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Serpentine Princess would be more live.

Other than that there are two potential paths:
-Players would be conservative and revolve around hand, GY, and banished resources.

-Players would save up things for an OTK that goes up in flames.

 

The outcome really would partially depend on the cardpool. I don't think this would make for a very good model since you are not gonna be able to setup anything to fend up against the opponent's turn, and Traps are mostly impossible to use. It'd most likely keep enforcing the mindset that your cards should carry instant and disposable value instead of lasting potential. 

 

Other than that there might be a lot of variables. Things like Battle Fader sound solid, and I recall there was a card in the game that skipped your End Phase.

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Handtrap nightmare + no committing to board until one can OTK.  That's what I can see.

 

Traps/control/stun play would be unusable because the opponent could literally just pass turn and the opponent's entire board would be taken care of for them.  With those gone, Spell/Trap removal would be pretty unnecessary.  Maybe Galaxy Cyclone would be used (because it can double use and hits floodgates + is searchable).  Aggro would be the only way to play, but also the deck would need to have some means of keeping advantage for as long as possible in case it can't win on an opening hand.  Hand/Grave battle stoppers might be a bit more prevalent.

 

[spoiler=Stuff]

- Serpentine Princess would be a meme: a more usable meme, but still more/less a meme.  Might be something that a T1 player Sets to stop an opponent's OTK while setting up themselves to bring out a play starter next turn, but I cannot see it as being overly reliable.

- Kaijus would be interesting as you wouldn't have to beat over the monster, and it would be easier to trigger Slumber, but kaijus themselves wouldn't be viable just because... there wouldn't be much point getting rid of a monster that'll just disappear during your opponent's next turn.

- Soul Charge would only be used in FTKs, but might be at 3 otherwise simply because you're setting yourself up to get reverse-OTK'd easily.

- Quick Effect banishers (Wind-Up Rabbit, D.D. Seeker) might be more generally played as an extra body.

- Psyframe Omega would be certifiably insane.

- Battle Fader/Swift Scarecrow/Speedroid Menko/Electromagnetic Turtle could become usable to force-end the BP after the opponent overcommits to the OTK.

- Exodia might become a more viable win condition.

- All decks that require multi-turn setup to go off/play "protect the castle"/rely on setting up boards would be useless, including (but not limited to): Gravekeepers, Dark Law Masked Hero variants, Bujin, Fire Fist, Fire King, Dark Magician, All FLIP Decks, All Gemini Decks, All LV Decks, Toons, Most Pendulum Decks, Ninja, Monarchs, HAT, Weather Painters, Herald Ritual, Paleozoic, etc.

- Spirits/Yosenju might be a bit more usable (because you actually keep your monsters in a usable location rather than having them jump back into the Deck).

- Things that play out of the GY (especially to the point of OTK-ing) would probably be among the top decks (Lightsworn/Zombie/Infernoid).

- Dinosaurs, Dragons, Machines, and Zombies would be the best types due to their OTK potential and/or other aforementioned factors

- Continuous/Field spells that have effects on activation/OPT effects might be pretty good (Tenki, Archetypal Field Spell searchers) as you'll be able to reuse their search effects next time.  Meta-dependent Continuous/Field Spell/Trap floodgates (Deck Lockdown, Necrovalley, Vanity's Emptiness, Mistake, Rivalry of Warlords/Gozen Match/There Can Be Only One, etc.) might be good since you could drop it in MP2/opponent's turn, since it would not affect your next turn even if you were running a deck that would be hurt by it.

- Players might actually want to go T2 more often (to the point where T1 probably wouldn't have the "no first turn draw" rule).

 

 

 

EDIT: Aaaaaaand.. Sleepy pretty much summed up a good amount of what I was gonna say. XD

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Nah it was a good elaboration of the landscape of the game under the scenario. I was rather brief. It was an interesting read and yeah, I wasn't entirely sure on if Serpentine Princess would have serious consideration or if it'd still be ineffective. Thinking about it again, Serpentine princess's float wouldn't amount to much since it'd just amount to the field not being fully empty, but a lonely extra low Level monster wouldn't really make for much in terms of opposition. xD

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Reckless Greed would be amazing BECAUSE it skips your Draw Phase.

