Pay 1,000 Life Points. During the current Duel, your
hand size limit becomes 7.
Type - Spell
Card Number -
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 03.07.06
Continuing with the cards we laugh at the players
of, we have a -1 and -1,000 Life Points to possibly
have 7 cards in your hand later.
If you have 7 cards in your hand and can't get down
to 6 (all monsters), you probably WANT to discard
something (big Tribute monster for revival later).
That, and you usually won't have more than 2 cards
in hand after like the 8th turn into the game due to
mass hand discard/lack of drawpower.
Sorry for the extremely short review, but basically
we have a card with a negative effect that allows a
player to do something they really shouldn't need to
Today, I've decided to look at Raigeki Break, which
IS a -1, but this is actually one of the better
ones, if not the best. That's right, I said this
card is a -1 and is good. By discarding 1 card from
your hand, you can destroy any card on the field.
I guess this cards versitility is what gets me here.
Although we don't have Sinister anymore, Shadow of
Infinity gave us Treeborn Frog, which may be the
next best thing. See, what makes Raigeki Break good
in my opinion is that it targets anything...
Monster, Magic, Trap, face-up, or face-down, Raigeki
Break eliminates it. This is almost as versitile as
my favorite trap, Solemn Judgment :)
Traditional: 2.5/5 Same potential, but -1 aren't
good for you vs. Yata
Advanced: 3.5/5 More potential here
Art: 4/5 Cool, yet disappointing at the same time.
This does something somewhat interesting; it
increases your maximum hand size by one. Sadly, a
card already existed at its release that does this
much better, Infinite Cards (it doesn't require you
to pay Life Points and allows you more cards).
However, the main point is that there shouldn't be a
need to increase your maximum hand size. If you
can't do something with 6 cards, somthing is wrong,
and there are so few ways of drawing enough cards to
ever need the extra one in your hand. This card
isn't worth the bother.
Yeah, just wanted you guys to know that I didnt skip
todays card as a whole, I'm just not reviewing it.
Continuing this week of broken cards comes the most
powerful spell ever invented. Hierograph Lithograph
is broken, for the low cost of 1000lp you can easily
set yourself up for gaining advantage. Imagine not
having to discard at the end of a turn for having
more than 6 cards? You wouldn’t have to lose those
This is possible!!!!
To make it better this card is revolutionary. Unlike
normal Continuous Spells, who only get their effects
while on the field, this card creates a continuous
effect that doesn’t require that! It’s something so
strong that it makes your opponent’s MST, Mobius and
even Heavy Storm useless to counter it!!!
Oh come on !!! This thing sucks so bad it hurts.
1000 lp to do something weak that another card does
better for free? No way
Traditional : 1/5 ugh
Advanced : 1/5 ugh
Art 1/5 ugh
wow, what a card we have. Increase your hand size to
7. If only we had the issue of large hand sizes in
the current format and the ability to waste deck
slots to help minimize the problem.
This is sarcasm at its best, the card is like an
oxymoron. Seriously, increasing you hand size by one
to throw a draw away
If you have this card burn it for
1/5 (I can't give it a lower rating, what a waste of
cards are pretty poor unless there’s some
obscure combo I don’t know. So, to hopefully
make this a more interesting read, I’ll be
making suggestions on how the concept could have
been properly executed to make the cards at
least moderately playable.
Today we look
at the Spell Card Hieroglyph Lithograph.
Here we have a good example of the designers
being on the right track, at least for an
obscure niche card, but blowing it at the last
minute. First, let me point out the obvious:
rarely does your maximum hand size matter for
Yu-Gi-Oh. I personally have always found that a
cap on hand size is indicative of what I
consider a design flaw: there must be some combo
that allows you a hand size in excess of the
maximum, and hitting that size must be broken.
This may stem from my first real TCG being
Pokémon, but I think it may be more than just my
opinion: in Pokémon, the game originally was
pretty broken due to the abundant, easy to use
draw power. But eventually, the designers
figured out how to pace the draw power and keep
hand size reasonable. Part of what helped there
was that there was a built in game mechanic that
meant the cards that were later Stages of
Pokémon had to wait until their lower Stages had
been in play a turn before you could “Evolve”
into them (sort of like how the LV
Monsters work in this game). Additionally,
attacking required “Energy”, which was provided
by Energy cards… which is a one-per-turn thing,
like mana in Duel Masters (sorry, I don’t know
Magic: the Gathering to compare to it). So in
short, I find a limit on hand size to a “patch”
for some poor game design. Much like in some of
the Mortal Kombat
fighting games: many characters were horribly
unbalanced, and capable of huge, sometimes
“endless” combos (or at least able to completely
wipe out the opponents health before they
ended). Instead of tweaking the characters
speed, or their moves, etc. to make such
problematic combos, they created “Damage
Kontrol”… which just
meant that after you broke 50% damage, both
fighters were knocked back from each other,
forcing you to end the combo.
To get back
to the matter at hand, Infinite Cards was
out before Hieroglyph Lithograph, but it
had a problem. It was a Continuous Spell, and
it affected both players. Right, it was pretty
bad. Even if you wanted to use it in the modern
game, all an opponent would do is wait until you
enter your End Phase, then activate a Set
Dust Tornado to nuke Infinite Cards…
forcing you to discard down anyway.
Hieroglyph Lithograph solved this problem by
being a Normal Spell that just sort of placed an
effect on the field, increasing your maximum
hand size (and not your opponent’s).
So where did
it go wrong? First, it just increases it to 7
cards. That wouldn’t be worth it if it were
“free”. If it said “Increase your maximum hand
size by one”, then at least it might be worth it
for a few decks, since you could run three and
actually make use of them. Instead, if one is
successful, the other two become dead draws.
Finally, it costs 1000 LP, and
remember, if you had
7 cards in hand, now you’re down to six.
this should have either increased your hand size
by one so it could stack, eliminate any cap for
you and just you so it was worth the wasted
space in some specialty deck… or best of all,
don’t design cards that can abuse a limitless
hand size. No, I am not talking about Muka
Muka: I mean
broken cards you can keep playing one after the
other, like Pot of Greed, Graceful
Charity, Raigeki, Harpie’s Feather
Duster, etc. That is where the problem
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