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Such an intriguing way to reinvent "Finite Cards". Best timing of activation would be during the opponent's EP to catch it off-guard and make it lose cards if didn't play enough of them. And yet waiting until the End Phase to make a better use of this seems impractical, and it's no good when going second nor as a topdeck card. Still, looks like it would be a great counter card vs. decks that rely on keeping cards in hand, Magical Musketeers coming to mind, although they would be able to chain their backrow removal Spell/Traps in response anyway. Deck with plenty of hand traps would be affected, too.

Oh wait, the effect has been largely changed. The point on activating it during the opponent's EP for a bigger impact still stands, but it is so much different now that it's a temporary and lingering effect once it resolves, and ideally it won't affect yourself, which otherwise forced you into playing a deck that can better adapt to it. I preferred the previous version personally, since it was a bit more fair by both allowing 1 card, and being stoppable by Quick Spell/Trap removal like good old MST. But even then, wasn't sure if was worth playing, while this version seems more appealing to play in any deck when going first and would definitely stand out in slower formats.

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23 minutes ago, Darj said:

Such an intriguing way to reinvent "Finite Cards". Best timing of activation would be during the opponent's EP to catch it off-guard and make it lose cards if didn't play enough of them. And yet waiting until the End Phase to make a better use of this seems impractical, and it's no good when going second nor as a topdeck card. Still, looks like it would be a great counter card vs. decks that rely on keeping cards in hand, Magical Musketeers coming to mind, although they would be able to chain their backrow removal Spell/Traps in response anyway. Deck with plenty of hand traps would be affected, too.

Oh wait, the effect has been largely changed. The point on activating it during the opponent's EP for a bigger impact still stands, but it is so much different now that it's a temporary and lingering effect once it resolves, and ideally it won't affect yourself, which otherwise forced you into playing a deck that can better adapt to it. I preferred the previous version personally, since it was a bit more fair by both allowing 1 card, and being stoppable by Quick Spell/Trap removal like good old MST. But even then, wasn't sure if was worth playing, while this version seems more appealing to play in any deck when going first and would definitely stand out in slower formats.

I am double guessing this one a lot on design....

Because the continuous version could trigger this forgettable gem a multiple number of times: https://yugioh.fandom.com/wiki/Dark_World_Grimoire Yet, that would be a 2 card combo with a both being not very searchable. But, the card is "fair" as you say.

Whereas with its current temporary lingering state could do the same, but with a single attempt most likely. And is more focused on punishing your opponent for conserving plays, keeping hand traps, or having their cards returned to their hand... But, is as you say more solely accentuated towards that timing. Most importantly though is searchable by Trap Trick.

I haven't really come to grips with this card's design, but I am leaning more towards Normal Trap status because searchability adds up to my general pragmatic philosophy in card design when balance is weighed within good reason, of course. (Not mentioning times of rusty card design).

Edited by BGMキャノン

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Snoww can search the Grimoire, for whatever that's worth.

My main concern with this being a Normal Trap is that if the opponent fails to negate it, then it's forced to spend its hand or take the blow if it cannot, and against decks that can't put many cards on board it can practically seal the duel. Then add to it that as a Normal Trap it is searchable by Traptrick and Lilith, and can bait backrow removal. As a Cont. Trap it wouldn't benefit from those searchers, would be vulnerable to backrow removal, and would force you to play the small-hand game or else you are punished as well, thus making the card more tame. What I'm not sure about is if players would be willing to main this card as a Cont. Trap. But perhaps that's for the best to keep it as more of a counter against hand-heavy decks or as a meta call. Heck, I'm even not sure if players would be willing to run this current version of the card, since it's so dependent on the opposing deck or match-up.

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