Would this hypothetical card see play?

Nickcool1996Posted 7/3/2012 11:02:35 PM
I give this an 11/10.

Why?

Expert Troll Material.

TC's username is checkmate.
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Check_mate(Topic Creator)Posted 7/4/2012 3:49:11 AM
FlameDragon2 posted...
In terms of negating s/t, by wording alone, it seems pretty mediocre. I would word it similar to Stardust's current wording, assuming you want to negate spells, traps and the effects of already activated spell/trap cards (which is what "spell/trap" means iIrc).


The wording is extracted from Solemn Judgment. It purposefully cannot target monsters/spells/traps already summoned/activated because then there'd be no prediction requirement and it becomes an easy +1.

Also, speaking of wording, removing it face-down and then negating the card with the same name seems a bit awkward to me. It doesn't clarify if you have to reveal the card if the card with the same name is activated or summoned, so it seems pretty easy to cheat with this card.


As it's removed from play face-down, it's difficult to reveal another card in its place. IIRC, only Different Dimension Capsule allows you to banish a card face-down. But your probably right in that it'd be a little awkward to negate a card with little warning. The procedure should probably be: reveal --> negate --> destroy --> add to hand.


Anyway, about how the opponent may make sub-optimal plays out of fear of choosing the removed card: they shouldn't fear this card anymore than they already fear Solemn Judgment's ability to negate any card. The point is simply that it's -1 in the hands of a player with poor foresight and a +1 in the hands of one with good foresight.
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SSJ2__GohanPosted 7/4/2012 5:03:55 AM(edited)
FlameDragon2 posted...
SSJ2__Gohan posted...
It's not THAT dangerous: it's a -1 after all, and no opponent will be afraid to play cards: if said card is the picked card, it's going to be useless regardless of whether you play it or not after all. And if you play the picked card, there's still no advantage, things just got evened out. And sure, sucks if a good card is blocked, but your opponent won't be playing said card either. It's only really dangerous when you're playing Honest or Kalut or anything, as you can't risk declaring an attack and then activating Honest or Kalut or whatever in the Damage Step anymore, instead having to activate before battle.

Though I'd still say: just a 1-time-only negation would be fine.


Why wouldn't they be afraid to play cards? Especially if you played more than 1?

If they play the picked card, they end up -1'ing themselves and actually +1'ing you (They lose a card, you "invest" nothing in reality for them to lose a card). It's even more devastating considering you're always going to be picking a power card such as Heavy, Hole, Reborn, Gorz, TT, etc., thus allowing you to gain more plusses, even if it's in the non-literal sense.

In terms of advantage, physical advantage, it is a -1. In psychological and non-physical advantage, it really isn't a -1. You thinned your deck by one whole card, thus boosting deck consistency and most likely locked out a power card until either they play it or the rest of the game. Also, its easy to bluff with this card (ex: bluffing Gorz with this card when going for a game shot) causing your opponent to keep guessing and derail them from making an optimal play in fear losing the card, a card that could possibly win them the game or regain board control, and helping you get a card to your hand. The fact that the controller of this card knows what's chosen and the opponent does not is game bending on it's own, saying that it doesn't make them fear playing cards is silly as any power card they could possibly have (it's even worse in mirrors) could be dead and knowing that is enough for them to alter their play and perhaps lure them into playing into your cards. This card forces your opponent into playing a certain way and perhaps not playing certain cards they would've played otherwise, especially if you played more than 1 of this card. Why would they continue to play cards like normal when the possibility of it fizzling exists? Especially commonly used power cards.

If your opponent doesn't play the picked card, how is that bad for you? Yes, you don't get the card into your hand, it's w/e considering you locked out a card for the whole game. Getting the card into your hand is nothing more than a bonus tbh.




Being a -1 doesn't make this card less busted or "dangerous". The fact that this card can go beyond a physical -1 and twist game states and plays is unbelievable.


Just removing a card from your deck alone is useless. Would you run Foolish Burial in a deck that can't benefit from a monster being sent to the Graveyard? Why aren't D.D. Capsule and Gold Sarcophagus staples? Especially Gold Sarcophagus, since it removes a card from your deck AND practically guarantees to get added to to your hand (a few turns later, but this hypothetical card won't do anything until later either. There's a very good chance it won't do anything!).

And let's assume your opponent has removed Dark Hole. You have Dark Hole in your hand, but you don't know Dark Hole has been blocked. Why would you not use Dark Hole when the situation calls for it? If you don't use it, the card is equally useless: might as well have a Shapesnatch in your hand then. Or are you magically allowed to screw the rules and activate Dark Hole 5 turns later?
Check_mate(Topic Creator)Posted 7/4/2012 5:22:40 AM
^In your example, either way dark hole will not take effect, but playing it means your opponent will now have a copy.
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SSJ2__GohanPosted 7/4/2012 8:46:32 AM
Ah, wait a second there, I completely skipped over the most important part of D.D. Ambush: adding the card to the hand.

I read it as only negating the card (didn't even read that the one-time negation I was suggesting was already). Usually I read posts entirely, no idea why I didn't read it entirely this time (in fact, it wasn't even consciously, as I didn't even notice I didn't read the post entirely until now).

In this case it's indeed too dangerous: quite crippling to its user if the opponent doesn't activate the card while playing normally, since any -1 can make the difference between win and loss already, but now I indeed understand the bit about the opponent playing worse to hopefully avoid the effect, which alone easily makes up for it already and more.
FlameDragon2Posted 7/13/2012 9:31:18 PM(edited)
http://yugioh.wikia.com/wiki/Shippekaeshi

Although it isn't exactly like the card in the op and doesn't effect monster cards, it's pretty similar. It's ALMOST as busted as the card in the op. It's slightly situational and is rarely good outside of the early game.


The fact that Konami almost made an exact clone of the card in the op, makes me fear for the longevity of YGO tbh.
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fyuberPosted 7/15/2012 1:43:05 AM
In fact, this is the ANIME Gold Sarcophagus (with Yugi sealing his own Monster Reborn) + effect to add it to hand. It's not that useful: use it on staples you don't think you'll need (ie Dark Hole when you're winning) or put this in the side along with enemy staples. I'd prefer Prohibition in that regard. Prohibition doesn't require you to have the card you want to stop, and will continuously render the card unusable. While Prohibition can be destroyed, your opponent would most likely use up resources to do so.