Friday (Fun Pick
Special) - Dark Snake Syndrome
PGD-087
DARK SNAKE SYNDROME
Continuous Magic
Inflict Direct Damage to you and your opponent’s
Life Points during each of your Standby Phases. The
first damage begins at 200 points and is doubled
following each of your Standby Phases.
Obligatory Friday fun
pick. We're looking at one of the
more...interesting burner cards.
If you're confused about
the effect, it basically translates to this:
During your first
Standby Phase that this guy is on the field, each
player takes 200 damage. The next of your Standby
Phases, each player takes 400. Each subsequent
Standby Phase, it doubles (800, 1600, 3200, 6400,
etc.)
In other words, it can
make the game a tie by the 6th turn it's out. 3200
and 6400 damage (heck, even 1600) is nothing to
sneeze at.
There are two problems
with this card:
1. It's vulnerable to
M/T removal. - It's going to have to stay on the
field for at least 4 turns for it to really cause
problems. Of course, if your opponent really wants
to use M/T removal on this, let them. There's
always Magic Reflector if you really want to protect
it...
2. The damage is kind of
irregular. - In order to finish your opponent off on
the 5th turn (3200 damage), you'd have to do at
least 1800 damage to your opponent while having at
least 6201 LP. While not impossible to do (LP
recovery, anyone?), it's iffy.
Believe it or not,
there's a card that is similar to this in Magician's
Force, but it's much more playable:
(Edo gets the
translation credit yet again.)
302-040 (English
number unknown)
WAVE MOTION CANNON
(English name unknown)
Permanent Magic
You may put this card into your Cemetery from the
Field during your Main Phase. Do 1000 damage to
your opponent time the number of your Standby Phases
that this card was on the Field after it was
activated.
While not bad, Dark
Snake Syndrome doesn't work as well as Wave Motion
Cannon does. I already have a really evil deck idea
for Wave Motion Cannon. If anyone wants to see it,
I'll post it in a column (maybe).
Standard:
2.5
If you build a deck
around it, it's actually quite good. The challenge
is actually doing that. Personally, it's too much
effort, unless you can rack up damage on your
opponent so quickly that they can get killed off by
the 4th turn of this card, because you need to be
careful that you won't get killed by it on the same
turn, forcing a draw.
Draft:
3.5
With M/T removal rare in
Draft, being able to do a lot of damage in a short
amount of time is actually an advantage. Same rules
apply about watching your LP.
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