burnpsy Posted March 7, 2010 Report Share Posted March 7, 2010 [align=center] 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] Link to comment Share on other sites More sharing options...
archie17 Posted March 7, 2010 Report Share Posted March 7, 2010 Am I mistaken, but wouldn't this card cripple you? I Don't seen benefits here. Link to comment Share on other sites More sharing options...
Sephiroth_The_Legend Posted March 7, 2010 Report Share Posted March 7, 2010 usuable but too risky with the kinda removal around these days. getting rid of the damage part would make this alright.... cause it thins your deck by 5. Link to comment Share on other sites More sharing options...
archie17 Posted March 7, 2010 Report Share Posted March 7, 2010 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 Link to comment Share on other sites More sharing options...
Sephiroth_The_Legend Posted March 7, 2010 Report Share Posted March 7, 2010 yeah, but why would do it with a full hand. you would do it when you have no cards or 1 card left in your hand. i never said this was good but it could be a whole lot worse. Link to comment Share on other sites More sharing options...
archie17 Posted March 7, 2010 Report Share Posted March 7, 2010 yeah i know you wouldn't do something like, im just posting the most damage this card can do to yourself (worst case is all). to me its one of the most counter-productive cards i have seen yet. Link to comment Share on other sites More sharing options...
Sephiroth_The_Legend Posted March 7, 2010 Report Share Posted March 7, 2010 unless they release a card that gets effects when spells are removed or something...... then White Hord D can make a comeback. Link to comment Share on other sites More sharing options...
Guest JoshIcy Posted March 7, 2010 Report Share Posted March 7, 2010 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. Link to comment Share on other sites More sharing options...
-Griffin Posted March 7, 2010 Report Share Posted March 7, 2010 Infernities. Link to comment Share on other sites More sharing options...
GenzoTheHarpist Posted March 7, 2010 Report Share Posted March 7, 2010 It this card counted spells activated by both players, it would be awesome. Link to comment Share on other sites More sharing options...
Azuh Posted March 7, 2010 Report Share Posted March 7, 2010 Random card is random >_> Link to comment Share on other sites More sharing options...
Kyosuke Kiryu Posted March 7, 2010 Report Share Posted March 7, 2010 Random Infernity tech? Link to comment Share on other sites More sharing options...
~/Coolio Prime\~ Posted March 7, 2010 Report Share Posted March 7, 2010 Far too costly in my opinion. It wouldn't start paying off until the opponent activated around six or eight spells, and by then you can expect this to be long gone if you're up against anyone decent. Link to comment Share on other sites More sharing options...
-Griffin Posted March 7, 2010 Report Share Posted March 7, 2010 It's pretty broken in DMU/DMG, though. Link to comment Share on other sites More sharing options...
Dr. Cakey Posted March 7, 2010 Report Share Posted March 7, 2010 It's pretty broken in DMU/DMG' date=' though.[/quote']How is it used there? Link to comment Share on other sites More sharing options...
玄魔の王 Posted March 7, 2010 Report Share Posted March 7, 2010 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-ShufflingFacepalm for not running enough monstrsFacepalm 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* Link to comment Share on other sites More sharing options...
-Griffin Posted March 7, 2010 Report Share Posted March 7, 2010 It's pretty broken in DMU/DMG' date=' though.[/quote']How is it used there? There's a Spell card that, if RFG'd, returns to your hand and makes both player's draw 2. Which is a +9 to your hand when used with this, and repeats. Link to comment Share on other sites More sharing options...
~/Coolio Prime\~ Posted March 7, 2010 Report Share Posted March 7, 2010 Lol, sure people, Infernities. Stop saying any card that screws over your hand should be "teched" in them. Link to comment Share on other sites More sharing options...
Coffee Black Posted March 7, 2010 Report Share Posted March 7, 2010 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. Link to comment Share on other sites More sharing options...
werewolfjedi Posted March 7, 2010 Report Share Posted March 7, 2010 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. Link to comment Share on other sites More sharing options...
Lonk Posted March 7, 2010 Report Share Posted March 7, 2010 Horrible. Not nearly Splashable and could easily be destroyed. It can thin out your deck, but at what cost? Link to comment Share on other sites More sharing options...
Guest PikaPerson01 Posted March 7, 2010 Report Share Posted March 7, 2010 Only usable in fail archetypes, like Infernities or something. Link to comment Share on other sites More sharing options...
Guest JoshIcy Posted March 7, 2010 Report Share Posted March 7, 2010 For Deck Thinning, this gets the job done better me thinks. At least your monsters get milled to and chance for targets. Link to comment Share on other sites More sharing options...
burnpsy Posted March 7, 2010 Author Report Share Posted March 7, 2010 For Deck Thinning' date=' this gets the job done better me thinks. At least your monsters get milled to and chance for targets.[/url'] However, in Infernities, the only place where this card has any potential whatsoever (outside of Self-Kill), you could mill Gun and kill your OTK. Link to comment Share on other sites More sharing options...
Coffee Black Posted March 7, 2010 Report Share Posted March 7, 2010 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) Link to comment Share on other sites More sharing options...
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