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Pots and Jars (Draw cards)


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Yes, more cards of the spell/trap Archetype of Pots and Jars. Hopefully I don't break these, though I think Pot of War and Jar of Restraint might be broken.


[spoiler="Spell Cards"]
Pot of War
Normal Spell Card
Discard all cards in your hand. Destroy an equal number of cards on the field. Then, the player who had the most cards destroyed by this effect draws 1 card.

Blackened Pot
Normal Spell Card
Discard up to 2 cards from your hand and draw 1 card.

Pot of Fairness
Normal Spell Card
Draw 2 cards and reveal your hand. Your opponent then selects and 1 card in your hand and removes it from play face-down.

Pot of Entrapment
Normal Spell Card
Return 4 Trap Cards in your Graveyard to your Deck and shuffle. Then, draw 1 card. If the drawn card was a Trap Card, you may reveal it to draw 1 additional card.

Picky Pot
Quick-Play Spell Card
Declare a card type (Monster, Spell, or Trap). The next time a player draws a card(s), those cards are revealed. If at least 1 of those cards is the declared type, draw 1 card.

Pot of Demise
Continuous Trap Card
You may draw an additional card during each of your Draw Phases. As long as this card is face-up on the field, you can only activate 1 other card effect each turn. This card is destroyed during your 3rd Standby Phase after it was activated.
[/spoiler]
[spoiler="Trap Cards"]
Pact Jar
Normal Trap Card
Both players draw 1 card. Your opponent may not draw additional cards during this turn.

Jar of Restraint
Normal Trap Card
This card can only be activated during a player's Main Phase 1 while you control at least 1 face-down card. Draw 2 cards. You cannot Set or activate other card effects this turn.

Spell Jar
Normal Trap Card
Return 5 Normal Spell Cards from your Graveyard to your Deck. Draw 2 cards during this turn's End Phase.

Jar of Reconciliation
Normal Trap Card
Discard 1 card. Add up to 2 of your cards destroyed this turn from your Graveyard to your hand.

Jar Swap
Counter Trap Card
Activate only when a player would add 1 or more cards from their Deck to their hand due to the effect of a Spell Card. Negate that card's effect and destroy it. Draw 1 card.
[/spoiler]
[spoiler="Elemental Draw Cards"]Blaze Ignition
Normal Spell Card
Draw 2 cards and reveal your hand. Your opponent then may select 1 FIRE monster in your hand and send it to the Graveyard. If there is no FIRE monster, send all cards in your hand to the Graveyard and take damage equal to the number of cards sent this way x400.

Land’s Bounty
Normal Spell Card
Return 1 Level 4 or lower EARTH monster from your side of the field or your hand to your Deck. Draw 2 cards. You cannot conduct your Battle Phase the turn you activate this card.

Retreating Wind
Quick-Play Spell
Select and activate 1 of the following effects:
* Return 1 Level 4 or lower WIND monster on your side of the field to the hand, then draw 1 card.
* Return 1 Tribute Summoned WIND monster from your side of the field to the Deck. Draw 2 cards. You cannot Special Summon during this turn.[/spoiler]
[spoiler="Fanfic-level draw cards"]Pot of Grace
Normal Spell Card
During your 2nd End Phase after this card was activated, draw 2 cards.

Pot of Violence
Quick-Play Spell Card
Destroy all monsters you control. Draw 1 card for each card destroyed by this effect.

Pot of Thievery
Normal Spell Card
Discard 1 card. Add 1 card at random from your opponent's hand to yours.

Jar of Revelation
Normal Trap Card
Activate only while both players have 1 or less cards in their hands. Both players draw until there are 3 cards in their hand.[/spoiler]
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When i see this thread has 0 replies, i come with this ;)


Pot of War
Normal Spell Card
Discard all cards in your hand. Destroy an equal number of cards on the field. Then, the player who had the most cards destroyed by this effect draws 1 card.>>>I would chose that all cards is my opponent's, and let em draw 1 card. Meaning this card is too powerfull

Blackened Pot
Normal Spell Card
Discard up to 2 cards from your hand and draw 1 card.>>>if i have 2 Darkworld Silva, i can Special Summon them,and draw card..Good on darkworld deck

Pot of Fairness
Normal Spell Card
Draw 2 cards and reveal your hand. Your opponent selects and discards 1 card in your hand.>>>not harm me anything, too advantaging

