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Droll & Lock Bird


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DrollLockBird-STBL-EN-R-1E.jpg

 

If your opponent adds a card(s) from their Deck to their hand, except during the Draw Phase, you can send this card from your hand to the Graveyard. For the rest of this turn, neither player can add card(s) from their Deck to their hand. (Drawing cards is also considered as "adding a card to the hand.")

 

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Another hand trap that may see use against PePe. The only reason PePe makes such powerful established turn 1 fields is that every card they play replaces itself. When they tutor their cards, they advance their plays, and ultimately make a strong field along with a follow-up next turn.

 

A common PePe play would be to either summon Joker into Monkeyboard, or Monkeyboard into something else. At that point, you can discard Droll and Lock Bird and they will have 6 cards to play with; the Monkeyboard/Joker and their 5-card hand. At this point, the best move they have is to set a second scale and Pendulum Summon into a Rafflesia + Cyber Dragon Infinity/Pleiades. However, that's in the best case scenario assuming they draw Instant Fusion and/or Trick Clown, and they'll have little-to-no follow-up plays next turn considering the resources they will use up. By discarding Droll and Lock Bird, you lock them out of Guiturtle/Lizardraw plays, Wavering Eyes, Luster Pendulum, Guiding Ariadne, and Pendulum Wizard off the top of my head. That's a lot of cards that can't be used, and some of those cards can be sitting in their hand dead for the turn. The only issue is that if you don't draw it turn 1 you are screwed, but considering most PePe games end pretty quickly, if you don't draw it it's safe to say you lose anyways. Backrow is the only thing that's not in the equation, so a Rafflesia / CDI or Pleiades board backed w/ backrow will be hard to break nonetheless.

 

Thoughts on this theory?

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I pulled one from a pack a long time ago. I also pulled 2 Mischeif of the Yokais from the same set of packs (I got like, 4 or 5).

I still have the copy, and this is honestly one of my favorite arts in the game for some reason. The figure has something about her (?) design thats very...aesthetically attractive. Plus in general the lighting is really cool.

 

It'll always be a good card nowadays. Almost everything searches, and unlike Mistaken Arrest, which lasts until your EP and affects both of you, this only affects the opponent, though this doesn't stop the first search unfortunately. Mistake can be better sometimes, since it's continuous and also blocks the first search, but I personally think this is the best of the 3 for general use. I need to pick up another one...

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Almost everything searches, and unlike Mistaken Arrest, which lasts until your EP and affects both of you, this only affects the opponent.

 

What? This has the same effect as Mistaken Arrest but in the form of a hand trap, they both do the exact same thing. 

 

The problem with this is the same as with most hand traps, in that you have to draw into it early to combat things your opponent can consistently do, so while you'll maybe stun them once the chances are higher that you get it too late or not at all. That it doesn't prevent the first search hurts it a bit also. I see this card brought up a lot but never seems to really take off.

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What? This has the same effect as Mistaken Arrest but in the form of a hand trap, they both do the exact same thing. 

 

The problem with this is the same as with most hand traps, in that you have to draw into it early to combat things your opponent can consistently do, so while you'll maybe stun them once the chances are higher that you get it too late or not at all. That it doesn't prevent the first search hurts it a bit also. I see this card brought up a lot but never seems to really take off.

Okay, so this does prevent both players from searching (misremembered that about this one), but Mistalen arrest lasts till your End Phase, while this is until End of turn. This is important for stuff like Yosens that likes to search stuff a lot.

 

I do agree that not stopping the first search can hurt this one, but It depends on the format/deck you're playing against if this is a big deal or not. Against Kozmos, for example, it'll hurt more to not stop the search than against Pepe. (As far as I know.)

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You can make them shuffle the entire hand and not be able to draw.

 

Just another wonderful side effect of our balanced friend Ptolo in TCG

I'm trying to figure this one out, as if I'm remembering my Keeper of the Sanctuary vs Card Destruction rulings, you wouldn't be able to activate that effect of Durendal while Droll and Lock is affecting the game, and the only way to chain them together is D&L cl1 and Durendal cl2, which just lets them draw anyway.

 

Droll and Lock is a quick effect? That seems kinda...oh sheet it's not in PSCT :/

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Do explain in further detail please.

If you have reason to suspect they have Durendal + Droll (the red flag is them sitting on Ptolemaeus and passing).

 

You have a couple of options in order of importance:

-Field Ignister: this is the best solution as it completely ignores Ptolemaeus, it will either force out Pleiades and you can play ygo again or you run it over and can simplify afterwards. It also ignores Droll.

-PS then normal summon Joker. The thing to note here is that Durendroll is a low investment blowout but there's an opportunity cost where to gain the most value you need to dump your hand. Most players dont realize this and end on Ptolemaeus with a sizeable hand. You can take advantage of this by setting S/T or placing scales before searching with Joker. The idea here is if they invested very few cards on board all you need to do is field a level 4, then activate Joker's effect to intentionally trigger Durendroll; after minimizing the impact of Durendroll by decreasing your hand size, your opponent should be topdecking and you should be able to make Castel and shuffle Durendal.

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Oh but it's ok guys, after I lost my hand to Duren and are now staring down an opponent's field of everything, I can totally topdeck a gamechanging card to delay my loss for another turn! Yaaay!

Funny, I top decks Chaos Emperor once, swung at his Protector of the Sanctuary for 1900 and burned him for the remaining 2100 for game. It was glorious and served him right for that turn 1 AHL

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