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I recently realized that there isn't a whole lot of Normal Spell support in general, so I figured I would make a searcher for them. Obviously I understand that it can be a powerful thing to grab a Normal Spell, so you have to give up quite a lot to do so, by first revealing another Normal Spell in your hand, as well as your entire hand when this card resolves, then you shuffle that revealed card into your Deck, and you also can't activate it, nor the card you added to your hand that same turn. I think that's fair enough to grab any Normal Spell in the game, as there have been similar things for other kinds of Spells and Traps which aren't used much, but still useful should your Deck have a lot of Normal Spells or something that's hard to search normally.

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Quote

Reveal 1 Normal Spell in your hand; add 1 Normal Spell from your Deck to your hand with a different name from the revealed card, then reveal your entire hand and shuffle all cards with the same name as the revealed card into your Deck, also you cannot activate cards with the same name as the added card or the card you shuffled into your Deck for the rest of this turn. You can only activate 1 "Divine Validation" per turn.

 

Edited by Zaziuma

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So a minus 1 that lets you search literally anything you'd need with no real downside? I mean plus on gimmicky decks. Locking down the "sacrificed" spell is nice though I guess as far as balance, which I think benefits slower decks... Iunno, this card makes me slide down a slope, stop and think a bit... which is a good sign.

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Well we kind of half "Left Arm Offering" for any kind of Spell, and it forces at least a -2 for it (banish entire hand, at least 2) but for an immediate use.


I like how this card at least forces a turn of wait and is only for Normal Spells, and I think the "return a Spell in favor of another" kind of deal. I'm not a fan of the hand-revealing part though. Just have it return 1 card with the same name. And have it be revealed/shuffled before the actual search so you can't dodge the cost of this card by chaining something that would cost-discard the target.

 

On a random note, Final Countdown comes to mind xD

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29 minutes ago, Sleepy said:

Well we kind of half "Left Arm Offering" for any kind of Spell, and it forces at least a -2 for it (banish entire hand, at least 2) but for an immediate use.


I like how this card at least forces a turn of wait and is only for Normal Spells, and I think the "return a Spell in favor of another" kind of deal. I'm not a fan of the hand-revealing part though. Just have it return 1 card with the same name. And have it be revealed/shuffled before the actual search so you can't dodge the cost of this card by chaining something that would cost-discard the target.

 

On a random note, Final Countdown comes to mind xD

Yes, I know that generic Spell Card searching is a thing, but many are quite costly, and I think the game can handle it not being as costly, just adjust your balancing. As for the hand reveal, again, that's one part of the costliness, and I don't think it matters much, since you can Set your cards or Summon your monsters first, since you can't use the cards that turn anyway, so don't have much reason to play it before you end your turn, and in case you do want to do it before, well the speed of the game is at a point where it doesn't matter, your opponent will know all your cards by the end of your turn anyway. Didn't really think about the ability to discard the card, that's true, but it's unlikely your Deck will be in such a situation, the off-chance you are using Normal Spells with GY effects I feel like doing a combo like you are talking about is still fine, since you can't use the card you added that turn anyway, so you'll still only get that one GY effect, which I feel like is not gonna break the game in half.

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3 minutes ago, Zaziuma said:

Yes, I know that generic Spell Card searching is a thing, but many are quite costly, and I think the game can handle it not being as costly, just adjust your balancing. As for the hand reveal, again, that's one part of the costliness, and I don't think it matters much, since you can Set your cards or Summon your monsters first, since you can't use the cards that turn anyway, so don't have much reason to play it before you end your turn, and in case you do want to do it before, well the speed of the game is at a point where it doesn't matter, your opponent will know all your cards by the end of your turn anyway. Didn't really think about the ability to discard the card, that's true, but it's unlikely your Deck will be in such a situation, the off-chance you are using Normal Spells with GY effects I feel like doing a combo like you are talking about is still fine, since you can't use the card you added that turn anyway, so you'll still only get that one GY effect, which I feel like is not gonna break the game in half.

I also think the game can handle it, that's why I put up the sample of a card that exists that does it. 
The hand reveal won't be a big deal if the card is used in heavy backrow decks like chain burn and whatnot, but usually it would be a relevant thing.
Your opponent won't always know all your cards all the time, that's part of why hand traps work. People can just assume those can be in hand.
I didn't mean the discard bit to take advantage of any Spell GY effects, I meant it as in.... Scenario:

Let's say you reveal huh.. Living Fossil. 
You then chain something like Raigeki Break and discard Living Fossil as cost.
Now Divine Validation adds whatever Spell you want as it resolves, and you have no Living Fossils left in hand to shuffle, dodging the drawback by using the loss elsewhere.
Extra Points if it's a GY effect though, like Galaxy Cyclone or Metalfoes Fusion, but that'd just be a bonus xD

 

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2 minutes ago, Sleepy said:

I also think the game can handle it, that's why I put up the sample of a card that exists that does it. 
The hand reveal won't be a big deal if the card is used in heavy backrow decks like chain burn and whatnot, but usually it would be a relevant thing.
Your opponent won't always know all your cards all the time, that's part of why hand traps work. People can just assume those can be in hand.
I didn't mean the discard bit to take advantage of any Spell GY effects, I meant it as in.... Scenario:

Let's say you reveal huh.. Living Fossil. 
You then chain something like Raigeki Break and discard Living Fossil as cost.
Now Divine Validation adds whatever Spell you want as it resolves, and you have no Living Fossils left in hand to shuffle, dodging the drawback by using the loss elsewhere.
Extra Points if it's a GY effect though, like Galaxy Cyclone or Metalfoes Fusion, but that'd just be a bonus xD

 

If by dodge the drawback, you mean the part where you can't activate the card, that would not be dodged if you discarded the card, as it's tied to the "also" conjunction, which applies regardless of the other parts resolving or not.

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1 minute ago, Zaziuma said:

If by dodge the drawback, you mean the part where you can't activate the card, that would not be dodged if you discarded the card, as it's tied to the "also" conjunction, which applies regardless of the other parts resolving or not.

No, I mean not having to return the revealed card into the deck after resolving the effect if something else discarded it first.

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I have mixed feelings towards the card. On one hand, as Sleepy brought up, is a less taxing Left Arm Offering, but unlike that card, this needs specifically a Normal Spell on hand, which means it has the risk of being dead, and stuns for 1 turn both that Spell and the one you search, and can only grab Normal Spells so no shenanigans like searching and setting a Quick-Play Spell. So it's basically trading card advantage for speed.

It's a card I think would require some testing because I wouldn't be surprised if there were decks that can search for a power Spell and survive the next turn to play it. Can't go wrong with searching Soul Charge.

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