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Some cards


HomoSapientissimus

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Last Stand of the Fallen Ones

Trap/Counter

If your opponent controls a "Shaddoll", "Qliphort", "Burning Abyss", "Nekroz", "tellarknight", "HERO", "Yosenju", or "Ritual Beast" card, and you have no "Shaddoll", "Qliphort", "Burning Abyss", "Nekroz", "tellarknight", "HERO", "Yosenju", or "Ritual Beast" cards in your hand, on your side of the field, in your Graveyard, or in your Main Deck or Extra Deck: Banish all "Shaddoll", "Qliphort", "Burning Abyss", "Nekroz", "tellarknight", "HERO", "Yosenju", and "Ritual Beast" cards in your opponent's hand, on their side of the field, in their Graveyard, in their Main Deck and in their Extra Deck. and if you do, Special Summon as many monsters as possible from your Graveyard, ignoring their Summoning conditions, then your Life Points become 16000.

 

Apoqli-Modulus

Trap/Continuous

Activate only if your opponent controls a "Qli" monster. All "Qli" monsters on the field become Level 1, and their ATK becomes 0 (even if they are unaffected by Spell/Trap effects). Neither player can Pendulum Summon or activate "Qli" Spell/Trap cards.

 

Vanity's Herald

Trap/Continuous

When this card is activated: Banish all monsters in both players' hands, the field, and both players' Graveyards. Neither player can Summon monsters. Once per turn: You can inflict 1000 damage to your opponent, then draw 1 card, and if you do, shuffle 1 card from your hand into the Deck. If a Chain resolves with 3 or more Chain Links: Draw 2 cards (after the chain resolves).

 

Arc of Destiny

Spell/Quick-Play

If you have a Pendulum Monster in both of your Pendulum Zones: Roll 2 dice; those monsters' Pendulum Scales become the numbers rolled, until the end of this turn.

 

Never-Ending Path

Trap/Continuous

Once per turn, during either player's turn: You can draw 1 card, then discard 1 card. Neither player can take damage. During each End Phase: Pay 800 Life Points or destroy this card.

 

Volcanic Fire!!

Trap/Counter

If you control a "Volcanic" or "Blaze Accelerator" card: Shuffle all cards your opponent controls into the deck, then inflict 1500 damage to your opponent. Your opponent takes no further damage the turn you activate this effect.

 

Mystical Protection Zone

Trap/Continuous

Spell/Trap cards you control, except this card, cannot be destroyed by the effect of "Mystical Space Typhoon".

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I'm pretty sure most of these should be moved to Joke and Overpowered Cards.

 

Last Stand of the Fallen Ones: Gosh...first of all, that can't be a counter card because it doesn't have a trigger. Second of all, It's just..."Is your opponent playing a meta deck? Yes? oh ok you win." Unfixable.

 

Apoqli-Modulus: As must as everybody hates Qlis, you can't just make cards that render an entire archetype useless.

 

Vanity's Herald: Again, unfixable. Even if it gets destroyed after activation, the monsters don't return. You already f*cked the opponent's deck up. Just broken burn/stall cards like this should have a downside.

 

Not gonna review the rest.

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Let me review the rest then.

 

Arc of Destiny is downright terrible when you realize the maximum scale you can reach is 6. That caps, best-case-scenario, at Pendulumming LV2 to 5 monsters. Considering a number of monsters worth Pendulumming tend to be high level, that's a major problem.

 

Never-Ending Path wants to be answered quickly or else the controller can keep cycling through their Deck until EXODIA. Not to mention that outside Exodia, the controller can choose to lift the no-damage restriction once they have assembled their perfect hand and start beating face. Or, you know, Dark World stuff. At least unlike various other maintenance costs, the costs checks more frequently, so if the controller's got a series of bad draws they lose the card but still don't have their perfect one-shotting hand. But don't ever rely on that as a balancing factor.

 

I understand Volcanics have a little problem with handling the field without destroying it, but giving them a boardwipe that neither targets, destroys, nor respondable with a Speed 2 effect is simply asking for trouble. The downside becomes trivialized when you can do it on the opponent's turn. There are ways to help an archetype, and this is not a good way.

 

Mystical Protection Zone just makes you want to ask "whyyyyyy".

 

These cards are almost as salty as seawater!

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