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Imperial order is better than all those cards because there is no restriction on activating it it shuts off a third of the game and that third of the game happens to be most of the cards that are used to out traps. Just because there are trap cards that can beat it means nothing trap cards are so slow by the time you can do something about it damage has been done it gets especially bad when combined with other floodgates imperial order is more than capable of winning games by itself
Do combo, set IO, activate at draw phase of opponent turn. Now they have to fight through all your negates without spells. That means no big board breakers because the good ones like Dark Ruler No More and Droplet are spells. No pots no spell searches which are oh so common and no board wipes. Basically if you are playing anything outside of a Sekka deck or a backrow deck like Eldlich the game is over the moment they flip it. Skill drain is similar in this regard but atleast the outs to skill drain can just be played from hand. No matter how you slice it the outs for IO are too slow to be viable.
Against IO you have to have gone first because only then can you set things up and make that slow trap speed actually mean something. When someone with IO goes first the games practically done for most decks.
See the problem here is that the counter plays are too difficult in practice. Rhongo got indirectly hit for similar reasons. There are outs they are just too unreasonable. IO is a card that just flips and wins games for no actual cost and can stay on field for 11 turns. Thats just too much.
Floodgates like IO need setup. They need actual costs. 700 LP isn't a real cost. By the time it matters you have already gotten more than enough value.
ofc in this case Anti Spell Fragrance may able to give the same result, but ASF had to be activated before the main phase so the enemy already know that the spell play is restricted, while at the other hand IO can be played in response of enemy spell which also serves as cheap negate, giving you a +1
as for harpie, raigeki, and storm, those cards are considered turn 2 play, and help the 2nd turn player to break the oppressive board, if anything having them on turn 1 will not help the turn player to progress his/her board.
Ghost Ogre can't.
For spells and traps, the card needs to already be face up on the field when it activates it's effect. IO only goes face up when it activates, and such Ghost Ogre can't deal with it.
A Continuous Card is hard to search out.
Just Errata Imperial Order, Continuous.
Negate a spell card by paying 700 LP.
on your Standby Phase banish this if
2 or more spells have been negated
during either of the players last turn.
also this effect cannot be prevented.
IO's problem is that its just too good.
Also you just made an entirely new card. Thats more of a retrain and its still crazy since its double spell negates for a bargain price. Completely generic too. You also didn't make it mandatory from what i can see so now its even crazier because it won't stop your own spells.
That's even more broken. Not as much for floodgate decks but for combo decks.
You realize people are willingly paying 4000 LP for cards like Destrudo, Piri Reis Map or A HERO Lives, right?
Assuming I activated a Destrudo during my turn, I'm at 4000 LP, beside my big ass board, I can negate up to 5 spells, and it doesn't matter that you used more than 2, you're dead anyway.
And best part, if for some reason I can't OTK you, with your text, I don't have to negate my own spells.
So yea, you somehow managed to make it even more broken.
The Meta and general game state has A LOT to do with whats ok and whats not. Maxx C is crazy but wouldn't see any play if an Eldlich/Flowandereeze/Monarch Meta.