way as well, being decently good decoy cards to draw destruction from other cards.

plus, they still work by themselves.

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