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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!

 Final Countdown
- #DCR-091

Pay 2000 Life Points. After 20 turns have passed after you activate this card (counting the turn you activate this card as the 1st turn), you win the Duel

Card Ratings
Traditional: 1.10
Advanced: 1.90

Ratings are based on a 1 to 5 scale
1 being the worst. 3 is average. 5 is the highest rating.


Date Reviewed - Jan. 17, 2014

Back to the main COTD Page

 

Dark

Paladin
Friday
 
It's the Final Countdown!  Final Countdown strikes me about as odd a move as Self-Destruct Button.  Final Countdown is Limited, and I actually like this (more than the move of the aforementioned Self-Destruct Button) as this is alternate win (although a slow one) and that's what has me puzzled.  In my experience, duels just don't last long enough (the 20 turns) to be able to have this done successfully.  Furthermore, obviously it's all about how quickly you can do this, and stalling hasn't been in favor for several Formats.  Not on this kind of a level.  I know Final Countdown has been sort of a fail-safe for Exodia, and I'm still pro Final Countdown there.  I don't see this being good enough to just thrown in your Deck and hoping for it to work, but at the same time, it is easy enough you could just do that, and it might actually win you a game now and then.
 
Ratings:

Traditional:  1.5/5  Too much other alternate/FTW/OTK etc for this to be relevant in Traditional.
 
Advanced:   3.5/5  With most of that not available, and how lucky, and easier this is to use, it's actually not awful
 
Art:  5/5

Christian
Moss

Christian Moss - Review - Final Countdown

Pay 2000 Life Points. After 20 turns have passed (counting the turn you activate this card as the 1st turn), you win the Duel.

Final Countdown is an alternate win condition card. You pay 2000 life points to activate it, and then after 20 turns have passed, you win the duel. To last for 20 turns can be quite the feat, especially after paying 2000 life points. Is it realistic? Lets weigh some of the pro's and con's to find out.

Final Countdown is a normal spell card that once it activates and resolves, is sent to the graveyard automatically. One of the nice parts about this cards mechanics is it does not need to remain face up on the field (like Destiny Board) in order to win at the end of the 20 turns. Your best bet is to stall your opponent out, and not let them attack you directly. If you can get some decent protection set up on your field, you can prevent your opponent from being able to deplete your life points to 0. It's a perfectly possible strategy, but it does require a lot of planning, and a decent bit of luck to pull off successfully.

The biggest negative with Final Countdown decks are the consistency issues. Your final countdown to win, after 20 turns, cannot begin until you activate final countdown. If you don't draw into it, you could be looking at 25, 30, or even 40 turns to win depending on how long it takes to get a copy to your hand. Another drawback is the card itself does nothing defensively or offensively in itself, and is a +0 resource by nature when activated. Considering you will want to run multiple copies in order to draw into Final Countdown quicker, it's going to be painful when you have already activated a copy, and you top deck a second or third absolutely useless copy. The amount of offensive and defensive resources you have will be lacking compared to your opponent as you acquire dead draws. Lastly, it cost 2000 life points to activate. There immediately goes 25% of your entire life, and it makes it harder to last 20 turns, which is quite a long time in Yu-Gi-Oh!, especially in this fast paced, multiple special summoning per turn meta we currently have.

In conclusion, Final Countdown can work in a deck solely based around its presence, with the objective being to win specifically and only through its alternate win condition. However, 20 turns is a long time to last when you are already down 2000 life points and have multiple dead draws awaiting you in your deck. You might be able to catch a lot of duelists off guard who aren't expecting to see a Final Countdown deck, in game 1. But if you are victorious in the first round, after getting to side for the match, a well seasoned and resourceful duelist opponent will have no problem taking games 2 and 3 once your fragile strategy is revealed.

Ratings:

Traditional: 1/5
Advanced: 2/5
Mechanic Design: 3.5/5 (I like non-overpowered alternate win conditions by nature, as they tend to add diversity and strategy, and provide additional means to an end. However, Final Countdown in itself requires severe stall tactics, which are rarely fun for your opponent to duel against, and other alternate win conditions like Exodia and Destiny Board already require similar stall tactics, causing redundancy instead of diversity.)
Art: 4.5/5 (I don't want to be anywhere near where the image depicts when final countdown resolves)


Kingof
Lullaby

Hello Pojo Fans,
 
Finishing out our Ban Week, we're looking at Final Countdown. A pretty simple card, and potentially lethal if the player can set it up correctly. By paying 2000 Life Points. After 20 turns have passed (counting the turn you activate this card as the 1st turn), you win the Duel.
 
10 full turns between you and your opponent separate you from victory after activating this card. We've all probably faced and/or been the victim of Final Countdown. You play it, then it's time to stall! Waboku, Threatening Roar, Thunder of Ruler, Battle Fader, and Swift Scarecrow become your best friends. Three of each will ensure victory if you hit them continuously. Stalling cards are most effective for those playing this card, as I've never seen a Final Countdown deck be offensive. Spirit Reaper, Marshmallon, Shield Wing, and Cyber Valley are monsters to consider using.
 
Paying 2000 life points can hurt you, but if you have your stalling pieces set up it shouldn't be that much of a problem. The real issue is searching out and playing Final Countdown as quickly as possible.  Upstart Goblin helps you draw (as you won't be caring about life points), Cyber Valley and One Day of Peace will help as well. Gold Sarcophagus is your best bet. Wait two turns to get it, play it, and stall! Pot of Duality can be maxed out in this deck, and you can play Morphing Jar to reset your hand. Set all the cards you need (that aren't monsters) set Morphing Jar, and wait for the opponent to flip it. The only way this deck fails is if you can't get Final Countdown into your hand quick enough, stall out against your opponent after activation, or they negate your activation of Final Countdown. Stalling doesn't guarantee victory either. Piercers exist, and they will feast on your stalling monsters.
 
Traditional- 1/5- Don't even try, you'll be dead before turn 10, period.
Advanced- 2/5- Better chances, but things have to go right, and there are ways to really hurt your stall.
Art- 3.5/5
 
Until Next Time,
KingofLullaby


Baneful

Final Countdown

This card has not changed very much since it's release years ago. It needs a deck specifically tailored to it in order to be useful. However, even a deck focused on Final Countdown was never really consistent enough to work. That's especially true now as it's limited and you can't really build a deck around it anymore. Perhaps, Konami wanted to limit it because having a deck centered around it was too rogue, and a total slog to play against (and I don't blame them).

Nonetheless, if it was not a good card already, it's easy to extrapolate where it stands now

Traditional: 1/5 (Bad)

Advanced: 1/5 (Bad)

Contact: banefulscolumn@gmail.com

Terrorking 3...
 
2...
 
1...
 
Let us begin. Did you like that? I did it because Final Countdown counts down, you see. I am a clever chap.
 
Final Countdown is one of Yu-Gi-Oh's "alternate win condition" cards, in the same class as Exodia. What is there really to say about this card? There's no real way to abuse it; what you see is what you get. You play it, wait 20 turns and then you win. The best way to make this possible is to devote your whole deck to the card, which means your deck is nothing but draw cards (to get it as quickly as possible) and stall cards (to keep yourself alive for 20 turns). You'll likely only win one game out of the match with this though, as the side deck completely obliterates this strategy, which is why this deck isn't dominating the tournament scene. For this reason, this card has no place being where it is on the current banlist. Har har har.
 
How to counter Final Countdown: play as you normally would.
 
Traditional: 1/5
Advanced: 1/5

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