Jump to content

Greed Cards 2.0


Loleo

Recommended Posts

dffbfee57494.jpg

Vase of Greed

Ritual Spell

Can only be activated if you have a "Pot" or "Jar" card in your GY. This card can be used to Ritual Summon a "Greedy" monster from your hand or GY. You must also Tribute "Pot" or "Jar" Rock monsters from your hand or Deck whose levels equal the total number of "Pot" and "Jar" cards in your GY + 12. While this card is in your GY: You can target 3 "Pot" and 3 "Jar" cards in your GY; Shuffle those targets and this cards into the deck, then you can Special Summon 1 Rock monster from your GY in Facedown Defense.

09453203ab93.jpg

 

Greedy Prospector

Level 12 DARK

Fiend/Ritual/Effect

ATK 0/ DEF 3000

This card Must be Ritual Summoned by the effect of "Vase of Greed". This card gains the following effects based on the number of "Jar of" Traps in your GY with different names.
1 or more: this card gains 200 ATK for each "Pot" card in your GY.
3 or more: If your opponent Summons a monster: you can return 4 "Jar" or "Pot" cards from your GY to the bottom of your Deck; negate that Summon, then you can add 1 random facedown banished card to your hand.
5 or more: unaffected by other card effects.
7 or more: "Pot" and "Jar" cards are also treated as "Pot of Greed" and "Jar of Greed".

 

Greedy Dragon

Level 12 DARK

Dragon/Fusion/Effect

2800/4000

"Jar Turtle" + "Avatar of the Pot" + "Spirit of the Pot of Greed"

Must be Fusion Summoned, or Special Summoned by its own effect. If a "Shard of Greed" with 3 or more Greed Counters left the field by an opponent's card while this card is in your Extra Deck: You can Special Summon as many materials listed in this monster's text as you can (min.1) from your hand, Deck, or GY, and this card. You have no hand size limit. Unaffected by card effects while you have 10 or more cards in your hand. Each time you draw a card(s): gain 1000 LP. If you have exactly 30 cards in your hand you win the Duel.

 

Greedy Jar Master

Level 9 DARK

Rock/Ritual/Effect

Must first be Ritual Summoned by the effect of "Vase of Greed". You can discard this card and 1 "Pot" card; add 1 "Vase of Greed" from you Deck to your hand. If this card is Summoned: You can add 1 "Jar" card from your Deck to your hand. This card gains ATK equal to the number of cards in your hand x 500. While you have 5 or more cards in your hand, this card is unaffected by other card effects.

0/2000

 

Pot of Gold Moon Coin

Spell

Excavate the top 5 cards of your deck: Add 1 "Pot" or "Jar" card from your hand to your opponent's hand, and if you do, add up to 3 excavated "Pot", "Jar", and "Greed" cards from your deck to your hand and place the rest on the bottom of your deck in any order.

 

Jar of Resurrection

Trap

Neither player can activate cards in response to this card's activation. Discard 7 cards; Special Summon 1 monster from either player's GY ignoring its summoning conditions. If this card would leave the GY: Set all monsters both players control and banish this card, face-down.

 

Jar of Dimensional Burial

Trap

Banish a card from each GY face-down; Draw 1 card.

 

Jar Emporium

Field Spell

You can activate "Jar" Traps Cards from your hand. Once per chain, if a Set "Jar" card is flipped face-up or destroyed: Your opponent must send a card from their hand or field to the GY.

 

Pictures aren't there for all the cards yet, maybe in the future. Thanks @Rayfield Lumina for the help!

 

Link to comment
Share on other sites

23 hours ago, Loleo said:

Thanks @Rayfield Lumina for the help!

you're very much welcome. And well, you already know my point of view about them, so I'll just mention again these are great cards. I believe a couple of them are up for testing because they look dangerous, so we'll see, time will tell.

Link to comment
Share on other sites

  • 2 weeks later...

