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Pot of Diversity- Consistency for the Unique


Loleo

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Hmm yeah, it is a +1 like it should, and even though you narrow your search to 2 out of 6 cards, you have to run enough copies of each different attribute to make sure you haven't drawn into any of them by the time you bump into this card. That in itself is sort of a drawback even if it doesn't have the more conventional ones like "no battle phase" or "no Special Summons" for the turn ones...... It makes sure there isn't a ton that you can use it in unless you implement some weird mixes. Otherwise you have Neos, E-HERO, Spirits, Elementsavers, and for the most part fun themes.

I'm not a fan of the other effect though. It is just a Double Summon but requires to give off way too much information. It might not be a -1 like Double Summon, but that waiting period is still a bit bothersome. I get the flavor behind that potentially game-breaking requirement of checking contents of the Main Deck to function, but it just doesn't seem very worth it.
I guess it's fine because the first effect is already solid enough to justify the card being used in places.

I almost would want you to further randomize the draws, like "show 6 attributes from your Deck to your opponent, then shuffle them into the Deck and draw 2" or something along the lines, though that's more out of taste (I like drawing Spells/Traps with these sorts of effects too xD )

All in all the card is solid for the draw effect. I am not focusing on the grammer here but gotta say it does have stuff that could be fixed (capitalizing certain words and whatnot) but I didn't wanna make this too lengthy so yeah xD

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I think for the add effect, it should be reduced to 1 add. There's not enough restrictions or conditions to justify its current boon.

As for the second effect, it's worded very awkwardly. How can you prove you don't have more than 1 card with the same name? How can your opponent tell you don't have more than 1 card with the same name? It's just very awkward territory that I don't recommend.

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I'm with the other 2 in terms of the second effect.  It seems very iffy and the highlander condition for activation does not work well, imo.  If you wanted to go for something like that, you'd have to have the condition be part of the card's resolution (like with Hydralander): i.e. "During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; reveal the top 10 cards of your Deck to your opponent, then, if all the cards revealed had different names, you can Normal Summon 1 time in addition to your Normal Summon/Set, regardless, shuffle your Deck."

The crossed out portion (revealing 10 cards) is something that I would like to see instead of revealing the whole deck, but that's just personal preference.

The first effect seems fine to me given how much stuff you'd need, but you have to make sure you say what happens with the other 4 monsters.

 

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I feel like a +1 for a quite easy to fulfill condition isnt particularly healthy for the game, ya just get to plus out of it very easily. Ya dont even need that much diversity tbh, just having an Ash for FIRE and a Droll for WIND covers quite a bit of the effect tbh. Ya can also tick off LIGHT with like, a Lancea/Nib, and DARK with a Belle/Crow/Shifter and the like. Just, having a decent Handtrap/Designator package already covers the great majority of your required attributes. Sure, ya get cards from the shown cards, but still, adding something like Droll Crow isnt even bad, ya can just use those handtraps as free interruptions, only a few conditional HTs like Nib would be bad to add out of this card. So, p much any deck with a respectable handtrap space can already trigger this card, provided they play 1 EARTH, and TriBri has Kerass as an EARTH, to give an example of a meta deck that could benefit out of it. Warrior/Hero decks can use it too, so do Dyno stuff, so do the new Auroradon deck, and Synchrons, and a whole ton of decks. Ya could even just, y'know, play a singular earth monster as kind of a garnet, like Junk Foward, to be able to play this, and in general if your deck ever missed an attribute ya could just slam a 1 of (or more if ya feel like doing so) handtrap of that attribute and call it a day. Feels far too easy to trigger for the advantage it gives. Plus, ya cant even make it a "Reveal 6 choose and add 1" a la Prosperity because then it is just a Lancea seacher and that wouldnt be healthy even in the slightest given how many decks just cannot play through that (Or, y'know, Droll. Maybe even like, Jowgen or the Macrocosmos guys as side deck 1 ofs for certain match ups). Reveal 6 add one at random is probably kind of fine tho, still powerful as just extra copies of handtraps but now not good enough to justify bloating your deck for it. If ya want this to stay as a +1, ya probably would need something like "Excavate top 6 (Maybe top 8 so its not super unlikely) card from your deck, then, if there are at least 6 monsters with different attributes; randomly add 2 of them to your hand". Ya could brick on S/Ts that way though, so im not entirely sure if it would be good. Point is, as is, it is far too generic for it to have an effect as potent as a +1

