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The Power Nine


Saynt

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[b]Not at all related to the [url="http://mtg.wikia.com/wiki/Power_Nine"]Power Nine[/url].[/b]

Perfection of the One
Field Spell Card
Whenever a card effect would be activated by a card with the same card name as another card in the controller's hand, Graveyard, or on their field, banish 1 of those cards. That card's effect is negated until the End Phase.

Perplexity of the Two
Spell Card
Your opponent reveals their hand; select 2 cards with the same card name from your opponent's side of the field, hand or Graveyard, and banish them.

Sanctity of the Three
Continuous Spell Card
If you control exactly 3 cards with different card names, face-up cards you control cannot be destroyed by your opponent or targeted by card effects. During each of your End Phases, reveal your hand; if there exists any card in your Graveyard with the same card name as any card in your hand, destroy this card.

Celerity of the Four
Continuous Spell Card
Once per turn, at the end of your Battle Phase, if there exists no monster in your Graveyard or on your side of the field with the same card name as any monster in your hand, you can Special Summon up to 2 monsters from your hand whose total Level equals 4.

Artifice of the Five
Spell Card
Select and shuffle 3 Spell Cards with different card names from your Graveyard into the Deck, then draw 2 cards. You cannot activate this card if there are any cards in your hand with the same card name as any of the selected cards.

Stratagem of the Six
Quickplay Spell Card
Reveal 5 other cards you control on the field or in your hand . If there exists no card in your Graveyard with the same card name as any of the revealed cards; negate the activation of a card effect OR the effects of a face-up card on the field, and shuffle it into the owner's Deck, then return this card to the bottom of your Deck instead of sending it to the Graveyard.

Endurance of the Seven
Equip Spell Card
The equipped monster cannot leave the field, and it cannot attack during the turn that this card is activated. Each time a card effect is activated, place 1 Spell Counter on this card. If this card has 7 or more Spell Counters on it, destroy it and the equipped monster.

Harmony of the Eight
Spell Card
Select 4 monsters on your field or in your hand. If there exist no 2 monsters on the field, in your hand, and in your Graveyard with the same card name as any of the selected monsters, you can increase or decrease the Level of any monster you control by 1, up to 4 times this turn.

Ardor of the Nine
Spell Card
Activate only if you have at least 3 cards each in your hand and Graveyard. Draw 1 card, and if there exists no cards in your Graveyard with the same card name as any card in your hand, draw an additional 2 cards.

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Why does Perplexity of the Two have an opponent's reveal as a cost? It seems unfair.

As long as you're running Highlander, Sanctity of the Three would make you completely invincible until you draw Exodia. I miss Trish...

Celerity of the Four needs a "reveal" clause to prove to your opponent that you can use it. Nothing wrong with it balancewise.

Artifice of the Five also needs a "reveal" clause. It is insanely powerful, much better than Pot of Avarice, since thickening your Deck with Spell Cards is awesome.

You reveal Set cards for Stratagem, correct? It's pretty costly.

Harmony of the Eight requires a lot of set-up for...what? If you have 4 monsters, and you can only get 2 of them on the field, this can give you a Rank 6 monster, but the game must be so complicated at that point that
A ) you're already winning, or
B ) your opponent may have a way to deal with the Xyz you spent 3 cards on.
Let's say you have a low-Level Tuner instead, and a low-Level non-Tuner to go with it (e.g. Effect Veiler in hand and Sangan on field). The Level increase could make a difference, but if you have that many monsters there was probably another, simpler route available.

Ardor of the Nine doesn't need a "reveal" clause as it's completely bonkers. I'll take Highlander in exchange for an instant +2.

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