Zeppeli Gyro Supreme Posted August 9, 2012 Report Share Posted August 9, 2012 Some of these are overpowered, but I tried to make them as weird/balanced as possible. Pot of Curiosity Normal Spell Card Reveal your hand to your opponent; Your opponent selects 1 card from your hand and adds it to their own. Draw 2 cards. Repairing the Pot Normal Spell Card Pay 1000 Life Points and discard a Normal Spell Card. Draw 2 cards. You cannot activate other card effects the turn this card is activated. Whirlwind Pot Normal Spell Card Remove from play 3 Trap Cards in your Graveyard. Return up to 2 Spell/Trap Cards on the field to the owner's hand(s), then draw 1 card. Strange Jar Normal Trap Card Add the bottom card of your Deck to your hand. Plastic Jar Normal Trap Card Draw 2 cards, then return 2 cards from your hand to your Deck. Awful Jar Normal Trap Card Activate only during your opponent's Main Phase. Draw 2 cards, and your opponent draws 1 card. Pact of Greed Continuous Trap Card Players draw 2 cards during each of their Draw Phases instead of 1. Link to comment
newhat Posted August 10, 2012 Report Share Posted August 10, 2012 Pot of Curiosity probably won't help FTKs except some weird monsterless variant of Magical Explosion FTK. Repairing the Pot isn't good. You can throw away PoD and then swarm with Blackwings or something, but it's not worth it. Whirlwind Pot is fun. Don't know how good it would be. Barring weird Deck manipulation, Strange Jar is just another piece o' tinder for Makyura FTK. Plastic Jar is average. It's chainable like Good Goblin Housekeeping but not upgradeable. Awful Jar would be nice for triggering Appropriate and great for Chain Burn. Pact of Greed...The problem with a card like this is that it can be abused by returning it to the hand before your turn ends. Link to comment
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