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Hero's Rule 2


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I just have one question, if this is Hero's Rule 2, where's Hero's Rule 1?

Was just marathoning GX, and ran across hero's rule 1: five freedoms, it's a normal trap that  banishes 5 cards in either grave for 0 cost. I don't think they ever have, or ever will print it.

 

as for 2, it kills a lot of things that are common in the meta currently, and as a SS3 it gets over most currently run negation and stops many chains cold.

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Was just marathoning GX, and ran across hero's rule 1: five freedoms, it's a normal trap that  banishes 5 cards in either grave for 0 cost. I don't think they ever have, or ever will print it.

 

as for 2, it kills a lot of things that are common in the meta currently, and as a SS3 it gets over most currently run negation and stops many chains cold.

Have you not heart of Soul Release?

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Have you not heart of Soul Release?

I know of it, but i completely forgot it existed when i said that.

 

As an argument though, five freedoms is a trap, so while not usable immediately, it's chainable and  has more damage potential as far as disruption goes. (infernoids are thing though, so yeah, rule 1 might as well get printed by this point.)

 

As far as rule 2 goes, big burn is another card that might be worthy of siding as far as competition goes.

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Holy s*** this stops

 

DMoC

All the purple shaddolls

Reborn, Charge, CoTH

Falco

POT OF AVARICE

 

 

FML FML FML FML

 

 

Um Trick Clown?

 

Unicore. Dante/Cir. Altair/CoTH/Oasis

 

Fusion Dracoslayer

 

Storm Trooper Kozmo bastard

 

s*** is lit

Why would people side cards for narrow interactions that result in 141 trades?

 

Have u actually reduced the deck's ceiling?

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Why would people side cards for narrow interactions that result in 141 trades?

 

Have u actually reduced the deck's ceiling?

rule might be 141, but it's speed 3. that's literally the largest reason to side it. it doesn't gain you advantage, but if you side it in against relevant decks (if i'm correct, OCG has more decks that this hits than TCG does at the monent) it forces your opponent to either use a spell speed 3 to match it or lose their play. if i'm correct, this card can counter notice, infinity, every infernoid ever, and warning if you are using an effect from your own graveyard. not really an argument in favor, but something to keep in mind if you want to run something uncommon.

 

Before anybody bashes my use of the uncommon argument, what i mean is that rule2 is an uncommon card that can bait commonly used meta cards in unexpected ways.

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rule might be 141, but it's speed 3. that's literally the largest reason to side it. it doesn't gain you advantage, but if you side it in against relevant decks (if i'm correct, OCG has more decks that this hits than TCG does at the monent) it forces your opponent to either use a spell speed 3 to match it or lose their play. if i'm correct, this card can counter notice, infinity, every infernoid ever, and warning if you are using an effect from your own graveyard. not really an argument in favor, but something to keep in mind if you want to run something uncommon.

 

Before anybody bashes my use of the uncommon argument, what i mean is that rule2 is an uncommon card that can bait commonly used meta cards in unexpected ways.

It's literally Judgement or bust

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How does speed spell 3 even matter (it ignores Infinity!!!1 how is this just not the most narrow scenario ever) There are few cards that interact with this anyway (in terms of building a chain) and it doesn't change the fact that the cards Rule 2 "hits" are usually "free." There is in fact little urgency to matching Hero's rule because the play is small (hence my point in how u are not reducing the deck's overall ceiling)

 

Literally just LT freaking out over cute trades.

 

Side deck cards should be aiming for time walks.

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How does speed spell 3 even matter (it ignores Infinity!!!1 how is this just not the most narrow scenario ever) There are few cards that interact with this anyway (in terms of building a chain) and it doesn't change the fact that the cards Rule 2 "hits" are usually "free." There is in fact little urgency to matching Hero's rule because the play is small (hence my point in how u are not reducing the deck's overall ceiling)

 

Literally just LT freaking out over cute trades.

 

Side deck cards should be aiming for time walks.

It's more frustration about how this basically shits all over my deck than me expecting it to turn the meta around.

 

There are better ways to hit BA if that's what you mean, but going into next format, being able to negate avarice and soul charge for effectively free might be good IMO

 

Jeez, that name drop, I haven't heard that one in ages

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