Sleepy Posted November 8, 2021 Report Share Posted November 8, 2021 Ten-Fold Blast![Spell] Target exactly 10 cards on the field; destroy those targets. Your opponent takes no battle damage for the rest of the turn. - - - - - NOTES: Because it says "those targets" at the end of the resolution of the effect (instead of "those cards"). Alterating any of the targets before the resolution (like Tributing 1 of the cards with Enemy Controller for example) will cause the whole effect to fizzle. Soooo I was looking at cards my brother and I hand drew back in like 2003 and I bumped on a "destroys 10" among them. I thought to myself "wait, I might be crazy but this can be probably balanced out with some tweaks". So here we are. What do you think? Did I overkill it? Is it fine as is? or does it still sound problematic for you? Link to comment Share on other sites More sharing options...
Loleo Posted November 8, 2021 Report Share Posted November 8, 2021 I think one of the pots has that restriction, but I don't want to check. This is a perfectly balanced card as the requirement is steep and you'll probably need to destroy ~3 or 4 of you own cards. Biggest lover of this as I can see is unchained. I sort of want to make an archetype around 5 and 10 now. A pendulum deck with Scales 4 and 11. (I want to bring in totem 5 and rekindling) Effects that are themed around 5 and 10. I call it 5/10 Fold... want to Collab? Link to comment Share on other sites More sharing options...
Pommelo Posted November 8, 2021 Report Share Posted November 8, 2021 Holy moly, the card seems extremely brittle. It's exactly as you say, the slightest change in the targets and the card becomes null. Now, how often do you see a board with 10+ cards on field nowadays? Honest question, not rhetoric. IDK, I suppose it's not thaaat hard to see even early game given the frenzied rhythm of today's meta, the problem comes when you think that, if you're trying to activate this card in your first turn (going second), that means 99% of the time that your opponent already controls the whooping 10+ cards, and in such case they must be so perfectly established on field I see this card having miiiiinimal chance of activating properly. From there, as the game progresses and both players accommodate better on the field (probably causing that the 10+ cards are more spread between fields, I'd say there's also a high degree of chance that the opponent has cards that can react to a number of circumstances, and I needn't know what will happen if you try this card. I'm unsure as a not-so-experienced player, these are just asusmptions, but I just don't see this card applying very often. What could be done to fix this? Perhaps a guaranteed single destruction. Instead of tweaking with the restrictions, you could leave them in place, but add some sort of clause. During your End Phase, if this card activated this turn didn't destroy 10 cards on the field: You can target 1 card on the field; destroy it. Welp, just an idea n.n Link to comment Share on other sites More sharing options...
Sleepy Posted November 8, 2021 Author Report Share Posted November 8, 2021 9 minutes ago, Rayfield Lumina said: Holy moly, the card seems extremely brittle. It's exactly as you say, the slightest change in the targets and the card becomes null. Now, how often do you see a board with 10+ cards on field nowadays? Honest question, not rhetoric. IDK, I suppose it's not thaaat hard to see even early game given the frenzied rhythm of today's meta, the problem comes when you think that, if you're trying to activate this card in your first turn (going second), that means 99% of the time that your opponent already controls the whooping 10+ cards, and in such case they must be so perfectly established on field I see this card having miiiiinimal chance of activating properly. From there, as the game progresses and both players accommodate better on the field (probably causing that the 10+ cards are more spread between fields, I'd say there's also a high degree of chance that the opponent has cards that can react to a number of circumstances, and I needn't know what will happen if you try this card. I'm unsure as a not-so-experienced player, these are just asusmptions, but I just don't see this card applying very often. What could be done to fix this? Perhaps a guaranteed single destruction. Instead of tweaking with the restrictions, you could leave them in place, but add some sort of clause. During your End Phase, if this card activated this turn didn't destroy 10 cards on the field: You can target 1 card on the field; destroy it. Welp, just an idea n.n Hmm true, the closest you are to making the destruction entirely composed of opponent cards, the more your opponent is likely to counter/negate this card, as if it didn't already have enough drawbacks..... I don't mind easing up on the drawbacks before I go into adding a second effect for when it fails (that will likely end up becoming its primary use because of how much the original effect is likely to fail). Soooo instead of "pop 1 in the EP when your original intention inevitably falls flat on its face", I could replace the "destroy those targets" with "destroy those cards" so that whatever is left after the opponent's reaction still gets popped, how about it? It'd still need to happen at the beginning of the MP1 when you haven't been able to make most of the field arrangements, and I still think that the 3 traits of "target" + "destroys" + speed of normal spell" are all on themselves drawbacks in this day and age in which modern decks like soulswords are going "quick effect from GY, now my sychro banishes 1 card from your field and 1 from your GY, no targeting lol" xD But I do understand it is a very thin line between "unusable" and "way too effective" so I maybe should add something like "no damage this turn" or "no special summon this turn" or something like that for the user... or an Evenly Matched clause that stops OTKing or too much build up.... hmmmmm thinking.... Anyhow, thanks a ton for the insight n.n Link to comment Share on other sites More sharing options...
