I decided many years ago that coin flipping was not
the way forward in card games. There's already
enough luck for me. Any regular readers will also
know my low opinion of life gain. Combining them
into a card which could give your opponent a 4000 LP
swing in his favour just seems suicidal. Play it if
you are a gambler (as that swing in your favour is
good), but I'd avoid it otherwise.
Share and enjoy,
Paths of Destiny
The effect provides no immediate advantage. The
ability to lose LP is risky and the ability to gain
some does nothing. Lets not forget our opponent may
lose/gain some too. Throw this in with the fact it
is a trap card, a minus one, and totally pointless
even in a burn deck the 1/5 is generous. I'm
confused as to why a coin flip was thrown into the
mix. Did the developers think it would make the card
balanced? Waste of paper.
The Paths of Destiny
"Both Players toss a coin once. If a players result
is Heads, they can Special Summon 1 Monster with
Destiny Hero in their name from their deck to the
field. If their result is Tails, they must remove
from play 1 Monster with Destiny Hero in their name
from their deck."
Oh sorry, that would be a 'good' effect.
As far as burn cards go, the Paths of Destiny has
some small potential. Being able to gain 2000 Life
Points while simultaneously causing 2000 Life Points
of burn to your opponent is pretty sweet. Of course,
you could just as easily lose 2000 Life Points while
boosting your opponent's Life Points by 2000. Hmmm
On second thought, never mind. Even if you have Des
Wombat on the field, this card just doesn't justify
the -1 it gives. If you like random / luck-based
burn effects, give Dice Jar a try.
1/5 - Egg McMuffins are an amazing breakfast food.
1/5 - Sausage McMuffins are my favorite.
1/5 - Dai Grepher loses his way, which means that
Red Riding Hood will get pwnt by the Wolf.
Friday, May 11th
At last……FRIDAY!!!! *cheers*
The Paths of Destiny
Both players toss a coin once. If a player's result
is Heads, they gain 2000 Life Points, and if their
result is Tails, they take 2000 damage.
So…pretty easy to understand.
Best case scenario…they take 2000 and you gain 2000.
Worst case scenario….the other way around….
It’s too easy for this card to backfire on you. If
you are looking for burn cards, this would be one of
the last cards I would consider (along with Dice
Another coin flip card >.<
If you really want to try to risk the game on
chance, run Dice Jar.
It's just one of those days. I doubt most
readers will see this, because it’s a late
review for a card everyone else seems to have
written off: The Paths of Destiny.
Since I felt compelled to write, there must be
some sick OTK with it, right? Nope, no OTK
combo or even “mega combo” for it I am aware
of. Still, there are two aspects to it that
remained largely unexplored. First, let me
mention some combo cards. You can use Second
Coin Toss to skew the results more in your
favor. You can use Des Wombat to prevent
you from hurting yourself. Something no one
else mentioned was using Reaction to Bad
Simochi to change the LP gain into a loss
for the opponent. That is, no matter what you
do 2000 to them. While it’d require work to set
up and support, it would be pretty nasty: each
The Paths of Destiny card becomes a
guaranteed 2000 damage. Combined with some
other Reaction friendly cards and it…
still is probably only a “fun deck”, but its
Yu-Gi-Oh: seems like you just have to wait
before a poor deck theme gets broken support to
become an SJC winner.
Now, the other point I need to make is a general
aspect of the game that, like it or not, exists:
luck. The “risk vs. reward” aspect is often
ignored by high caliber players simply because
it almost always ends up being more risk, less
reward. They are good: they control the game
better. Now, take some of the players, which
really can be anyone who can find an opponent
either equal to or significantly better than
his- or herself, and think about luck based
cards. If I, and my deck, are truly equal to an
opponent, I should consider some “luck” cards.
Why? Well, odds of winning are already
approximately 50-50: if I can replace the right
card, I can maintain or at least approach the
same amount of “skill” wins, but then receive a
bonus amount of luck wins. So, just to give
example numbers (which are unlikely to be this
straight forward), I cut a few cards for some
luck based cards (that is, cards like The
Path of Destiny), I might drop my skill wins
to 45 out of 100, but I then pick up 15 “luck”
wins (which is less than one in five duels)
which pushes me to a net result of 60 out of
100. No, that is not quite true, but I have to
simplify statistics due to time constraints
(it’d take me a while to get it precisely
right). Used properly, a luck card will win you
more games via good fortune than it costs you,
and the net result is more games than you would
win without it (even factoring in the card you
replaced for it). When an opponent is
significantly more skilled than you, it’s even
more apparent: 1 win out 100 is better than 0.
In many ways, this is why OTK decks show up at
tournaments: even if the odds of winning the
overall event with it are low, for many who take
that path it’s still the most probable way to
win a tournament.
An interesting card that builds up a forgotten
(well, ignored) deck type or two; I like it, but
admit its not going to impact the current game
much unless most of us have missed something.
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