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You know FULL WELL that for decks that run that card, skipping your battlephase IS NOT A DRAWBACK AT ALL as it allows them to setup their lockout to secure their win condition.
It's annoying, sure, but not ban-worthy. It's only good as going-second tech and directly screws with OTK strategies that going-second decks usually are. Fact is you don't see it often outside of control decks or other slow-playing decks desperate for extra boardwipes, in which case it messes with their already shaky consistency.
It's a very strong card and will likely win you the game if it resolves, but the IF part is what matters. It's too situational and too costly to throw into just anything, and on top of that it's an unsearchable non-engine so you can't even build a strategy around drawing it
i can occassionally bait the negates or resolve book of eclipse to get it to work against negater boards but i cant count on it.
its a prime discard outlet for super poly.
Setting it and using it on the opps battle phase worked surprisingly well so far.
No they couldn't have because I had a card that could cancel monster effects on the field and another that could send them all back to the hand/deck. No matter what they did, if not for that trapcard, I had them locked down and would have won next turn most likely if i drew the right card to xyz summon my big hitter out and if not, a few turns later.
It really agitates the hell out of me when people defend OP cards and the only explanation i can come up with is that the people who defend them run them as well and thus don't want to see it banned.
But I guess 1 mobwipe + 1 spellwipe card do about the same with less drawback.
I dont even't try to put it down as a trap, cause in ranked, they all get wiped and cancelled anyway and it only does anything if my cards get mass wiped -> less cards than enemy.
I only have it in the deck of mine which throws away 50% of the hand cards anyway.