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Rodrigo
Capricorn El Cid
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    Guarded Treasure and Soul Charge

    Capricorn El Cid
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    Guarded Treasure and Soul Charge Empty Guarded Treasure and Soul Charge

    Post by Capricorn El Cid Tue Apr 15, 2014 12:29 am

    Guarded Treasure and Soul Charge RadNnr5

    Guarded Treasure
    Continuous Spell Card
    Activate this card by discarding 5 cards; Draw 2 cards. While this card is on the field, draw 2 cards instead of 1 for your normal draw during your Draw Phase.


    Guarded Treasure and Soul Charge UcdMVuQ

    Soul Charge
    Normal Spell Card
    Target any number of monsters in your Graveyard; Special Summon them, and if you do, you lose 1000 Life Points for each monster Special Summoned by this effect. You cannot conduct your Battle Phase the turn you activate this card. You can only activate 1 “Soul Charge” per turn.



    As a Kid I always loved Raphael and his cards reason why Guarded treasure being printed makes me tear up...now soul charge...OMG
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    Post by Rodrigo Tue Apr 15, 2014 1:24 am

    Soul Charge is just stupid. Why would they print something like this
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    Post by Capricorn El Cid Tue Apr 15, 2014 1:51 am

    Akuma wrote:Soul Charge is just stupid. Why would they print something like this
    Becuase we have to have our heart clear of evilness so Seal of Orichalcos can't take our souls...doh
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    Post by Ruby Tue Apr 15, 2014 3:24 am

    whos bright idea was it to print soul charge

    rip 37 card deck upstart theory unless you want to give your opponent another revive
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    Post by Armz Tue Apr 15, 2014 7:19 am

    Charge was a shithead idea.
    Like, basically they are just doing another Sixth Sense; Print something absurdly unfair, and then give it list attention afterwords and act like it was an accident.
    Yep. Makes perfect sense.

    That aside...
    Sacred Crane, guys. Sacred. Crane.
    Hell, you can even use, of all cards, Molten Zombie.
    Take 5000; Summon 5 monsters; Draw 5 cards; 11/10 balance.
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    Post by Pack Rat Tue Apr 15, 2014 11:08 am

    Ha, and Konami keeps doing it. Like what in the actual f*** Soul Charge.
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    Post by Kyousuke Kousaka Tue Apr 15, 2014 5:06 pm

    I don't see what you guys are getting so worked up about. Did you read Soul Charge in its entirety?

    Target any number of monsters in your Graveyard; Special Summon them, and if you do, you lose 1000 Life Points for each monster Special Summoned by this effect. You cannot conduct your Battle Phase the turn you activate this card. You can only activate 1 “Soul Charge” per turn.


    First of all, stop f****** using Upstarts everywhere if you're so bitter about this, it's bad Yugimons anyway for an enormous amount of decks.

    Second of all, it's a combo card. Like, if you're going to do this, you're going to win, or you're going to give your opponent a turn to blow out everything you just paid to do. This card feels kind of bad compared to the other sorts of revival we have available to us right now simply because it invokes a lot more risk.

    Sixth Sense didn't have massive drawbacks, which is why it was stupidly absurd to take off the list. This has a literal ton of them, and I promise you they're going to keep a ton of people from using this too effectively.

    Guarded Treasure has the same sort of theory applied, but I can appreciate it because it's not really a card people could call a "win con" incorrectly to begin with.
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    Post by Ruby Wed Apr 16, 2014 1:34 am

    >generic rekindling that lets you set up any sort of field you desire including stardusts and arks and quasars and anything in everything

    i dont know about you but i feel safe paying 3-5000 life points to win
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    Post by Kyousuke Kousaka Wed Apr 16, 2014 7:46 am

    The only way I've seen it go to win is looping Trishula to prevent your opponent from having a hand and having Pot of Avarice to fix your graveyard.

    So this is silly in the OCG. Okay. Whatever. The card's a lot more risky in the TCG format, and if people are running this at more than one, they're putting themselves at further risk. It's not hard to stop things from going off, trust me.
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    Post by Ruby Wed Apr 16, 2014 8:57 am

    >generic rekindling
    >only wins via trishula loop

    im not 100% sure youve seen rekindling in play

    the only big risks i can think of are bottomless and torrential, with some other stuff that tries to stop you from winning next turn. like mirror force or artifacts on your soul charge turn if you somehow dont have cards to protect yourself or a mst or breakthrough or 2 quasars (in which case i ask how and/or why). i mean if you negate this theyre not paying the life point cost, so the actual risk disappears and the game continues without the big win until they draw a second soul charge or something
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    Post by Kyousuke Kousaka Wed Apr 16, 2014 11:02 am

    I've played Rekindling myself and it's as game-winning a card as most other cards I've played with. You have a variety of ways to handle the card with numerous backrow and options out of the gate. 

    If you hand the opponent a turn and they have cards in their hand or on their field, you better believe they're doing something with them.
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    Post by Ruby Wed Apr 16, 2014 5:18 pm

    what cards are they using exactly giving the situations that i havent listed already

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