- |Pot of Redemption|:
|Normal Spell|
|Activate during the turn a monster you own was destroyed by your opponent's card that was not on the field during this turn's Standby Phase. Draw 2 cards. You can only activate 1 'Pot of Redemption' per turn.|
This is designed to be slightly overpowered. The point of this card is something which highly discourages summon-negation (Solemn/Bottomless) but is still worth running if your opponent doesn't run them. Hopefully, a format with this card would see summon negation fall out of favour and not come back, because the card would be run even without them being common.
This card can be used to ram a searcher into an enemy's monster then draw 2 during Main Phase 2. This card increases the total number of cards available, so encourages skill. I am quite happy with how this card ended up.
- |Ethereal Protector of Lone Souls|:
|DARK/Warrior/Effect|1800 ATK|1400 DEF|Level 4|
|While this card is in the Graveyard, the Summon of a monster cannot be negated or responded to when its owner controls no other monsters. If you Normal Summon a level 5 or higher monster, you can banish this card in your Graveyard and draw 1 card.
I'm going to be blunt, Summon negation is a pretty bad concept. It has the most impact when a player is behind and has no field presence, and very little vs someone with 2/3 decent beaters. That really hurts the chance of cool comebacks. I also feel that cool level 5+ maindeck monsters have massively fallen out of favour because Xyz means people can use no monster over level 5, get practically no 100% dead draws, and still field respectable beatsticks. This tries to fix both problems. If you try and Summon The Creator or something to make your cool comeback combo, they can't Solemn it or Bottomless it (unless you have other field presence already) and you can get a draw so Tribute Summoning isn't so painful.
The first effect affects both players because it's point is good game design. Both players should benefit from that.
Before anyone mentions Monarchs, I have come to dislike their design, especially while Treeborn exists. Please assume Treeborn is banned or something for discussing this card.
- |Extra-Exchange|:
|Normal Spell|
|Each player selects up to 2 cards from their opponent's Extra Deck and adds them to their Extra Deck. When a player successfully Summons a monster added to their Extra Deck by this effect, they draw 1 card.|
It's 2 because this way players can still run 3 of their boss monster to make it very unlikey you can steal all copies of a key card and ruin a Deck too easily. I figure this is fun, gives lots of options, and will probably increase the amount of cards available overall.
- |Raiding the Armoury|:
|Normal Spell|
|Draw 2 cards from your opponent's Deck. Your opponent draws 1 card from your Deck.|
Both players gain 1 more card to play with, but you usually won't get draw-related stuff so it isn't broken in Exodia/ect. Seems like a fun concept.
- |Curse of Age|:
|Quickplay Spell|
|Activate during the End Phase, destroy all monsters that were on the field during this turn's Standby Phase. Each player draws a card for every 2 of their monsters that were destroyed (rounded down).|
So basically, if you're in a bad spot, it's useful because it stops anything from being immovable, but if you're ahead it might just nuke yourself. It also gives some draws, because the potential to reduce the number of cards in play by ~5 is just bad card design.
Last edited by -Griffin on Fri Aug 17, 2012 1:38 pm; edited 4 times in total