Pot of Entrapment
Normal Spell Card
Return 4 Trap Cards in your Graveyard to your Deck and shuffle. Then, draw 1 card. If the drawn card was a Normal Trap Card, you may reveal it to draw 1 additional card.>>>Maybe this one will be banned before it was used for any Deck Type. no chance to unbanned

Picky Pot
Quick-Play Spell Card
Declare a card type (Monster, Spell, or Trap). The next time a player draws a card(s), those cards are revealed. If at least 1 of those cards is the declared type, draw 1 card.>>>the most balanced card so far

Pact Jar
Normal Trap Card
Both players draw 1 card. Your opponent may not draw additional cards during this turn.>>>great love this

Jar of Restraint
Normal Trap Card
This card can only be activated during a player's Main Phase 1. Draw 2 cards. You cannot activate other card effects this turn.>>>Too Reflecting a Greed from this card

Spell Jar
Normal Trap Card
Return 5 Spell Cards from your Graveyard to your Deck. Draw 2 cards during this turn's End Phase.>>> Maybe this one will be banned before it was used for any Deck Type. no chance to unbanned

Jar of Demise
Continuous Trap Card
You may draw an additional card during each of your Draw Phases. As long as this card is face-up on the field, you can only activate 1 other card effect each turn. During your third Draw Phase after this card was activated, destroy it and send 1 card at random from your hand to the Graveyard.>>>No chance to advance format playing this

Jar Swap
Counter Trap Card
Activate only when a player would add 1 or more cards from their Deck to their hand due to a Spell or Trap Card effect. Negate that card's effect and destroy it. Draw 1 card.>>>Maybe add some drawback cost


Overall idea good, but it is overpowered

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[quote name='Maha Guns' timestamp='1299418542' post='5055206']
Pot of War.>>>I would chose that all cards is my opponent's, and let em draw 1 card. Meaning this card is too powerfull
[b]Well, the point is that you lose all cards in your hand. At the very least you're going to go -2 (this card and the discard) to destroy 1 card, then your opponent draws 1 card.[/b]

Pot of Fairness >>>not harm me anything, too advantaging
[b]I am not sure about this because it's a +0, but it also gives your opponent the chance to mess up any strategy your hand might have. Maybe makes you shuffle the card back into your deck, or removes it from play? Or maybe you can't conduct your Battle Phase?[/b]

Pot of Entrapment >>> Maybe this one will be banned before it was used for any Deck Type. no chance to unbanned
[b]I could always increase the number of Traps needed, but I think the fact that it only lets you draw 1 initially sort of balances it out. You would have to run a good number of Traps for it to likely draw into one.[/b]

Jar of Restraint .>>>Too Reflecting a Greed from this card
[b]Trying to think of a way to balance it out, but I am having trouble. It's supposed to be a "I get reawarded for not activating any Spell or Traps this turn" sort of thing.[/b]

Spell Jar >>> Maybe this one will be banned before it was used for any Deck Type. no chance to unbanned
[b]Maybe make it 6 Spells? The fact it's a trap and doesn't even let you draw right away is supposed to balance it out, but I can see where you're coming from.[/b]

Jar of Demise >>>No chance to advance format playing this
[b]I'm not sure this would be banned. It only lets you activate 1 effect per turn for drawing a single extra card. If you had 2 out you couldn't activate ANY other effects.[/b]

Jar Swap >>>Maybe add some drawback cost
[b]Maybe make it only work on Spells?[/b]
[/quote]
Responses bolded within quote.
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Well, the point is that you lose all cards in your hand. At the very least you're going to go -2 (this card and the discard) to destroy 1 card, then your opponent draws 1 card.>>>i see that your clarification is clearing anything,.your opponent control A.G Golem and all A.G. monster,you had 4 cards. you destroy A.G Golem + you can chose either destroy Another A.G. or Spell or Trap?

I am not sure about this because it's a +0, but it also gives your opponent the chance to mess up any strategy your hand might have. Maybe makes you shuffle the card back into your deck, or removes it from play? Or maybe you can't conduct your Battle Phase?>>>i prefer let my opponent mess up my strategy ,if i could draw 2 card. So what if i had a bad card in my whole hand,i draw 2 good cards.Opponent discard 1 good cards.


