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Pot of Gluttony


SecondSeraphim

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Pot of Gluttony                       Normal Spell

Select any number of card types from among “Monster”, “Spell”, and “Trap” cards. For each type selected draw a card, also, you may not activate cards or the effects of cards of the selected types for the rest of the turn, also you may not Set cards for the rest of the turn, also if you selected “Monster” you may not Summon or attack for the rest of the turn. You may only activate “Pot of Gluttony” once per turn.

 

NOTE: I've errated this, as detailed in a reply below.

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It's a better Sekkas Light for a few decks, but all decks can run it, just to lose that type of play for a turn. I don't know how I feel about that.

I think with the line "for the rest of the turn" you allow too much set up, THEN plus, to possibly have hand traps etc. If it was changed to "You cannot activate those card types this turn", that might balance it out a bit more?

The other issue is at its worst, it's a better Upstart Goblin. You lose, say, playing Traps (which are seldom seen) but you thin the deck. It's has a hard OPT I suppose, but I don't think that means all that much.

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So I've been thinking of how to redo this to fix some of the issues, and this is what I've come up with. What do you think @@Bruteboii?
 

Pot of Gluttony                       Normal Spell
 
Select 1 or 2 options from "Monster" and "Spell/Trap". Draw a card for each option you selected. You may not activate the effects of, activate, or set other Spell/Trap cards during a turn you selected "Spell/Trap". You may not Summon, Set, attack with, or activate the effects of Monsters during a turn you selected "Monsters". You may only activate "Pot of Gluttony" once per turn.
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I think it was fine before, except for the "for the rest of this turn" part and instead the lock should apply in the entire turn, which means if you, let's say, activate any other Spells before this, then you cannot call for Spell. The original version was a hard OPT Upstart at worst since rarely decks depend on the 3 card types, and at best a Pot of Desires for monster-heavy decks. I would say Spell-heavy decks as well, but AFAIK there isn't any deck that can hold its grounds without any monsters at all. Drawing 3 cards and passing could be a thing too, but needless to say that would be too risky, or perhaps workable in a opponent-turn dependent deck, namely... PSYFrames?

 

Now, the current version is barely useful, or at least I wouldn't run it over Upstart or Desires.

 

Text suggestion:

Declare a card type(s) (Monster, or Spell/Trap) [or (Monster, Spell, or Trap)]: Draw 1 card for each declared type, also this turn, you cannot activate nor Set cards or effects of the declared type, also (if Monster) you cannot Summon them or declare an attack.

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I think it was fine before, except for the "for the rest of this turn" part and instead the lock should apply in the entire turn, which means if you, let's say, activate any other Spells before this, then you cannot call for Spell. The original version was a hard OPT Upstart at worst since rarely decks depend on the 3 card types, and at best a Pot of Desires for monster-heavy decks. I would say Spell-heavy decks as well, but AFAIK there isn't any deck that can hold its grounds without any monsters at all. Drawing 3 cards and passing could be a thing too, but needless to say that would be too risky, or perhaps workable in a opponent-turn dependent deck, namely... PSYFrames?

 

Now, the current version is barely useful, or at least I wouldn't run it over Upstart or Desires.

 

Text suggestion:

Declare a card type(s) (Monster, or Spell/Trap) [or (Monster, Spell, or Trap)]: Draw 1 card for each declared type, also this turn, you cannot activate nor Set cards or effects of the declared type, also (if Monster) you cannot Summon them or declare an attack.

I agree with this. OPs latest errata is less useful, and that's perhaps in part my fault. As a whole I think you need to be careful with draw cards, and I didn't make a decent suggestion.

The above is a very good errata, and allows the option to plus hard, however you cannot play those types of declared cards at all. Only issue with the above is the way it's worded it like I can declare Traps, but still set Spells (of which I would not have to prove they are Spells, you'd have to take my word I'm not cheating). It's totally legitimate, but could cause some conflict and unnecessary judge calls.  

Literally a just switch around a line to avoid confusion. (This does mean you cannot Set the Traps you may be playing.)

 

Declare a card type(s) (Monster, Spell, or Trap); Draw 1 card for each declared type, also this turn, you cannot Set cards, nor activate cards or effects of the declared type, also (if Monster) you cannot Summon them or declare an attack. You can only activate 1 "Pot of Gluttony" per turn.

 

Problem here now is it is entirely better than Sekka's Light, due to the lack of Spell/Trap being for only one turn. So how about another hard limit?

 

"At the beginning of your Main Phase 1:.." 

"...also this turn, your opponent takes no damage for the rest of the turn, you cannot Set..."

 

We already specify that if they choose monster that they cannot Summon not declare an attack, but what if they just choose Spell and Trap? This means that while you can make your summons and attacks, your opponent isn't taking damage. You can clear the board, but you're not any closer to winning technically. The other way is if they REALLY want to go +2, that basically ends their turn.

 

Anybody else thinking this is difficult to balance? :P 

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Oh right, forgot the hard OPT clause on my suggestion xD

I think those would be a bit too many restrictions. The idea is to keep the card playable, not forgotten like other attempts of draw power (R.I.P. The Big Cattle Drive). I would go for the no damage for the opponent, no card Setting, and not activating cards/effects of the declared type during the turn, including before the card is activated.

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Oh right, forgot the hard OPT clause on my suggestion xD

I think those would be a bit too many restrictions. The idea is to keep the card playable, not forgotten like other attempts of draw power (R.I.P. The Big Cattle Drive). I would go for the no damage for the opponent, no card Setting, and not activating cards/effects of the declared type during the turn, including before the card is activated.

So:

 

"Declare a card type(s) (Monster, Spell, or Trap); Draw 1 card for each declared type. During the turn you activate this card, your opponent takes no damage, you cannot Set cards, nor activate cards or effects of the declared type, and if Monster was declared, you cannot Summon Monsters or declare an attack. You can only activate 1 "Pot of Gluttony" per turn."

 

?

With this you can call S+T, still attack but no damage. Call Monster and Trap, and pull off a Raigeki, or searchers. More often than not you're gonna call Trap, considering you can't Set, but we're getting more Traps that activate in hand.

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