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Guide Path Lacooda


Sleepy

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B4sB1DT.jpg

 


FLIP: You can shuffle your hand into the Deck (at least 1 card). Then, draw 3 cards. You can only activate the effect of "Path Guide Lacooda" once per turn.

 

I've always liked the concept behind Yamata Dragon. Although Yamata Dragon is a heavy 2 Tribute monster that goes back to the hand at the end, in exchange for drawing 5 instead.

 

Still I'm making cards that'd look like something you'd get from a Starter Deck. Maybe I can complete a set or something.

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This is serious draw power with book of Tayiou and friends like seriously draw set, then draw 3 set two until you drawn your fill.

That is true. I missed adding the clause that'd prevent empty jar shenannigans from happening. I'll go edit before the people you ninja'd come and repeat it xD

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Now this with Cardcar means Draw 5 a turn and get a +4 but fack it we in this B lol still a good card though

+3 or +2 actually (counting both cards)

You have to shuffle at least 1 card from your hand into the Deck so you don't exactly gain 3 new cards, and if you use something else to flip it up faster, it's something else to account for.

Cardcar D is something I never got used to. Giving away the turn for it and since it also takes up your Normal Summon, you are not very likely to use both simultaneously.

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Now, what I would do, is something along the lines of shuffling your hand back into your deck

 

Then drawing the amount of cards you sent to the deck, +1

That way the number you draw is determined by how many you returned.

 

its more fair that way.

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Now, what I would do, is something along the lines of shuffling your hand back into your deck

 

Then drawing the amount of cards you sent to the deck, +1

That way the number you draw is determined by how many you returned.

 

its more fair that way.

Nah, that was my first thought, but I wanted something that could help you out if you are behind, but would not necessarily be a plus all the time. In other words, be smart and save it.

 

The original plan was to allow it to do it with either player's hand for a slight plus against your opponent, but I'm debating the chances of that getting broken in practice.

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You know, with regards to Cardcar...
Not every deck can play Cardcar, and even then, Cardcar leads to gimmicky turns. By this, I mean the fact Cardcar is only played if your in a winning position and don't mind the fact you, basically, skip your whole turn OR you use it if/when you stacked have enough backrow to make up for it.
Now Guide Path, on the other hand... If you take into consideration the previously mentioned Taiyou, and the fact this also needs you to have at least 1 card in your hand, your basically playing Graceful Charity, except backwards. Except the only difference being, is that if they Chain/Veiler/etc, then you loose your hand for nothing. No, I'm not saying that counters exist to justify it, but rather, this card makes as much sense as Cardcar in the sense that it's a card that nets you a profit, but it's gimmicky at the same time, and only decks [X] and [Y] can play it, but [Z] can't. Also, given the fact that it's slow it would also require pure dedication to get the most out of it, to which, would basically act as it's own weird cost at the same time.

tl;dr: Cardcar pays off right away. This requires you to jump through hoops if you want it to be faster.

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You know, with regards to Cardcar...
Not every deck can play Cardcar, and even then, Cardcar leads to gimmicky turns. By this, I mean the fact Cardcar is only played if your in a winning position and don't mind the fact you, basically, skip your whole turn OR you use it if/when you stacked have enough backrow to make up for it.
Now Guide Path, on the other hand... If you take into consideration the previously mentioned Taiyou, and the fact this also needs you to have at least 1 card in your hand, your basically playing Graceful Charity, except backwards. Except the only difference being, is that if they Chain/Veiler/etc, then you loose your hand for nothing. No, I'm not saying that counters exist to justify it, but rather, this card makes as much sense as Cardcar in the sense that it's a card that nets you a profit, but it's gimmicky at the same time, and only decks [X] and [Y] can play it, but [Z] can't. Also, given the fact that it's slow it would also require pure dedication to get the most out of it, to which, would basically act as it's own weird cost at the same time.

tl;dr: Cardcar pays off right away. This requires you to jump through hoops if you want it to be faster.

I just wanted to make sure it's clear that returning the hand to the Deck is not a cost. If Effect Veiler gets this card, nothing happens. It's more the kind of "make A in order to go to B" effect. Much like Bottomless's banishing after destruction.

 

Other than that, thanks for the comment =D

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I don't like how this is a +2 at best (with only 1 card in hand), albeit slower than Card Car D. I agree with DL in that it should give you a +1 at most; that is, draw 2 cards instead of 3. I understand that it is only effective when your hand is small and and thus you most likely are at disadvantage, but really, you could simply run this in an S/T-heavy deck, set any S/Ts in your hand and flip this for that +2.

 

By the way, I find interesting how the card is searchable by Mega Hamster. Was that intentional?

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I don't like how this is a +2 at best (with only 1 card in hand), albeit slower than Card Car D. I agree with DL in that it should give you a +1 at most; that is, draw 2 cards instead of 3. I understand that it is only effective when your hand is small and and thus you most likely are at disadvantage, but really, you could simply run this in an S/T-heavy deck, set any S/Ts in your hand and flip this for that +2.

 

By the way, I find interesting how the card is searchable by Mega Hamster. Was that intentional?

Umm no it was just a happy coincidence.

My original plans for the card were to make it a Level 2 WIND Fairy Type Pendulum Monster, with this effect as the Monster Effect. Though, since we don't have Pendulums yet in the card maker, and I want to finish that drawing first, I decided to test the waters with the effect only and see if I could find any bugs....

The camel was the first drawing I haven't used in a while that seemed like it could be a FLIP in my computer, and I just ended up changing stats to fit it.

Anyways...

 

I'm trying to make something that isn't too tied to numerical advantage standards, but most of those kinds of cards find abuse one way or another.

I foresaw the heavy backrow scenario, but wanted to see if someone would point it out or if I was just being paranoid about it.

Do you think the card would have a chance if it only activated with 2 or less cards in the S/T Zones, or even with just 1 card in the S/T Zone?

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Do you think the card would have a chance if it only activated with 2 or less cards in the S/T Zones, or even with just 1 card in the S/T Zone?

 

Something like that could work. How about setting a limit on the # of cards on the entire field? Like a "Activate only when you have X or less cards in your field" condition to ensure you are actually at disadvantage (except when running cards that generate pluses from the grave like Rulers, Mezuki, etc.). The question is, which would be the best number for this card to be worth running? Perhaps 4 (including this monster)?

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Something like that could work. How about setting a limit on the # of cards on the entire field? Like a "Activate only when you have X or less cards in your field" condition to ensure you are actually at disadvantage (except when running cards that generate pluses from the grave like Rulers, Mezuki, etc.). The question is, which would be the best number for this card to be worth running? Perhaps 4 (including this monster)?

I got a couple ideas thanks to this comment. 

This is what I came up with (not yet updating the OP):

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You can only activate the effect of "Path Guide Lacooda" once per turn, and if you do, you cannot Special Summon or banish cards from your Graveyard this turn. When flipped face-up while there are 4 or less cards on your side of the field: You can shuffle your hand into the Deck (at least 1 card) and draw 3 cards.

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