Hmm let's see, where do I begin? I find it for some reason easier tackling these cards in reverse order, and will also begin by looking up all Pot/Jar cards in the game seeing how this set builds onto them:

(I'm back with some hilarious results)
https://www.duelingbook.com/deck?id=11993626

Ok onto the cards xD

- - - - -

Jar Emporium
Field Spell

You can activate "Jar" Trap Cards from your hand. Once per chain, if a set "Jar" card is destroyed or flipped face-up: Your opponent must send 1 card from their hand or field to the GY.

I moved the destroyed/flipped order (I just think it sounds more standard that way so I find it easier to read even if it is by a little). 
I am very much a fan of this field spell, especially now that field spell searching has been made easier with the most recent banlist. Jar of Avarice needs a push like this to be viable and Jar of Greed becomes a very good deck thinning card much easier to have it trigger Jar Turtle with extra advantage and somewhat of a floating advantage deal. I had to look through the pool of IRL cards I posted above to make sure there weren't any "Jar" Normal Spells because that'd make this card waaay too good xD

It also is good that it works off ANY "Jar" card, so you have the choice to either speed up the draws of "Jar" cards from your hand, or set them on the field to trigger that sweet removal effect.... It is AMAZING removal btw. Not once per turn, non-destroying, non-targeting, and your opponent choosing it means it affects even monsters that say "this card is unaffected by your opponent's effects" because the ruling says it is legally the owner's choice to select and send that card, even if it is the only card remaining to send.....
I'd totally try using "Temple of the Kings" in this sort of deck to speed up that effect.

Hmm actually... I do have a suggestion. What do you think about adding a quick activation clause? to combat some of those decks that like going way too strong on turn 1? something like "if your opponent Special Summons a monster while you control no cards: You can immediately activate this card from your hand" and start disrupting with Jar traps as if they were handtraps? xD well even if this suggestion is not taken I already very much like your card here.

Jar of Dimensional Burial
Trap

Banish 1 card from each GY, face-down; draw 1 card.


Here's some grammar fixes, stuff that's not capitalized, numbers being written in number form rather than letter form, etc...
Non-targeting D.D. Crow is great, it works better under the field spell though so it kinda further makes me want to give a quick activate clause to the field spell xD
Too bad you have to choose all GYs, I suggest 2 things:
This card is treated as "Jar of Greed" while on the field and GY.
Banish up to 1 card from each GY, face-down; draw 1 card.


Otherwise the card is not gonna be live a lot of the time early on unless you end up banishing your other pots in GY, and I glimpse at your Ritual and you don't want to banish those GY savings.... Also, I really want it to work with the Jar Turtle for an extra push of power but that part of my suggestion is just optional lol.

Jar of Resurrection
Trap

Neither player can activate cards in response to this card's activation. Discard 5 cards; Special Summon 1 monster from either player's GY, ignoring the Summoning conditions. If this card would leave the GY: Set all monsters on the field and banish this card, face-down.

Hmmm thinking.... Not a fan of the huge discard cost for a Monster Reborn. Even at spell speed 4 and ignoring conditions. Then when you DO trigger this, it'll probably will only be used in something abusive, like for example "Emperor Tanuki's Critter Count" could be teched here to drop something absurd like "Naturia Extrio" for this card to revive and floodgate with, since the Tanuki turns a Ritual Summon cost into a Foolish Burial for the Extra Deck..... Either way it is gonna be not great.

I do like the second effect though, your "Jar of Dimensional Burial" can banish this quickly after having this card milled via Foolish Burial Goods and you got yourself a mass setting effect. Umm, well, make this GY effect optional (you can) because otherwise even you won't be able to touch it by choice through recycling effects without it fizzling your other effects as it forcefully banishes itself face-down.... 

Pot of Gold Moon Coin
Spell

Add 1 "Pot" or "Jar" card from your hand to your opponent's hand, and if you do, draw 3 cards.


I just changed up this being a cost^
An Ash Blossom or really any negation will screw you over if you keep it a -1 where the cost of giving up a card will be paid regardless.... 
On the other hand, I recommend something I've so far recommended for none of the above cards: a hard "once per turn" clause. This being a draw 3 effect with such an easy condition sounds a bit absurd without one. Otherwise I like the idea.