 

Second eff its fine tho. If Sekka's light can get ya pot of greed + mulligan in exchange for heavily limiting how ya build this deck, i dont see why this card can be Double Summon. It could even be a generic-ish Special Summon from Deck eff and i wouldnt even bat an eye

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I'm with Sleepy here, imo, for non-dedicated multi Attributed Archetypes t won't be as easy to pull as one would think and I see it as a fair restriction. I respectfully don't agree with the above comment, it's kinda like: Yeah no probs, you just gotta run A, B, C, D, E and run an Earth monster, and not draw any of them, easy peasy. With such specific amount of varied cards in the Deck, you're very well bound to draw one of them in the starter hand, or soon enough, then this card goes more or less to hell. AFAIK multi Attributed decks aren't too prominent or relevant, so I'm kinda seeing this as a boon for them.

Lazarus' suggestion for the second effect is fantastic, imo, and resolves Sleepy's concern about revealing the entire deck = not worth it. I was actually going to suggest a reveal of hand (ouchies) and an effect such as "...and if all cards in your hand, field and GY have different names" but I think Tink's suggestion is better.

And welp, if the feeling of "first effect too stronk" persists, instead of making it a single addition I'd go for something like: "but you cannot Summon them for the rest of this turn". Note that this restriction is relatively mild when we consider drowzy's suggestion of using mostly handtraps to fulfill the requirements, as you're not bound to summon them except extraordinary circumstances. The rest is random, so you're kinda not relying heavily on getting the exact cards you want to Summon them right away and start your combo (only desperate measure time IG), so IDK, I think this restriction would do fine would be fine.

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20 hours ago, Sleepy said:

Hmm yeah, it is a +1 like it should, and even though you narrow your search to 2 out of 6 cards, you have to run enough copies of each different attribute to make sure you haven't drawn into any of them by the time you bump into this card. That in itself is sort of a drawback even if it doesn't have the more conventional ones like "no battle phase" or "no Special Summons" for the turn ones...... It makes sure there isn't a ton that you can use it in unless you implement some weird mixes. Otherwise you have Neos, E-HERO, Spirits, Elementsavers, and for the most part fun themes. 

I had Fur Hires in mind and they most likely wouldn't benefit from the double summon.

I'm not a fan of the other effect though. It is just a Double Summon but requires to give off way too much information. It might not be a -1 like Double Summon, but that waiting period is still a bit bothersome. I get the flavor behind that potentially game-breaking requirement of checking contents of the Main Deck to function, but it just doesn't seem very worth it.
I guess it's fine because the first effect is already solid enough to justify the card being used in places.

 

It's a bonus that wouldn't particularly be often used.


I almost would want you to further randomize the draws, like "show 6 attributes from your Deck to your opponent, then shuffle them into the Deck and draw 2" or something along the lines, though that's more out of taste (I like drawing Spells/Traps with these sorts of effects too xD )

fair, I was considering this.


All in all the card is solid for the draw effect. I am not focusing on the grammer here but gotta say it does have stuff that could be fixed (capitalizing certain words and whatnot) but I didn't wanna make this too lengthy so yeah xD

If you don't mind I would love to hear what I could fix.

 

20 hours ago, The Nyx Avatar said:

I think for the add effect, it should be reduced to 1 add. There's not enough restrictions or conditions to justify its current boon.

Having every attribute and getting 2 randomly isn't enough? I'm still considering it being a draw 2 instead of one of the 6 at random but I thought the condition was good enough.

As for the second effect, it's worded very awkwardly. How can you prove you don't have more than 1 card with the same name? How can your opponent tell you don't have more than 1 card with the same name? It's just very awkward territory that I don't recommend.

You reveal your deck?

 

20 hours ago, Lazarus IV said:

I'm with the other 2 in terms of the second effect.  It seems very iffy and the highlander condition for activation does not work well, imo.  If you wanted to go for something like that, you'd have to have the condition be part of the card's resolution (like with Hydralander): i.e. "During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; reveal the top 10 cards of your Deck to your opponent, then, if all the cards revealed had different names, you can Normal Summon 1 time in addition to your Normal Summon/Set, regardless, shuffle your Deck."