I could always increase the number of Traps needed, but I think the fact that it only lets you draw 1 initially sort of balances it out. You would have to run a good number of Traps for it to likely draw into one.>>>you can recycle Torrential/Mirror/Call of haunted,thats the main cause


Trying to think of a way to balance it out, but I am having trouble. It's supposed to be a "I get reawarded for not activating any Spell or Traps this turn" sort of thing.>>>"i had Jinzo so no problems" sort of things

Maybe make it 6 Spells? The fact it's a trap and doesn't even let you draw right away is supposed to balance it out, but I can see where you're coming from.>>>same with you can recycle Monster reborn/SoRL etc

Maybe make it only work on Spells?>>>work on Trap instead, i mean Reinforcements?G.B Proving Ground?
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[quote name='Maha Guns' timestamp='1299422503' post='5055279']
i see that your clarification is clearing anything,.your opponent control A.G Golem and all A.G. monster,you had 4 cards. you destroy A.G Golem + you can chose either destroy Another A.G. or Spell or Trap?
[b]Don't quite get what you're getting at here, though I am sure that it's probably broken still... Not sure how to fix it.[/b]

i prefer let my opponent mess up my strategy ,if i could draw 2 card. So what if i had a bad card in my whole hand,i draw 2 good cards.Opponent discard 1 good cards.
[b]I had edited it to remove the card face-down, so it's gone forever. Seem balanced now?[/b]

you can recycle Torrential/Mirror/Call of haunted,thats the main cause
[b]Pot of Avarice lets you recycle limited monsters too. Except Traps can't be used directly the turn they're drawn, and they're much less abundant in most decks.[/b]

"i had Jinzo so no problems" sort of things
[b]If you had Jinzo you couldn't activate this in the first place.[/b]

same with you can recycle Monster reborn/SoRL etc
[b]And same argument as my Pot, though I'm seeing more that this can be abused.[/b]

Maybe make it only work on Spells?>>>work on Trap instead, i mean Reinforcements?G.B Proving Ground?
[b]It's not meant to be a draw card, it's meant to be a counter card. The fact it makes you draw is supposed to be a plus.[/b]
[/quote]
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Don't quite get what you're getting at here, though I am sure that it's probably broken still... Not sure how to fix it.>>>make it whos the most destroyed card,draw 2 cards

I had edited it to remove the card face-down, so it's gone forever. Seem balanced now?>>im not quite sure it's balanced or not, maybe you can pay some cost to make it more balanced

Pot of Avarice lets you recycle limited monsters too. Except Traps can't be used directly the turn they're drawn, and they're much less abundant in most decks.>>>based on the transmigration prophecy ,make it limited or semi

If you had Jinzo you couldn't activate this in the first place.>>i forgot it was a trap, i agree with you. card effect is anything nowaday

And same argument as my Pot, though I'm seeing more that this can be abused.>>>same too

It's not meant to be a draw card, it's meant to be a counter card. The fact it makes you draw is supposed to be a plus.>>pity to your opponent who has Reinforcements n G.B Proving Ground, they miss the charity :D

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Pot of War - Broken in many ways. It might be sacrificing hand advantage for field advantage, but it sets up too easlily for graveyard decks (Zombies), and for finishing off OTK's.

Blackened Pot - A -2 card, I think it's fine. It would see use in Dark World, but that's not much. Also more zombie support (Discard costs do this).

Pot of Fairness - A +0 where your opponent can turn it into the worst scenario for you. The face down bit isn't needed (You should know your hand...), but the card is otherwise fine.

Pot of Entrapment - A Pot of Avarice that will likely take about the same time to set up and is less reliable, and only works with traps. UP'ed, but ok.

Picky Pot - A gamble card. No major losses, and not broken in any way. A good card.

Pact Jar - It's fine and UP'ed - It's effectively a Jar of Greed (You can activate before your opponent draws a card in draw phrase iirc), but with no support. Perfectly fine.

Jar of Restraint - Undecided. Makes you a big target, but it acts as a Pot of Greed. I'm fine with it - It won't work when you draw it, so it's OK in my books.

Spell Jar - Pot of Avarice ~ Spell Edition. Nothing new, nothing Overpowered. Probably works well in a Spell Counter deck though.

Jar of Demise - A tough one again. I dislike it, as it gives an effective pot of greed each turn. The balance is good though, and I'd actually rather have the extra effects. Of course, the abusabiltiy with Giant Trunade is a key factor to watch out for.

Jar Swap - Perfectly fine. It's not something I'd run in a deck anyway.
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All cards are technically "un-needed". And actually, some of these provide draw support to deck types that otherwise do not have any. Spell or Trap based decks don't have any good recycle or draw (other than Magic Planter for traps), and there's many types of decks that could use these cards in total. You're being a big narrow-minded if you think that "the draw cards that exist already support enough deck types and we don't need more."

I am actually going to add in Attribute-based draw cards too.
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