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Drawing is Good


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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.

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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.

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