Wasn't thinking of that... Reckless greed 3 of staple in every deck.

Serpentine Princess would be more live.

Other than that there are two potential paths:

-Players would be conservative and revolve around hand, GY, and banished resources.

-Players would save up things for an OTK that goes up in flames.

 

The outcome really would partially depend on the cardpool. I don't think this would make for a very good model since you are not gonna be able to setup anything to fend up against the opponent's turn, and Traps are mostly impossible to use. It'd most likely keep enforcing the mindset that your cards should carry instant and disposable value instead of lasting potential. 

 

Other than that there might be a lot of variables. Things like Battle Fader sound solid, and I recall there was a card in the game that skipped your End Phase.

I agree. Although I prefer swift scarecrow over battle fader. Cause your opponent to over-commit for a potential otk, then swift scarecrow and wipe their board.

Handtrap nightmare + no committing to board until one can OTK.  That's what I can see.

 

Traps/control/stun play would be unusable because the opponent could literally just pass turn and the opponent's entire board would be taken care of for them.  With those gone, Spell/Trap removal would be pretty unnecessary.  Maybe Galaxy Cyclone would be used (because it can double use and hits floodgates + is searchable).  Aggro would be the only way to play, but also the deck would need to have some means of keeping advantage for as long as possible in case it can't win on an opening hand.  Hand/Grave battle stoppers might be a bit more prevalent.

 

[spoiler=Stuff]

- Serpentine Princess would be a meme: a more usable meme, but still more/less a meme.  Might be something that a T1 player Sets to stop an opponent's OTK while setting up themselves to bring out a play starter next turn, but I cannot see it as being overly reliable.

- Kaijus would be interesting as you wouldn't have to beat over the monster, and it would be easier to trigger Slumber, but kaijus themselves wouldn't be viable just because... there wouldn't be much point getting rid of a monster that'll just disappear during your opponent's next turn.

- Soul Charge would only be used in FTKs, but might be at 3 otherwise simply because you're setting yourself up to get reverse-OTK'd easily.

- Quick Effect banishers (Wind-Up Rabbit, D.D. Seeker) might be more generally played as an extra body.

- Psyframe Omega would be certifiably insane.

- Battle Fader/Swift Scarecrow/Speedroid Menko/Electromagnetic Turtle could become usable to force-end the BP after the opponent overcommits to the OTK.

- Exodia might become a more viable win condition.

- All decks that require multi-turn setup to go off/play "protect the castle"/rely on setting up boards would be useless, including (but not limited to): Gravekeepers, Dark Law Masked Hero variants, Bujin, Fire Fist, Fire King, Dark Magician, All FLIP Decks, All Gemini Decks, All LV Decks, Toons, Most Pendulum Decks, Ninja, Monarchs, HAT, Weather Painters, Herald Ritual, Paleozoic, etc.

- Spirits/Yosenju might be a bit more usable (because you actually keep your monsters in a usable location rather than having them jump back into the Deck).

- Things that play out of the GY (especially to the point of OTK-ing) would probably be among the top decks (Lightsworn/Zombie/Infernoid).

- Dinosaurs, Dragons, Machines, and Zombies would be the best types due to their OTK potential and/or other aforementioned factors

- Continuous/Field spells that have effects on activation/OPT effects might be pretty good (Tenki, Archetypal Field Spell searchers) as you'll be able to reuse their search effects next time.  Meta-dependent Continuous/Field Spell/Trap floodgates (Deck Lockdown, Necrovalley, Vanity's Emptiness, Mistake, Rivalry of Warlords/Gozen Match/There Can Be Only One, etc.) might be good since you could drop it in MP2/opponent's turn, since it would not affect your next turn even if you were running a deck that would be hurt by it.

- Players might actually want to go T2 more often (to the point where T1 probably wouldn't have the "no first turn draw" rule).

 

 

 

EDIT: Aaaaaaand.. Sleepy pretty much summed up a good amount of what I was gonna say. XD

This pretty much sums up everything I could think of and more. I don't think turtle would be quite as usable, because the opponent would not overcommit if it's known to be in the graveyard. I didn't quite think of spirits, to be honest, and same for the quick banishers, which is odd, as I have played chainbeat before.

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