Sleepy Posted November 8, 2021 Author Report Share Posted November 8, 2021 14 minutes ago, Loleo said: I think one of the pots has that restriction, but I don't want to check. This is a perfectly balanced card as the requirement is steep and you'll probably need to destroy ~3 or 4 of you own cards. Biggest lover of this as I can see is unchained. I sort of want to make an archetype around 5 and 10 now. A pendulum deck with Scales 4 and 11. (I want to bring in totem 5 and rekindling) Effects that are themed around 5 and 10. I call it 5/10 Fold... want to Collab? yeah it's very likely you'll have to destroy some of your own cards too. Though many decks end up seeing that as a benefit. Unchained, Graydle Alligator, Nephtys/Fire Kings, hmm... you can I believe even pop Tokens like Ojama Trio or Scapegoats that'd be able to pick up the fluff if really needed. Or Dinosaurs like Babycerasaurus could give you a search. I think I've seen similar scales before. The Pendulum portion of the Yosenju theme. They are 3 - 5 (so only Summon Level 4s) but the 5 one can turn into 11 for the cost of locking you into only Summoning Yosenjus that turn. Totem 5 is fun although I've had a hard time with actually using it. It is probably the kind of card that'd need a specialized "revive it with 4 tokens all at the same time" to work out, as the amount of setup you gotta build up has become a bit harder to amass these days xP I'll be looking forward to you making that theme but I've bot some things I'm working on at the moment that prevent me from jumping into a collab of an archetype, so sorry n.n Link to comment Share on other sites More sharing options...
drowsyCoffee Posted November 8, 2021 Report Share Posted November 8, 2021 Im not entirely sold on the "Start of the Main Phase 1" clause, i feel like having to summon/set some of your own cards to be able to activate this is a good trade off, as not only it involves you reducing the advantage of the trade, it also telegraphs you having this card on a scenario were it managed to see widespread play and give your opponent a window to react to it by trying to clear your board and use their own cards before the 10 cards mark. As it is right now, if ya were to summon targets for this card, since you did so during the MP1, the "start of MP1" window would have ended, and ya would have to wait a full turn, and have both boards remain as is (On top of not getting OTKd) for the card to be live. What about making so ya can use it at the start of either Main Phase, both 1 and 2, so that if the board naturally fulfills the conditions, ya get to use the card right away, and if it doesnt, you have to do an Evenly Match-esque trade off were you need to perform your Battle Phase in a way that doesnt net you advantage just to get the boardwipe, by setting the cards at MP1, doing nothing on BP, and activating this card at the start of MP2 Link to comment Share on other sites More sharing options...
drowsyCoffee Posted November 8, 2021 Report Share Posted November 8, 2021 At least that way the card is less cumbersome to properly resolve, even though as Lumina said it feels easy to interact with. Honestly, even if it were a Nib esque card were your opponent doesnt get to react to the boardwipe and it bypasses all defensive immunities, it probably would still be fine. After all, on a scenario were this card would see widespread use, much like Nib people would have this card in mind when building their boards, avoiding the 10 card treshold, and similarly, if they saw you trying to flood the board so that the treshold is reached, they would use their interactions to stop you from doing so, and in a way, since ya would need to commit a lot of advantage to this card, ya would end with a Droplet-esque scenario were the card can break through virtually any board BUT you arent necessarily capable of then OTKing/establishing a board just by the sheer advantage you had to commit to it Link to comment Share on other sites More sharing options...
Pommelo Posted November 9, 2021 Report Share Posted November 9, 2021 II think Drowsy is right, you could remove the "At the start of your Main Phase 1" clause to accommodate your field better. It's somewhat worrisome when you consider certain archetypes like Burning Abyss can get +s in board wipes, but most archetypes shouldn't be able to recover that easily with floats. I think we shouldn't forget that, while the card so far has considered a bit underpowered due to the strict clauses over it, one mistake and it becomes OP... I think I'd go for fully flexible Main Phase 1, excluding 2, also because of: On 11/7/2021 at 11:16 PM, Sleepy said: " so I maybe should add something like "no damage this turn" this one clause I'm liking, heavily reducing the probability of this card becoming a massive nuker that leaves the foe defenseless. Only if it activates properly, I'd say: ...but your opponent takes no further damage this turn if this card destroyed cards by its effect this turn. I think you could get the Meloetta Seal of Approval if you made this changes xD Link to comment Share on other sites More sharing options...
Sleepy Posted November 19, 2021 Author Report Share Posted November 19, 2021 Sorry for the long wait. I've had... quite the happenings recently. Though I finally got a chance to edit the card. It now can be activated during any point of MP and damage-locks the user in exchange. It still targets/destroys/fizzles though. Let me know what your updated thoughts are n.n Link to comment Share on other sites More sharing options...
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