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Wind Storm- A generic Spell/Trap remove that gives you a draw, but with drawbacks [High Quality]


Panop

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Set: Ascension of the Depth (AOTD)
Rarity: Super Rare
Effect:
Target 1 Spell/Trap your opponent controls; return it to the hand, and if you do, draw 1 card. You can only activate 1 “Wind Storm” per turn.

Another one of my, high quality card design. This card can be used in almost every deck. Good against True Draco (even better after the banlist). But I think people will still prefer cosmic cyclone. Nonetheless, the draw part is pretty balanced from my point of view.

Stay tuned for my 2 sets:
Ascension of the Depth
Premium Deck: Rising River

 

Edited: Removed the drawback, although there is still one but it is not part of the effect. You obviously don't get to draw if they activate the targeted card in response(game mechanic wise).

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It doesn't need a drawback, and I don't get why you should be punished for failing to bounce anyway (or be discouraged from "blind Wind Storming" which is what this drawback does lest you hit a Chainable Quick-Play Spell Card or Normal Trap Card). You already wasted a card; why lose another.

 

Giving your opponent the choice/opportunity to pop their own card in response for a reward can be fun for them to weigh their options, but this card doesn't warrant it so maybe that's just a workable idea on the wrong card.

 

Otherwise that's a nice card.

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Some more immediate problems is that it says "and if you do" which is going to kill the popularity of this card. If they activate the card you try to return to they hand, you go -1 and skip your draw phase. If you do, you can get rid of a threat for a turn and technically break even in card advantage. Why not just run MST, or Twin Twister? There's an interesting concept to explore but I'd like to explain on another document.

 

Anyway, what I'm trying to say is that "and if you do" should at least be replaced by "then", unless you have another idea that doesn't make it less rng based.

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Some more immediate problems is that it says "and if you do" which is going to kill the popularity of this card. If they activate the card you try to return to they hand, you go -1 and skip your draw phase. If you do, you can get rid of a threat for a turn and technically break even in card advantage. Why not just run MST, or Twin Twister? There's an interesting concept to explore but I'd like to explain on another document.

 

Anyway, what I'm trying to say is that "and if you do" should at least be replaced by "then", unless you have another idea that doesn't make it less rng based.

 

If you don't want to leave it to RNG, you simply don't blindly activate it targeting a Set card. This is what I meant by "be discouraged from 'blind Wind Storming' which is what this drawback does lest you hit a Chainable Quick-Play Spell Card or Normal Trap Card."

 

The only difference between "A, and if you do, B" and "A, then B" is that A and B happen simultaneously in the former, but sequentially in the latter. Changing it to "then" won't solve the issue of the card easily going to waste. See more: https://yugiohblog.konami.com/articles/?p=4514.

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It doesn't need a drawback, and I don't get why you should be punished for failing to bounce anyway (or be discouraged from "blind Wind Storming" which is what this drawback does lest you hit a Chainable Quick-Play Spell Card or Normal Trap Card). You already wasted a card; why lose another.

 

Giving your opponent the choice/opportunity to pop their own card in response for a reward can be fun for them to weigh their options, but this card doesn't warrant it so maybe that's just a workable idea on the wrong card.

 

Otherwise that's a nice card.

Like you said, I edited the card. I removed the drawback to make this card more worth using.

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