I'll cut off this post right here and do the other 4 cards in another post because it wouldn't be the first time I lose an hour's worth of commentary due to a post malfunction xD
 


 

Link to comment
Share on other sites

32 minutes ago, Sleepy said:

Hmm let's see, where do I begin? I find it for some reason easier tackling these cards in reverse order, and will also begin by looking up all Pot/Jar cards in the game seeing how this set builds onto them:

(I'm back with some hilarious results)
https://www.duelingbook.com/deck?id=11993626

Ok onto the cards xD

- - - - -

Jar Emporium
Field Spell

You can activate "Jar" Trap Cards from your hand. Once per chain, if a set "Jar" card is destroyed or flipped face-up: Your opponent must send 1 card from their hand or field to the GY.

I moved the destroyed/flipped order (I just think it sounds more standard that way so I find it easier to read even if it is by a little). 
I am very much a fan of this field spell, especially now that field spell searching has been made easier with the most recent banlist. Jar of Avarice needs a push like this to be viable and Jar of Greed becomes a very good deck thinning card much easier to have it trigger Jar Turtle with extra advantage and somewhat of a floating advantage deal. I had to look through the pool of IRL cards I posted above to make sure there weren't any "Jar" Normal Spells because that'd make this card waaay too good xD

It also is good that it works off ANY "Jar" card, so you have the choice to either speed up the draws of "Jar" cards from your hand, or set them on the field to trigger that sweet removal effect.... It is AMAZING removal btw. Not once per turn, non-destroying, non-targeting, and your opponent choosing it means it affects even monsters that say "this card is unaffected by your opponent's effects" because the ruling says it is legally the owner's choice to select and send that card, even if it is the only card remaining to send.....
I'd totally try using "Temple of the Kings" in this sort of deck to speed up that effect.

Hmm actually... I do have a suggestion. What do you think about adding a quick activation clause? to combat some of those decks that like going way too strong on turn 1? something like "if your opponent Special Summons a monster while you control no cards: You can immediately activate this card from your hand" and start disrupting with Jar traps as if they were handtraps? xD well even if this suggestion is not taken I already very much like your card here.

I need to pick a new color for in quote comment oh no. I do think the quick effect activation clause would put this card a little too over the top, glad you like it otherwise!

Jar of Dimensional Burial
Trap

Banish 1 card from each GY, face-down; draw 1 card.


Here's some grammar fixes, stuff that's not capitalized, numbers being written in number form rather than letter form, etc...
Non-targeting D.D. Crow is great, it works better under the field spell though so it kinda further makes me want to give a quick activate clause to the field spell xD
Too bad you have to choose all GYs, I suggest 2 things:
This card is treated as "Jar of Greed" while on the field and GY.
Banish up to 1 card from each GY, face-down; draw 1 card.

The idea was that having to banish a card from each GY is typically a downside, and without the field spell it is slower, but it has the field spell synergy and draws a card. For the treated as "Jar of Greed" I have that covered in a different card :P.
Otherwise the card is not gonna be live a lot of the time early on unless you end up banishing your other pots in GY, and I glimpse at your Ritual and you don't want to banish those GY savings.... Also, I really want it to work with the Jar Turtle for an extra push of power but that part of my suggestion is just optional lol.

Jar of Resurrection
Trap

Neither player can activate cards in response to this card's activation. Discard 5 cards; Special Summon 1 monster from either player's GY, ignoring the Summoning conditions. If this card would leave the GY: Set all monsters on the field and banish this card, face-down.

Hmmm thinking.... Not a fan of the huge discard cost for a Monster Reborn. Even at spell speed 4 and ignoring conditions. Then when you DO trigger this, it'll probably will only be used in something abusive, like for example "Emperor Tanuki's Critter Count" could be teched here to drop something absurd like "Naturia Extrio" for this card to revive and floodgate with, since the Tanuki turns a Ritual Summon cost into a Foolish Burial for the Extra Deck..... Either way it is gonna be not great.

