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Spell Chronicle


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Send all cards in your hand to the Graveyard. Select and remove from play 5 Spell or Trap Cards from your Deck. Each time your opponent activates a Spell Card' date=' place 1 Chronicle Counter on this card. You can remove 2 Chronicle Counters from this card to have your opponent select 1 of the cards removed from play with this card's effect, and add it to your hand. When this card is removed from the field, you take 500 damage for each card that is still removed from play due to this card's effect.[/quote'][/align]
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Worst Case scenario you activate the card with a full hand of spells/traps at 5 (of course you wouldn't do that, just saying)

 

-send all 5 spells/traps from your hand to the graveyard

-remove from play 5 spells/traps from your deck

-opponent immediately destroys this card

-take damage 500 x 5 = 2500

 

10 wasted spell/trap cards, 2500 Direct Damage

 

just for activating this card. too dangerous

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Guest JoshIcy

to me its one of the most counter-productive cards i have seen yet.

 

Easy Deck Thin, in Counter Burn (lol yeah but then again so is your scenario; just as ridiculous) this card is pretty great since your opponent has to worry both ways. Not THAT bad, but still bad.

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Worst Case scenario you activate the card with a full hand of spells/traps at 5 (of course you wouldn't do that' date=' just saying)

 

-send all 5 spells/traps from your hand to the graveyard

-remove from play 5 spells/traps from your deck

-opponent immediately destroys this card

-take damage 500 x 5 = 2500

 

10 wasted spell/trap cards, 2500 Direct Damage

 

just for activating this card. too dangerous

[/quote']

 

Facepalm for not Pile-Shuffling

Facepalm for not running enough monstrs

Facepalm for not setting 4 Spell/Trap Cards first

 

That's what I think of your scenario.


If only it wasn't Limited to Spell/Trap. Remove Necroface (x3 before March), D.D. Scout Plane. As it is, the only reason I'd use it is if I'm trying to add Super Poly to my hand to I can fuse together the 12 Internets. *shot*

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If only it wasn't Limited to Spell/Trap. Remove Necroface (x3 before March)' date=' D.D. Scout Plane. As it is, the only reason I'd use it is if I'm trying to add Super Poly to my hand to I can fuse together the 12 Internets. *shot*

[/quote']

 

it would be broken if it effected monsters. Imagine Return from the D.D. OTK turn 1.

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If only it wasn't Limited to Spell/Trap. Remove Necroface (x3 before March)' date=' D.D. Scout Plane. As it is, the only reason I'd use it is if I'm trying to add Super Poly to my hand to I can fuse together the 12 Internets. *shot*

[/quote']

 

it would be broken if it effected monsters. Imagine Return from the D.D. OTK turn 1.

 

turn two you mean.

 

can't activate traps on the turn you set them remember?

 

 

anyway, if we had a imperial custom for spells, then it could be used without worry. as it is, it just makes the opponent ether spam all their spells in one turn, or play basicly none at all untill they can destroy it, which is the real trick in how this card works.

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If only it wasn't Limited to Spell/Trap. Remove Necroface (x3 before March)' date=' D.D. Scout Plane. As it is, the only reason I'd use it is if I'm trying to add Super Poly to my hand to I can fuse together the 12 Internets. *shot*

[/quote']

 

it would be broken if it effected monsters. Imagine Return from the D.D. OTK turn 1.

 

turn two you mean.

 

can't activate traps on the turn you set them remember?

 

yeah, turn 2. Cathedral of Nobles/Makyura should be unbanned so my idea can work. (not really)

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