That could be fixed in that way? Cool! Yeah will probably change the wording to that.

The crossed out portion (revealing 10 cards) is something that I would like to see instead of revealing the whole deck, but that's just personal preference.

make it easier and less cumbersome? I could do that. It further justifies playing 3 of the spell card. I was thinking about getting rid of the turn it was sent to the GY restriction but revealing the top 10 cards of your deck seems better.

The first effect seems fine to me given how much stuff you'd need, but you have to make sure you say what happens with the other 4 monsters.

Oh wow missed that. Meant to return to deck and shuffle.

 

 

19 hours ago, drowsyCoffee said:

I feel like a +1 for a quite easy to fulfill condition isnt particularly healthy for the game, ya just get to plus out of it very easily. Ya dont even need that much diversity tbh, just having an Ash for FIRE and a Droll for WIND covers quite a bit of the effect tbh. Ya can also tick off LIGHT with like, a Lancea/Nib, and DARK with a Belle/Crow/Shifter and the like. Just, having a decent Handtrap/Designator package already covers the great majority of your required attributes. Sure, ya get cards from the shown cards, but still, adding something like Droll Crow isnt even bad, ya can just use those handtraps as free interruptions, only a few conditional HTs like Nib would be bad to add out of this card. So, p much any deck with a respectable handtrap space can already trigger this card, provided they play 1 EARTH, and TriBri has Kerass as an EARTH, to give an example of a meta deck that could benefit out of it. Warrior/Hero decks can use it too, so do Dyno stuff, so do the new Auroradon deck, and Synchrons, and a whole ton of decks. Ya could even just, y'know, play a singular earth monster as kind of a garnet, like Junk Foward, to be able to play this, and in general if your deck ever missed an attribute ya could just slam a 1 of (or more if ya feel like doing so) handtrap of that attribute and call it a day. Feels far too easy to trigger for the advantage it gives. Plus, ya cant even make it a "Reveal 6 choose and add 1" a la Prosperity because then it is just a Lancea seacher and that wouldnt be healthy even in the slightest given how many decks just cannot play through that (Or, y'know, Droll. Maybe even like, Jowgen or the Macrocosmos guys as side deck 1 ofs for certain match ups). Reveal 6 add one at random is probably kind of fine tho, still powerful as just extra copies of handtraps but now not good enough to justify bloating your deck for it.

I don't think the condition is that easy. You need to have 6 different attributes and one copy won't cut it because if you drew into your only card of the attribute the spell turns off. 

If ya want this to stay as a +1, ya probably would need something like "Excavate top 6 (Maybe top 8 so its not super unlikely) card from your deck, then, if there are at least 6 monsters with different attributes; randomly add 2 of them to your hand". Ya could brick on S/Ts that way though, so im not entirely sure if it would be good. Point is, as is, it is far too generic for it to have an effect as potent as a +1.

This is RIDICULOSLY unlikely.  AT 6 let's say you played a 40 card deck with 6 monsters of each attribute.

( 6/40*6/39*6/38*6/37*6/36*6/35 makes this less then .002%) and at 8 it doesn't help much.

 

Second eff its fine tho. If Sekka's light can get ya pot of greed + mulligan in exchange for heavily limiting how ya build this deck, i dont see why this card can be Double Summon. It could even be a generic-ish Special Summon from Deck eff and i wouldnt even bat an eye

Thanks for the perspective!

 

18 hours ago, Rayfield Lumina said:

I'm with Sleepy here, imo, for non-dedicated multi Attributed Archetypes t won't be as easy to pull as one would think and I see it as a fair restriction. I respectfully don't agree with the above comment, it's kinda like: Yeah no probs, you just gotta run A, B, C, D, E and run an Earth monster, and not draw any of them, easy peasy.

thanks

With such specific amount of varied cards in the Deck, you're very well bound to draw one of them in the starter hand, or soon enough, then this card goes more or less to hell. AFAIK multi Attributed decks aren't too prominent or relevant, so I'm kinda seeing this as a boon for them.

Exactly the point.