I do like the second effect though, your "Jar of Dimensional Burial" can banish this quickly after having this card milled via Foolish Burial Goods and you got yourself a mass setting effect. Umm, well, make this GY effect optional (you can) because otherwise even you won't be able to touch it by choice through recycling effects without it fizzling your other effects as it forcefully banishes itself face-down.... 

The idea was something abusive for more than your starting hand, I think that's fair! The second effect being powerful, and mandatory is a self-balance. I think it would be too powerful otherwise. I would be open to making the cost a little higher like 7 cards?

Pot of Gold Moon Coin
Spell

Add 1 "Pot" or "Jar" card from your hand to your opponent's hand, and if you do, draw 3 cards.


I just changed up this being a cost^
An Ash Blossom or really any negation will screw you over if you keep it a -1 where the cost of giving up a card will be paid regardless.... 
On the other hand, I recommend something I've so far recommended for none of the above cards: a hard "once per turn" clause. This being a draw 3 effect with such an easy condition sounds a bit absurd without one. Otherwise I like the idea.

I'll cut off this post right here and do the other 4 cards in another post because it wouldn't be the first time I lose an hour's worth of commentary due to a post malfunction xD
Do you think not having the OPT clause but keeping the adding to your opponent's hand as cost would self-balance? the card is technically card neutral if it goes off and a -2 otherwise (you use it, you lose another card from hand, your opponent gets a card)
 

The big thing I agree with is wording improvements, I feel like maybe I missed incorporating a few of the ones Ray gave me so that might be my bad. As for a majority of the balancing, I can definitely be persuaded that I should change a few of these cards, but as for the reasons presented, I think I instead believe more solidly in most of their current states. I look forward to the other 4 reviews!

 

Edit: to clarify I made comments in the quote to!

Link to comment
Share on other sites

Greedy Jar Master
DARK Level 9 [ Rock / Ritual / Effect ] 0/2000

Must first be Ritual Summoned by the effect of "Vase of Greed". You can discard this card and 1 "Pot" card; add 1 "Vase of Greed" from your Deck to your hand. If this card is Summoned: You can add 1 "Jar" card from your Deck to your hand. This card gains 500 ATK for each card in your hand. While you have 5 or more cards in your hand, this card is unaffected by other card effects.


Level 9 sounds nice considering Jar of Taboo is one of the more consistent Jars out there and is a star player in the Prediction Princess strategy that happens to manage Level 9 Rituals. Not sure if a deck would be able to achieve a healthy mix of the Jar support and the Prediction Princess/Ritual support, but the option to try it out is there xD
I'm not gonna comment on the Ritual Spell's method yet, but I take it it Summons this from the GY making it easier on the advantage loss and being a direct follow up play.
The archtype is all about drawing and this has a search effect so, I expect this to have at least a decent 2500 ATK, though the issue with those sorts of effects is that you have it stronger the more you don't use your other resources (hand) and even Slifer struggles to keep size at times with its x1000 and the -2k mouth effect, so this one feels a bit weird...

Not quite sure how to handle this one if I were to suggest something.... I guess I'll think about it xD

Greedy Dragon
Level 12 DARK [ Dragon / Fusion / Effect ] 2800 / 4000

Must be Special Summoned by its own effect. If a "Shard of Greed" with 3+ Greed Counters left the field by an opponent's card while this card is in your Extra Deck: You can Special Summon this card in addition to as many materials listed in this monster's text as you can (min 1) from your hand, Deck, or GY.  You have no hand size limit. Unaffected by card effects while you have 10+ cards in your hand. Each time you draw a card(s): Gain 1000 LP. If you have exactly 30 cards in your hand, you win the Duel.


Ok sooooooooo I eliminated the "must be Fusion Summoned or" bit because it listed no materials anywhere, but seeing as its effect is also heavily dependant on the materials I will have to ask: What are the materials?
The balance depends on the answer to this. For now flavor-wise I do appreciate how over the top and win-more it is because of the theme of "Greed". Same as the Rituals so far, the way they force such a flawed and greedy strategy as saving up cards in hand without having them be useful in their own right is pretty self destructive greed right there....

