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I'm On Pot


Sweetie Belle

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[b]Pot of Grace[/b]
Normal Spell
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Discard 1 card, then draw 2 cards. You cannot Special Summon from the Graveyard during the turn you activate this effect. Only 1 "Pot of Grace" can be activated per turn.

[b]Pot of Excess[/b]
Normal Spell
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Target 1 Xyz Monster on the field; draw cards equal to the number of Xyz Materials attached to the target. Then, you can return the target to the Extra Deck. You cannot conduct your Battle Phase during the turn you activate this effect.

[b]Pot of Enrichment[/b]
Trap Card
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Activate only during either player's Standby Phase. Target 1 face-up monster on the field; it gains 700 ATK, and it cannot be removed from the field, except by an opponent's card effect or the effect of this card. During the End Phase, destroy the target and draw 1 card. If the target was a monster your opponent controls, draw 1 more card.

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Everything but Enrichment is incredibly balanced to me. Yes, I see the ATK gain to an opponent's monster less beneficial to the player, but it's not really the equivalent to draw power. But if you had it so if it was an opposing monster, and your opponent drew a card in its stead, the card would lack play, so I see your reasoning. Maybe if it were an opponent's monster, discard one card?
I don't know, but I give all three an 8.7/10
Nice work. +Rep/Like

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Pot of Grace is ridiculous in Dark Worlds due to their variety of effects. Even making it a cost might still not be enough, Cards from the Sky sees play and it has way more drawbacks. (EDIT: Also note that Destiny Draw and Allure of Darkness are both on the banlist. This is a watered down Graceful Charity, but not watered down enough)

Pot of Excess seems a bit overpowered to me. Use it on your opponent's utopia, it's +2 and you're none the worse for wear, given that utopia gives the middle finger to your battle phase anyway. I'd say target your own xyz monster and detach materials, but that'd make it a clone of Xyz Gift.

Pot of Enrichment is a way to royally screw your opponent over. 700 atk? Okay. Can't be removed from the field except by an opponent's card effect or at the end of the turn? Wow, way to screw over their synchro summons. They can't even ram it into anything to stop you from getting a +3 at the end of the turn, since it can't be removed by battle and just got an atk boost! This needs a major nerfing, screwing over synchros and tributes is nice and I love it, but the destruction and draw power are both ridiculous.

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