Lazarus' suggestion for the second effect is fantastic, imo, and resolves Sleepy's concern about revealing the entire deck = not worth it. I was actually going to suggest a reveal of hand (ouchies) and an effect such as "...and if all cards in your hand, field and GY have different names" but I think Tink's suggestion is better.

Yeah I'm glad we can agree top 10 of deck is a great middle ground.

And welp, if the feeling of "first effect too stronk" persists, instead of making it a single addition I'd go for something like: "but you cannot Summon them for the rest of this turn". Note that this restriction is relatively mild when we consider drowzy's suggestion of using mostly handtraps to fulfill the requirements, as you're not bound to summon them except extraordinary circumstances. The rest is random, so you're kinda not relying heavily on getting the exact cards you want to Summon them right away and start your combo (only desperate measure time IG), so IDK, I think this restriction would do fine would be fine.

lots to consider.

1. clarifying the revealed monsters that weren't added return to deck.

2. changing the second effect to work the turn it was sent to GY.

3. revealing only top 10 cards of deck for second effect.

4. making the add 1 of the revealed of your choice or draw 2 (not final)

5. making it a trap that can be activated from hand during start of either player's MP1. (not final)

 

I feel this showcases the balances to cards

1. cost

2. activation requirements. (which very few pot cards have except maybe pot of avarice and returning monsters to the deck acts as a cost) 

3. alternative restrictions/consequences

4. reward

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I feel like making the card a trap might be a tad too much, after all, we have seen time and time again non-interruption traps just seeing next to no play just by virtue of being traps. Then again, the best way to fit this card probably is on lists that use very small engines (Invoked?? Eldlich?? Dogmatika?? Maybe Prankids since they already tick off FIRE, WATER, EARTH and WIND?? Shaddolls??) alongside an absurd number of handtraps, talking about +10 or something around those lines, as then you dont really have a need to play that many things as garnets, just, switch your HT ratios from 3 ofs to a bunch of 2 ofs; and in those cases, this card WOULD be kind of an interaction, as adding 2 HTs to hand during your opponent's Standby Phase does sound like a viable effect for a Trap card to have, specially on metas where non-HOPT handtraps like Skull Meister are viable to reduce the punish of drawing your targets

One of the reasons im not necessarily willing to agree with the argument that the condition is fine, is that ya could draw the one of target for your attribute, and that in it of itself isnt that big of a punish, as a lot of the targets ya could accidentally draw, like Droll and Lock, Ash Blossom or Lancea, are already plenty good draws in their own as well as just extra interactions. Sure, drawing both the Pot AND a target would also hurt a lot, but we already have a few meta relevant cards with similar concerns such as Designator. The fact that your garnets arent even bad in hand heavily compensates for the card being particularly prone to being turned off when playing your HT targets as one ofs

Plus, specially on a meta like this one where every deck is filled to the brim with 1 card starters and bricking on handtraps isnt as big a concern, having to bloat your deck with a bunch of targets isnt even bad, specially given that ya could also at the same time use those targets as Crossout Designator targets. And, again, a lot of the bricking problems can be solved by modifying the usual 3 of handtrap ratios for 2 of ones

 

Its just that, a lot of the things that you have to do for this card to be consistently good, like playing a high number of handtraps, are already good things overall for your deck, and ya even get to play Designator without having as many problems figuring space for targets out of it, as any engine that its playing this card is already probably hella small. To make things worse, oftentimes, the requirements to be able to play this card, such as having an abundance of 1 card starters, or having space for plenty of handtraps/post siding staples, are already hallmarks of a strong deck. This card kind of just makes competent decks even more competent 

 

Still, at the same time, pushing the card back to just a +0 would solve most issues with the card, specially when compared to making the card a Trap card, which feels like wouldnt amount to much in the end. After all, as a +0, its harder to justify how valuable the card is. If ya get 2 HTs out of it, then sure, it allows decks like Invoked to highroll for higher interaction set ups. On the other hand, if ya get only one out of, wouldnt it be better to just, play more HTs and rely on hard drawing them? Its not like you'll end with more than you would do if ya hard drew the handtrap, so outside of maybe match ups where a specific HT immediatly ends the duel (ie: Droll against Drytron, Imperm/Gamma/Veiler on the Junk Speeder against Synchron, Ash/Veiler/Imperm on the Robina against Floos, Gamma/Ghost Ogre against Zoos, Nibiru against Beetroopers, Lancea against Dino/Orcust, etc) and ya want to increase the chances of getting access to it post-siding, ya wouldnt really feel compelled of just, playing more handtraps instead of this unless you were either a super handtrap-heavy deck like Pure Invoked were you actually had enough HTs to turn this card on without messing with your list that much or a deck that already had elemental variety and didnt particularly care about the whole extra HT access deal and was just trying to add some of their cards