Greedy Prospector
Level 12 DARK [ Fiend / Ritual / Effect ] 0/3000

Must be Ritual Summoned with "Vase of Greed". It gains the following effects based on the number of "Jar of" Trap Cards with different names in your GY.
1+: It gains 200 ATK for each "Pot" card in your GY.
3+: If your opponent Summons a monster(s): You can return 4 "Jar"/"Pot" cards from your GY to the bottom of your Deck; negate that Summon, then you can add 1 of your face-down banished cards to your hand at random.
5+: It is unaffected by other card effects.
7+: "Pot"/"Jar" cards are also treated as "Pot of Greed" and "Jar of Greed".


Different names makes this force a fairly inconsistent playstyle as far as deck construction goes. It requires so many, and even with your custom cards accounted for, it pushes the limit of what is even acceptable main deck choices to help fulfill this, and then there's the GY banishing issues, not only from one of your other cards but it is growing more common in the game lately, making this even harder to achieve....  I guess the 3+ effect softens things a little bit but still....
hmm well actually, you might be able to do something with Trap Trick (the trap that banishes 1 copy of a trap face-down and searches the other). That'd be intersting to see.

The 7+ effect is the gold standard though... that is BEAST. You remove any balancers from the Field Spells the moment your normal spells become Jar cards and you get to empty out your opponent's entire cardpool.  This sounds so good from a monster that by then will have like 3000 ATK and be unaffected.... This is a pretty good boss... if the seal is possible enough to break for all these effects in practice.... 

I guess I can only really say it sounds like it is worth it xD
A win condition on its own, every time you activate mostly ANYTHING in this deck, each Jar Turtle you posses will draw you an extra card.

Vase of Greed
Ritual Spell

Can only be activated while there is a "Pot"/"Jar" card in your GY. This card can be used to Ritual Summon a "Greedy" Ritual Monster from your hand or GY. You must also Tribute "Pot"/"Jar" monsters from your hand or Deck, whose total Level equals the number of "Pot" and "Jar" cards in your GY +12. While this card is in your GY: You can target 3 "Pot" and 3 "jar" cards in your GY; shuffle those targets and this card into the Deck, then you can Special Summon 1 Rock monster from your GY in face-down Defense Position.

If I get this right, you'll always Tribute more than 12 Levels worth of monsters, but since we have some Level 9 stuff in the repertoir like Taboo, it can still be achieved with as little as 2 monsters, and it can drop them from the Deck so it is essentially all a very profitable play. You discard the Ritual that searches this, so this Summmons the Ritual from the GY by doing a double or triple "Foolish Burial" of more Jars, giving you further setup for some fancy GY plays...  Then if you wanna use a second copy of this Ritual play, the first one can shrink your GY back so your Jar breaking from the deck doesn't get unmanageable.... all around a very solid card all things considered.

 



 

Link to comment
Share on other sites

22 minutes ago, Loleo said:

The big thing I agree with is wording improvements, I feel like maybe I missed incorporating a few of the ones Ray gave me so that might be my bad. As for a majority of the balancing, I can definitely be persuaded that I should change a few of these cards, but as for the reasons presented, I think I instead believe more solidly in most of their current states. I look forward to the other 4 reviews!

 

Edit: to clarify I made comments in the quote to!

Umm Jar of Ressurection....You see...
If it gets any cheaper it'll be broken and abusable. If it gets any more expensive, it'll stop seeing use there and will only appear in those challenge decks that take like 40 minutes turn 1 to try to make a very specific end game like "gave exodia to my opponent lol" and stuff like that... so no normal use or yes to a lot of abuse are the both extreme scenearios it'll partake in, nothing in between......

Well if you want to go the super niche route there I guess it is fine to do it ridiculously expensive like you say... it'll make abuse unlikely and the GY effect alone is good enough to use it in a strategy anyways so I suppose it becomes harmless xD

Link to comment
Share on other sites

30 minutes ago, Loleo said:

The big thing I agree with is wording improvements, I feel like maybe I missed incorporating a few of the ones Ray gave me so that might be my bad. As for a majority of the balancing, I can definitely be persuaded that I should change a few of these cards, but as for the reasons presented, I think I instead believe more solidly in most of their current states. I look forward to the other 4 reviews!

