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