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I say 2. Just because it also destroys your Spell and Traps. Being able to ruin your opponent's plan 1 extra time more than normal doesn't seem all that bad. But 3 just seems like to many chances to mess up your opponent's strategy.

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This card is fine at 1.

 

It punishes foolish and reckless Spell and Trap overextension while still keeping decent non-Chainables and Continuous Spells and Traps playable.

 

At 3, non-Chainable and Continuous cards (good or bad) would be virtually unplayable.

 

At 0, reckless Spell and Trap overextension would go unpunished.

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This card should be at 0.

 

It's simple to play, almost no conditions (unless you count needing to have less S/T set than your opponent.), spell card, free advantages.

 

For your S/T destruction, there are dust tornados and MST (It's arguably okay at 3 but that's another topic.)

For punishing S/T over-extension, there's Malevolent Catastrophe.

Sure, Malevolent Catastrophe has an activation condition, it has to be there to balance the powerful effect. Same way how Mirror Force and Torrential Tribute substitutes Dark Hole.

For against stall decks, there's Fairy Wind and Spell Shattering Arrow.

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Curium covered every point I was going to make, I think that heavy should be 0'd and possibly semi or unlimit some of MST or Trunade, possibly.

We have good S/T killing already but this just seems too powerful in many situations, it is, all in all, a Dark Hole for S/Ts.

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This at 0 because, as I argued before, all limited lucksack cards make the game less skilful. I don't see any problem with there being a lack of "punishment" for overextension, especially when it would simply mean that both players could do so equally. Also, there are still plenty of meta threats which can clear out a dedicated back row (JD, Celestia, Gyzarus (to an extent), Delta Crow).

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as is the whole semi'd list its pointless.

 

I won't comment on anything you said about Heavy (I want to see what the rest of YCM thinks)' date=' but I will say this: I would probably place Card Trooper at 2 on a serious list.

[/quote']

 

I don't really see why Card Trooper would be so bad at 3 with Machine Duplication banned, and it IS fairly arguable that Machine Duplication be banned, as it now has a fairly considerable amount of targets, and is a +1 (as is Pot of Greed). Now sure, Pot of Greed doesn't require any set-up, but it also doesn't generate instant field advantage.

 

Heavy Storm needs desperately to be banned. Giant Trunade could be upped back to 2 or 3 if compensation was required for allowing Traps to go too crazy, or MST at 3 as said before. To be honest with you though, I doubt that'd have as much of an impact, as a large number of Decks don't even run the single copy they're allowed these days. Next to nobody runs Dust Tornado in threes, which has MST's most valuable trait of pre-negation.

 

Amirite guise?

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as is the whole semi'd list its pointless.

 

I won't comment on anything you said about Heavy (I want to see what the rest of YCM thinks)' date=' but I will say this: I would probably place Card Trooper at 2 on a serious list.

[/quote']

 

I don't really see why Card Trooper would be so bad at 3 with Machine Duplication banned, and it IS fairly arguable that Machine Duplication be banned, as it now has a fairly considerable amount of targets, and is a +1 (as is Pot of Greed). Now sure, Pot of Greed doesn't require any set-up, but it also doesn't generate instant field advantage.

 

Being a +1 is not inherently banworthy, and I don't see Machine Duplication as being a negative influence on the game. The three copies of Machine Duplication provide more to the game than one more copy of a generic floater possibly could.

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as is the whole semi'd list its pointless.

 

I won't comment on anything you said about Heavy (I want to see what the rest of YCM thinks)' date=' but I will say this: I would probably place Card Trooper at 2 on a serious list.

[/quote']

 

Well everything else on the list could be just fine limited or unlimited, and Card Trooper at one wouldnt be that big of a deal anyways. Yes it should be at 2 over 1 but its like the only card pretty much

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I say 2. Just because it also destroys your Spell and Traps. Being able to ruin your opponent's plan 1 extra time more than normal doesn't seem all that bad. But 3 just seems like to many chances to mess up your opponent's strategy.

 

1. Semi-Limited? Just no. Even Semi-Limited would make most Continuous Spells/Traps unplayable.

2. How come you aren't dead? I thought you said that your flesh was rotting?

 

I support it staying in 1's or 2's because it destroys Spell and Traps on the field (not just your opponent)

 

Ban this card and no more S/T clear cards

 

See above Points.

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