 

Edit: to clarify I made comments in the quote to!

Quoting this again, if I edit the above reply it might be too late for you to notice the edit by the time I hit enter xD
I am not personally a fan of high risk/high reward effects like that, especially if they look like they are key consistency plays like this... 
If that ends up a cost with no hard OPT clause, it means you either -2 yourself and +1 your opponent (which is a humongous setback), or you get the possibility of drawing into other copies and snowballing your advantage.... and your field spell ensures this deck will be the closest thing to Makyura FTK we could have nowadays, Jar Traps drawing into more, and your Ritual Spell recycling them for 3 more uses within the same turn.

I think you might be able to finally make Heavy Slump usable and abusable there xD

With a hard OPT clause but no cost, it means negating it is closer to being a +0 exchange (minimizing damage), and not negating doesn't mean going turbo will be ensured....
I do think the "goes through" scenario as is will be pretty potentially game-breaking. IDK how much in practice but it sounds kinda.... dangerous.....



I have an unorthodox idea..... hmmm what do you think about this?

You keep my idea of it not being a cost, and also keep your part of it not being OPT, but in exchange:
You ALWAYS have to show the 3 drawn cards to the opponent, and you only get to keep "Jar"/"Pot"/"Greed" cards drawn this way. The rest going to the bottom of the deck or something.....

It will turbo things into this deck but it would ensure only this deck in a super dedicated manner would be able to make full use of it, as it would reject any outside engines drawn....

It's one thing that occured to me, we can come up with something else if it sounds odd xD
 

Link to comment
Share on other sites

On 11/23/2022 at 9:32 PM, Sleepy said:

Greedy Jar Master
DARK Level 9 [ Rock / Ritual / Effect ] 0/2000

Must first be Ritual Summoned by the effect of "Vase of Greed". You can discard this card and 1 "Pot" card; add 1 "Vase of Greed" from your Deck to your hand. If this card is Summoned: You can add 1 "Jar" card from your Deck to your hand. This card gains 500 ATK for each card in your hand. While you have 5 or more cards in your hand, this card is unaffected by other card effects.


Level 9 sounds nice considering Jar of Taboo is one of the more consistent Jars out there and is a star player in the Prediction Princess strategy that happens to manage Level 9 Rituals. Not sure if a deck would be able to achieve a healthy mix of the Jar support and the Prediction Princess/Ritual support, but the option to try it out is there xD
I'm not gonna comment on the Ritual Spell's method yet, but I take it it Summons this from the GY making it easier on the advantage loss and being a direct follow up play.
The archtype is all about drawing and this has a search effect so, I expect this to have at least a decent 2500 ATK, though the issue with those sorts of effects is that you have it stronger the more you don't use your other resources (hand) and even Slifer struggles to keep size at times with its x1000 and the -2k mouth effect, so this one feels a bit weird...

Not quite sure how to handle this one if I were to suggest something.... I guess I'll think about it xD

Greedy Dragon
Level 12 DARK [ Dragon / Fusion / Effect ] 2800 / 4000

Must be Special Summoned by its own effect. If a "Shard of Greed" with 3+ Greed Counters left the field by an opponent's card while this card is in your Extra Deck: You can Special Summon this card in addition to as many materials listed in this monster's text as you can (min 1) from your hand, Deck, or GY.  You have no hand size limit. Unaffected by card effects while you have 10+ cards in your hand. Each time you draw a card(s): Gain 1000 LP. If you have exactly 30 cards in your hand, you win the Duel.


Ok sooooooooo I eliminated the "must be Fusion Summoned or" bit because it listed no materials anywhere, but seeing as its effect is also heavily dependant on the materials I will have to ask: What are the materials?
The balance depends on the answer to this. For now flavor-wise I do appreciate how over the top and win-more it is because of the theme of "Greed". Same as the Rituals so far, the way they force such a flawed and greedy strategy as saving up cards in hand without having them be useful in their own right is pretty self destructive greed right there....

