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Old School Tools (old card support)


SecondSeraphim

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Ok, this card likely wouldn't see a lot of play but it's just a fun little thing I came up with while trying to think of how to make older cards more useful.

 

Old School Tools

Spell/Continuous

If this card is activated, you may add 1 "De-spell". "Remove Trap", "Magic Jammer", or "Seven Tools of the Bandit" from your Deck or GY to your hand. Cards and effects cannot be activated in response to the activation of "De-spell". "Remove Trap", "Magic Jammer", or "Seven Tools of the Bandit". If you destroy a card using "De-spell". "Remove Trap", "Magic Jammer", or "Seven Tools of the Bandit"; draw 1 card. You can only activate this effect of "Old School Tools" once per turn.

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Hey, this is actually a pretty nice card.

 

Putting aside de-spell and remove trap, who're outclassed by mst, not to mention twin twisters, magic jammer and seven tools can be quite useful to search, and the last effect makes up for magic jammer's discard cost. Since most decks nowdays use field spells, one of these cards to search de-spell, which then pops the field spell gives you the ability to pop a card and place an incredible continuous spell card, and still end up with the same number of cards as you started with. Opening 2 OST allows you to draw 4 cards in 2 turns, by adding de-spell and magic jammer. You turn 2 cards into 4, and you also get to keep the 2 OST for further abuse, along with a pop and a negate.

 

The incredible advantages of this card are mitigated by the fact that you have to run the cards mentioned, but running a single de-spell and magic jammer, alongside 3 OST can make a very basic playset and can function as an engine in decks that struggle with draw.

 

Unfortunately, it's very splash-able, and generic draw like this would be far too powerful for the metagame. As long as a spell card exists on the field, this is an MST and a better upstart at the very least.

 

Thus, I think you should add an HOPT clause to the card, otherwise, opening multiple OST could, quite simply, win you the game on their own.

 

It's a great card, maybe a bit too good.

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Added the HOPT. TY for the advice. Do you think the search eff should be HOPT as well or is it good as is?

Honestly, the search effect is fine either way, as it's just trading a card in the hand for an old and power-crept card in the hand. Making it HOPT barely even matters, because you primarily only want to have 1 copy on the field at a time anyway (With the new errata), and searching a worse MST isn't really a problem. The real problem was the draw effect. 

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  • 2 weeks later...

Go right ahead. I've been toying with the idea of retraining all the old elves (Gemini, Mystical, Dark, Ancient, Dancing )into an archetype, actually, though I haven't gotten past the name "Elvenwood" appended in front of the other names. Maybe something similar to what they did with Dark Magician Girl, being able to SS themselves when another is attack and make themselves the attack target, or effects that activate when they are attacked. Like I said was just toying with it.

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This one looks surprisingly good. You get to play it as a toolbox since you can grab the best tool for the job, plus empowering said old school tools through the second effect is clever, IMO. The drawback, however, is running said old school tools, which without this card on board are situational and subpar, but I can already picture engines of x3 of this + 1 of each of the old school tools for the toolbox.

As for suggestions, I'm actually leaning towards reversing the OPT clause: make the search hard OPT, but keep the draw effect with no OPT. so you can still reap some benefits from any "hard drawn" old school tool. Another idea that comes to mind is Setting the tool directly and allowing it to be activable in the same turn it's Set. That way you can Set, let's say, a Seven Tools if you opponent has backrow and you suspect a Trap is among them, which you will be able to negate in that same turn. At the very least you will discourage the opponent from using any Trap in that turn.

 

Dropping some text fixes:

If this card is activated: You can add 1 "De-spell". "Remove Trap", "Magic Jammer", or "Seven Tools of the Bandit" from your Deck or GY to your hand. Cards and effects cannot be activated in response to the activation of "De-spell", "Remove Trap", "Magic Jammer", or "Seven Tools of the Bandit". If a card is destroyed by the effect of your "De-spell". "Remove Trap", "Magic Jammer", or "Seven Tools of the Bandit": Draw 1 card. You can only use this effect of "Old School Tools" once per turn.

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