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LINK-5s are now a thing in the anime, and yeah, we have that Match Winners have been a thing, and I have made LINK-5s previously, but now it feels like an official thing, even though there aren't any legal LINK-5s yet. Anyway, that's all to say that this card makes it become the End Phase, and then it unleashes a crazy effect! First, your opponent draws equal to the number of cards it points to, then your opponent's HP become equal to the number of cards in their hand x 1000, then it sends all other cards on the field to the GY. Additionally, if it's in the Extra Monster Zone, your opponent can't activate cards in response to this effect, which means that it being in the Extra Monster Zone is ideal, but this also means that your opponent may place monsters in the zones it points to so they can draw more and get more LP, so be careful. The main idea is to Summon this card in the opponent's turn so that you can trigger its first effect and immediately make it the End Phase. It's weird, but powerful if you can pull it off.

End of Epilogue by zaziuma

Quote

3+ monsters
If this card is Special Summoned: It becomes the End Phase of this turn. Once while this card is face-up on the field, at the start of your opponent's End Phase: You can pay half your LP; your opponent draws cards equal to the number of monsters this card points to, then your opponent's LP become equal to the number of cards in their hand x 1000, also send all other cards on the field to the GY. Your opponent cannot activate cards or effects in response to this effect while this card is in your Extra Monster Zone.

 

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Looks like asking for abuse with the first effect. 3+ monsters as material requirements is really flexible, and the Trap that lets you Link Summon during the opponent's turn, "World Legacy Awakening", happens to be searchable by World Chalice Miko, a Synchro who is highly splashable, as well as by Mekk-Knight Morning Star but that one is not as splashable. Basically, if you can open with Miko and enough monsters on board to make this, you can set up a turn skip with relative ease. And nowadays that pretty much can translate to a victory.
The second effect just further adds salt to the wound. It's optional so naturally you won't activate it when your opponent has a big hand and a small field, so it doesn't have any chances for backfiring. If it was mandatory, then it would require a bit more of timing and strategy, and thus making it more interesting, but alas, it is not.

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