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Honestly? Fair fucking enough, handtraps really are bein' a pain in the ass for the balancing of this card ngl. Blocking tuners could work too, that would cut the Ghost Girls, Gamma and Veiler, only leaving Meister, Crow, Droll and Lancea as the legal HT targets (Nib too, but Nib is awkard to get given that it would wipe your own board in the process). While some of the stronger, floodgate-y handtraps remain, blocking tuners would remove the entire pool of generic, always live handtraps (Like Ash Blossom or Gamma) and get rid of the only good FIRE target, increasing the garnet number from 2 (WATER (I forgot about this attribute, mb) and EARTH) to three. Def a big hit in the card's applications, since its way harder to justify maindecking floodgate handtraps that might not be live instead of side decking them and having more broadly applicable cards in main. Having to cram more garnets on top just heavily increases the chances of drawing dead cards. Might be a big enough hit to consistency to disincentivize shoving the card into a lot of more space starved decks. Invoked and Prankids would likely still be a problem though, specially prankids, given that they cover 4 types including all your garnet types and like to be added out of this card. Then again, Prankids kind of are the intended, multy attribute deck to use this card. It just, is hella scary to give an already good deck even more tools

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20 hours ago, drowsyCoffee said:

Honestly? Fair fucking enough, handtraps really are bein' a pain in the ass for the balancing of this card ngl. Blocking tuners could work too, that would cut the Ghost Girls, Gamma and Veiler, only leaving Meister, Crow, Droll and Lancea as the legal HT targets (Nib too, but Nib is awkard to get given that it would wipe your own board in the process). While some of the stronger, floodgate-y handtraps remain, blocking tuners would remove the entire pool of generic, always live handtraps (Like Ash Blossom or Gamma) and get rid of the only good FIRE target, increasing the garnet number from 2 (WATER (I forgot about this attribute, mb) and EARTH) to three. Def a big hit in the card's applications, since its way harder to justify maindecking floodgate handtraps that might not be live instead of side decking them and having more broadly applicable cards in main. Having to cram more garnets on top just heavily increases the chances of drawing dead cards. Might be a big enough hit to consistency to disincentivize shoving the card into a lot of more space starved decks. Invoked and Prankids would likely still be a problem though, specially prankids, given that they cover 4 types including all your garnet types and like to be added out of this card. Then again, Prankids kind of are the intended, multy attribute deck to use this card. It just, is hella scary to give an already good deck even more tools

I just realized all the Fur Hires would be excluded with my original suggestion. Your idea of no tuners or maybe monsters with at least 100 ATK would definitely help... or both.

 

1. clarifying the revealed monsters that weren't added return to deck.

2. changing the second effect to work the turn it was sent to GY.

3. revealing only top 10 cards of deck for second effect.

4. making the add 1 of the revealed of your choice or draw 2 (or all three options?) (not final all 3 is tempting)

5. making it a trap that can be activated from hand during start of either player's MP1. (more final)

6. Conditions for first effect: (at least 2) Different attributes Different ATK (100 or more) Different Type No Abilities [the 100 or more ATK and no abilities (e.g. tuner, toon, gemini, etc.)  are mandatory]

 

Getting to the point this is a more complicated small world.

 

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23 minutes ago, Loleo said:

Getting to the point this is a more complicated small world.

Such is the life of Omni-Searchers/+1 i guess. Hella hard, specially with the searchers, of figuring out a way to make them non-abusable. There's a reason why Desires requires 10 banishes, and even then, its pretty much a no brainer pick for any deck that can afford to play it in any way shape or form. As for Searchers, i mean, you're kinda parting with things like Left Arm Offering being a -2 that locks ya out of setting cards. Hella hard to make them both generic and balanced

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