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Shadowverse as a TCG doesn't allow you to do things off your turn like other TCG's like Burst or Instants from other games. So when you have stackable turns it's got no counter play.
I could see it having 1 to the format. I've had games where I barely had enough ward units up to survive once, but not twice or three times. It's unhealthy and unfun to watch someone play the game on their own until you die.
If you're playing any deck that takes longer than 6 turns to win then that's on you. Decks like Jatelant for example does take longer than 6 turns to win but it's an autowin against many meta decks like artifacts so people still play it despite it losing to dshift. What I'm saying is, you can't have your cake and eat it too. Every deck has its own strength and weakness. Just because your favorite OGdonut deck lose badly to dshift doesn't mean dshift is too powerful.
Did you ever think others might not find fighting against ward decks fun ? Personally I just hate playing against turtle decks of any kind. Serves you right if you lost to dshift trying to drag the game over to turn 10 with that kind of "no face allowed" deck.
Like other people say, you just need to finish them fast or have a very huge defense or make their combo unplayable, and you win that is it.
Those decks' thematic is the Dimension Door, and being a 20 magic spell cost card from an old era; is not the door itself, but the boosts it has.
And because of that half of the unlimited ladder is DS, yes, 20 times
Not every aggro deck can fiinsh DS before turn 6 - 7 every time, even half of the times, your celling is turn 7 delay or really huge combos that you need somehow to execute, but then again Dshift has counters against aggro and basic counter against combo
Not to mention it's busted.
Like; I get that rushdown wins if you can pre turn 6-8 against Door. I'm saying it's an unhealthy card.
Unlimited has answers for that stuff. Rotation????????????
I only really see that as being really effective in Sanctuary Haven.
One time I had a guy play it and it reduced both or LPs to 0. And because he dealt damage by his own affect, I ended up winning (tie breaker rule.)
Though I think overall the invocation mechanic is overpowered. Without that part, the card would probably be more fair.
Though those ones there's more back and forth rather than just watching someone crack D-Door twice on turn 7.
Sometimes they'll get lucky and win with only a few cards left to draw. Sometimes I have to play enough Wards to survive 2 consecutive opponent rounds. I remember one time, I played an Elana amulet on the 3rd and 4th round and the Runecraft player simply quit the match.