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Multiple Destruction


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If both players have 3 or more cards in their hand: Each player places their entire hand on the bottom of the Deck in any order, also you lose LP equal to the total number of cards returned to the Deck by this effect x 300 (min. 1), then each player draws 5 cards. You can only activate 1 "Multiple Destruction" per turn.

 

Been hearing this putting in a lot of work in Ritual Beasts.

 

Discuss.

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Nekroz so frequently get 5-6 card hands (particularly turn 1) that it's basically a way of putting a couple of crappy beasts back into the deck to make your hand bigger and your opponent's smaller. If you can get it off, it's very good indeed.

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Speculating use of this in Infernoids...it might be ok in one way. Noids wouldn't care too much about their hand size or what's in it as long as they have used Reasoning or any other means of mass milling, as well as their LP advantage. However, it's a risk of drawing back an uneven number of ratios of Noids in your hand, but you'll still yield fair results from a forced mulligan. In the end you would probably OTK so you wouldn't worry about your opponent's 6-card hand advantage. It's a meh idea but if we're gonna think about this card's possible applications...

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It's god awful in OCG. When a shaddoll player drops it you know you just won

 

Why is it awful, though?

 

I get it's not something really to run because of facing opposing Shaddolls, sort of like how Card Destruction was terrifying in case the opponent also ran Dark Worlds, but why does the OCG see it as BAD, rather than just...not wise?

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Well the thing about OCG is the limited spells, like Super Poly, and Reborn tend to be very very powerful. And going neg 1 to let your opponent draw into them is generally seen as bad practice no matter how much you +.

 

There is no field that cannot be broken in OCG, and you're literally giving them the tools to break it

 

Infernoids DO occasionally run it. But by and large they don't. Reasoning and Gate do the same objective, but better

 

@Fusion. I mean if a Shaddoll player runs Card Des, that shows they're desperate.

 

@BA yes, I suppose that might change things a little

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Well the thing about OCG is the limited spells, like Super Poly, and Reborn tend to be very very powerful. And going neg 1 to let your opponent draw into them is generally seen as bad practice no matter how much you +.

 

There is no field that cannot be broken in OCG, and you're literally giving them the tools to break it

 

Infernoids DO occasionally run it. But by and large they don't. Reasoning and Gate do the same objective, but better

 

@Fusion. I mean if a Shaddoll player runs Card Des, that show's their desperate.

 

@BA yes, I suppose that might change things a little

They already max out on Gate and Reasoning, CD becomes Copy 7.

 

But again, MD here is different because it's chainable and doesn't load the grave.

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See, another thing with the OCG vs the TCG here is the mentality towards the cards.

 

Your opponent discarding Shaddolls against their explicit will isn't a good thing. That (and the lack of PoA) is why Kuribandit never took off in TCG Shaddoll. It's good in theory, but not good in a TCG format/mindset.

 

BA is a bigger issue, but you can still reasonably outplay them.

 

Infernoid seem like the only true reason not to run Card Des in decks like Dolls/Noids, if it was legal in the TCG.

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Ah, that clears it up a bit more. The OCG has the more power cards they might draw, so Card Destruction is a double-edged sword that benefits the opponent by giving them draw power and possible grave se

Yup!!

 

I've been really interesting in building ritual beast for OCG due to Triple Macro and Dim Fiss

 

Could someone elaborate on why this card is nice. Other than the fact it can work under both Macro and Fissure

 

 

See, another thing with the OCG vs the TCG here is the mentality towards the cards.

 

Your opponent discarding Shaddolls against their explicit will isn't a good thing. That (and the lack of PoA) is why Kuribandit never took off in TCG Shaddoll. It's good in theory, but not good in a TCG format/mindset.

 

BA is a bigger issue, but you can still reasonably outplay them.

 

Infernoid seem like the only true reason not to run Card Des in decks like Dolls/Noids, if it was legal in the TCG.

 

 

I mean forgive me if I'm being ignorant. Power spells TCG side tends to be Soul Charge, Raigeki, 2 Dark Hole, and maybe soon Instant Fusions?

 

HFD, Hole, Reborn, Soul Charge, Super Poly, Avarice, Instant come to mind immediately

 

Then there are monsters cards in decks

 

Like the chaos Trio in dolls, or Diva in Merms

 

Not to continue to derail, but I was kinda shocked that Jar of Avarice never took of in TCG 

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I can definitely see why this card could be useful. Chain to your opponent's Ritual Spell and watch them draw into something suboptimal or nothing at all to summon with it. Also obviously the Ritual Beast consistency issue and the pretty major pluses you can get off it.

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Yup!!

 

I've been really interesting in building ritual beast for OCG due to Triple Macro and Dim Fiss

 

Could someone elaborate on why this card is nice. Other than the fact it can work under both Macro and Fissure

 

 
 

 

I mean forgive me if I'm being ignorant. Power spells TCG side tends to be Soul Charge, Raigeki, 2 Dark Hole, and maybe soon Instant Fusions?

 

HFD, Hole, Reborn, Soul Charge, Super Poly, Avarice, Instant come to mind immediately

 

Then there are monsters cards in decks

 

Like the chaos Trio in dolls, or Diva in Merms

 

Not to continue to derail, but I was kinda shocked that Jar of Avarice never took of in TCG 

 

Jar was still a pretty pricey card, somewhere between $16-30 apiece. It kind of is decreasing slowly?

 

But Jar's problem is it's slow. It's not good enough as a replacement to Pot of Avarice. It's great when it works, but it pales to its Spell counterpart because it's a Trap that ends up being a mediocre topdeck because you can't do anything with it that turn.

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Jar of Avarice isn't being played because not many decks really need to recycle their resources, and the one deck that really benefits it needs all its cards to be available to it from the start of the game, plus most of them get banished eventually. The only deck to really benefit from Jar is Volcanics because they REALLY want their resources recycled.

 

But how did we get talking about Card Destruction and Jar of Avarice anyway? This card is nothing like either.

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