AHHH, I need to add the materials "Spirit of the Pot of Greed" + "Jar Turtle" + "Avatar of the Pot"

Greedy Prospector
Level 12 DARK [ Fiend / Ritual / Effect ] 0/3000

Must be Ritual Summoned with "Vase of Greed". It gains the following effects based on the number of "Jar of" Trap Cards with different names in your GY.
1+: It gains 200 ATK for each "Pot" card in your GY.
3+: If your opponent Summons a monster(s): You can return 4 "Jar"/"Pot" cards from your GY to the bottom of your Deck; negate that Summon, then you can add 1 of your face-down banished cards to your hand at random.
5+: It is unaffected by other card effects.
7+: "Pot"/"Jar" cards are also treated as "Pot of Greed" and "Jar of Greed".


Different names makes this force a fairly inconsistent playstyle as far as deck construction goes. It requires so many, and even with your custom cards accounted for, it pushes the limit of what is even acceptable main deck choices to help fulfill this, and then there's the GY banishing issues, not only from one of your other cards but it is growing more common in the game lately, making this even harder to achieve....  I guess the 3+ effect softens things a little bit but still....
hmm well actually, you might be able to do something with Trap Trick (the trap that banishes 1 copy of a trap face-down and searches the other). That'd be intersting to see.

The 7+ effect is the gold standard though... that is BEAST. You remove any balancers from the Field Spells the moment your normal spells become Jar cards and you get to empty out your opponent's entire cardpool.  This sounds so good from a monster that by then will have like 3000 ATK and be unaffected.... This is a pretty good boss... if the seal is possible enough to break for all these effects in practice.... 

I guess I can only really say it sounds like it is worth it xD
A win condition on its own, every time you activate mostly ANYTHING in this deck, each Jar Turtle you posses will draw you an extra card.

Vase of Greed
Ritual Spell

Can only be activated while there is a "Pot"/"Jar" card in your GY. This card can be used to Ritual Summon a "Greedy" Ritual Monster from your hand or GY. You must also Tribute "Pot"/"Jar" monsters from your hand or Deck, whose total Level equals the number of "Pot" and "Jar" cards in your GY +12. While this card is in your GY: You can target 3 "Pot" and 3 "jar" cards in your GY; shuffle those targets and this card into the Deck, then you can Special Summon 1 Rock monster from your GY in face-down Defense Position.

If I get this right, you'll always Tribute more than 12 Levels worth of monsters, but since we have some Level 9 stuff in the repertoir like Taboo, it can still be achieved with as little as 2 monsters, and it can drop them from the Deck so it is essentially all a very profitable play. You discard the Ritual that searches this, so this Summons the Ritual from the GY by doing a double or triple "Foolish Burial" of more Jars, giving you further setup for some fancy GY plays...  Then if you wanna use a second copy of this Ritual play, the first one can shrink your GY back so your Jar breaking from the deck doesn't get unmanageable.... all around a very solid card all things considered.
 

Thank you! Everything was caught as you said! I think you got the idea.

On 11/23/2022 at 9:41 PM, Sleepy said:

Umm Jar of Ressurection....You see...
If it gets any cheaper it'll be broken and abusable. If it gets any more expensive, it'll stop seeing use there and will only appear in those challenge decks that take like 40 minutes turn 1 to try to make a very specific end game like "gave exodia to my opponent lol" and stuff like that... so no normal use or yes to a lot of abuse are the both extreme scenearios it'll partake in, nothing in between......

Well if you want to go the super niche route there I guess it is fine to do it ridiculously expensive like you say... it'll make abuse unlikely and the GY effect alone is good enough to use it in a strategy anyways so I suppose it becomes harmless xD

I do think I'll change it to 7 just in case

On 11/23/2022 at 9:57 PM, Sleepy said:

You keep my idea of it not being a cost, and also keep your part of it not being OPT, but in exchange:
You ALWAYS have to show the 3 drawn cards to the opponent, and you only get to keep "Jar"/"Pot"/"Greed" cards drawn this way. The rest going to the bottom of the deck or something.....

YES! I love this this works. that card specifically was supposed to be a pot locked to pots. Love it!

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...