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[DPR] Self Recycling Burn that isn't a OPT... wait that sounds broken


Eshai

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Fireworks

Spell - Normal

Inflict 500 damage to your opponent. When this card is sent to the GY: You can take 500 damage. You can only use this effect of “Fireworks” once per turn. While this card is in your GY, the turn you activate this card, if you take 500 or less damage: You can add this card from your GY to your hand. You can only use this effect of "Firework" once per chain.

 
On it's own, kinda impressive. 1000 damage to your opponent, 500 damage to you. Not too shabby for burn cards. You can also use it to just deal 500 damage to both players every turn. That's actually really good if given the right Deck, but slow as it is with the speed of the meta, however, then there's the third option. Have a Deck made to do chip damage to yourself, keep recycling this card, and go for heavy damage attempting to burn your opponent out before burning yourself out. 
 
 
I did say that this wasn't a once per turn. The activation of the card isn't, but the self-recycling part is, only being able to trigger its own recycle effect once per turn. There's also the once per chain effect so you can't trigger 3 effects from your GY in 1 turn, cheesing the combo oriented perpetual play that I intended. Also just a rare restriction I wanted to see implemented. There's also a risk/reward factor, where you can try for battle damage but you have to put it back in the GY first, and then if your opponent stops the damage or even the attack somehow, you won't be able to recover it.  
 
 
This is kinda my take on Wave Motion Cannon. You can't MST it, but you can negate it and it won't come back, since you negated the activation, which means the effect in GY where you have to have activated it that turn to recover it doesn't go off.
 
There will definitely be exploits, but not anything that'll allow an OTK on its own, even less likely an FTK considering the number of actions you have to pull off for it to work. Wave Motion Cannon in its time in the Meta usually only did 3000ish damage most of the time. This will probably do more like 5000-6000 in the right Deck, but that's dependent on strategy.
 
 
Changes I might make is that it might say "400 or more damage" rather than "500 or less" since more than 500 would mean you're behind on damage. If there does happen to be FTKs, I'll do whatever I can to address them. For now, any ideas on sick burn cards that aren't stupid game finishers? Feel Big Burn cards should be more involved in how you use them rather than just having restrictions.
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Tremendous Fire
 
I don't see the potential use of this card. Considering its recycle effect is limited with HOPT, it is basically Tremendous Fire. Even if you did wait a until next turn to even return it once more, you can't, as its recycling effect only activates the same turn it is activated, so not getting much there. There's not much else to say there, other I kinda like the idea. I hate purely power creeping a card in the original TCG/OCG, but this card,,,doesn't really .It's sort of weaker, because if it is milled you take damage, and can only eventually return 1 copy, but it does return itself, and it doesn't burn itself in the rare case you have something like Macro Cosmos out. This card has no speed at all, and again, its recycle effect immediately wears off thanks to its HOPT.
 
Is this really what you intended to make? I get the feeling that there is an additional effect somewhere I'm not seeing, as the card DOES NOT benefit you from running multiple copies. In fact, if you open multiple copies, you'll be saving them to take advantage of their actual burning effect, as activating two copies means you're taking 1000 and your opponent's taking 1500. 
 
As someone who enjoys playing (but not against) Decks that circumvent battle damage, especially with a purely burn card like this, it's a shame that you don't really seem to be getting anywhere.

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...you seem to not get the point of the card.

 

The recycle effect isn't a once per turn. The effect that triggers the recycle effect itself only activates once per turn. It can only add 1 copy of itself to the hand once per chain, meaning you can't add multiples of itself every time you take damage, not once per turn where it wouldn't be able to combo off and do its shenanigans.

 

The goal is to use the card in Decks that deal bits of damage to you, like in Blistersmith in thr AGM which deals bits of damage to you after using their effects, or another archetype I'm making for the DPR that focuses on attacking your own monsters.

 

I may buff it to add to your hand when every you take any amount of damage since there aren't many triggers, but If rather it become a card that Decks are built around using or used as discard fodder for Decks that can trigger it.

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...you seem to not get the point of the card.

 

The recycle effect isn't a once per turn. The effect that triggers the recycle effect itself only activates once per turn. It can only add 1 copy of itself to the hand once per chain, meaning you can't add multiples of itself every time you take damage, not once per turn where it wouldn't be able to combo off and do its shenanigans.

 

The goal is to use the card in Decks that deal bits of damage to you, like in Blistersmith in thr AGM which deals bits of damage to you after using their effects, or another archetype I'm making for the DPR that focuses on attacking your own monsters.

 

I may buff it to add to your hand when every you take any amount of damage since there aren't many triggers, but If rather it become a card that Decks are built around using or used as discard fodder for Decks that can trigger it.

 

 

...once per chain. Once per chain. ONCE PER CHAIN.

 

kms

 

Apologies. Read it as once per turn. Thought something was off. I did reread it several times, as it didn't seem to match up with what you said; but I still managed  to mess up in the worst way possible.

 

Alright, now I see what you mean, and considering the recycling ISNT HOPT, that means you'll be able to use it in combination with other cards, but NOT other copies of this card, which prevents you from opening 3 for massive burns with another card. I don't actually see the connection to Wave Motion Cannon though, as that card likes to build up over several turns, yet this card can only seem to spam the same turn you activated it. However, I would suggest going with 500 or more, as outside of Trickstars, most decks that do burn deal with 500 or more, most for each...something.

 

Again, sorry for my poor review. Completely misread the card.

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Hmmm does Skull Invitation work for this card's perpetual return? If so, you can neglect doing the 500 damage to yourself and just keep taking the 300 damage every time this card goes back to the GY, retrieve it, and go back to the chain. Since the card goes back with 500 or less damage.

 

That is, unless I'm misunderstanding how the chain would play out.

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(forgot to reply sorry)

 

I've been thinking about Skull Invitation for a while, and it is a MONSTER when it comes to a card like this. Kinda wish we had a banlist at the moment, but for now I'd rather not. 

 

The only way I can do this is for the damage you take to miss timing, as in it can't trigger as soon as it's sent to the GY. I believe stating "When" rather than "If" doesn't work, since Skull Invitation's effect doesn't chain so that doesn't work. 

 

Possibly might do "While this card is in the GY, the turn you activated this card, except during the chain it was sent there, if you take damage:" but that sounds ridiculous and it might not even work.

Any ideas?

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