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Pojo's Yu-Gi-Oh Card of the Day
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Final Countdown
Short Print
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
Type - Spell
Card Number - DCR-091
Card Ratings
Traditional: 1.45
Advanced:
1.65
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 02.04.05
|
JAELOVE |
Final Countdown
Rated For: Final
Countdown Deck
We culminate the
"side deck week that could have been" with yet
another card that just doesn't quite cut it into a
side-deck. This one's a bit more obvious than the
others; Final Countdown was obviously never intended
to go into any deck outside of one specifically
dedicated to it.
Players have achieved
great success with this card featured in a deck with
little to no monsters. It's rather unfortunate that
this highly underrated wrecking machine has been
stuck into this tidy Friday slot, but we can still
find time to review it, can't we?
The Final Countdown
deck should be built with longevity in mind. This
means cards like Emergency Provisions, Mirage of
Nightmare, Thunder of Ruler, Waboku, Frozen Soul,
Scapegoat, and other such cards should almost all be
maximized. Then, and only then, will you begin the
long and laborious process towards Final Countdown
fulfillment. Let's rate the card in its own deck!
Advantage F/H:
See, the
right Final Countdown deck is basically paying one
card and 2000 life points, or about 3500 life points
total (if you count the "going rate" players are
willing to pay for a card), to (hopefully) insure
fulfillment. If you've noticed, there's a lot of
parentheses in this equation, but the Final
Countdown decks only win condition is Final
Countdown. This makes Final Countdown the only sort
of advantage the deck can have.
Traditional Format
Score: 10/10
Advanced Format
Score: 10/10
Best Draw for the
Situation:
The problem with this
card is that you only need one at any given time,
but you'll still have to run 3 to draw it fast.
Therefore, while it's the only card you truly need
in this deck, you'll also have numerous situations
where you do not need it.
T: 5/10
A: 5/10
Attributes/Effect:
Obviously this card is what makes the Final Countdown deck possible.
It's also the only card of its kind in existence.
T: 10/10
A: 10/10
Dependability:
You'd have
to ask a seasoned Final Countdown professional for
figures, but I don't think this deck is very
reliable (otherwise, we'd see it at more regionals).
I'm not a pro, so I'll just speculate on its win
percentage. Oh yeah, it's also not searchable.
T: 5/10
A: 5/10
The Bottom Line:
Try making one!
A BAD Score--
Traditional Format
Score: 3.75/5
Advanced Format
Score: 3.75/5
FORCE System
Suggestions:
++ Contributes to
Energy (since you win the duel)
-- Detracts from
Resource Replenishment, Energy (life point cost).
|
ExMinion OfDarkness |
Final Countdown
I never viewed Final Countdown as much of a side
deck card. I only see it being sided (or mained) in
two decks; burn/stall and defensive Exodia.
For burn/stall, you're already running the
preventative cards -- Level Limit, G-Bind, Messenger
of Peace (But MoP will cost you another 1,000 LP
throughout the 20 turns of Final Countdown...) and
the Solemn Judgments that would generally keep your
stall alive, so it's a fairly good idea to have an
FC or two handy.
For Exodia, it's a failsafe -- not only are you
running the stall for it already most likely, but it
gives you a second way to win if a limb gets removed
from game, or your Head goes to the graveyard and
you don't have a way to get it back. If played
first, it could cause an opponent to panic and
attack face-downs recklessly -- ones that could help
you get Exodia to your hand. If played after the
piece is removed, it might be against an opponent
that exhausted all their resources to prevent you
from assembling the Exodia win.
Final Countdown is a great card -- I just see it as
a main deck strategy rather than a side deck option.
2/5 Traditional
3.5/5 Advanced
|
Coin Flip |
Final Countdown is the last re-review we have before
we move on to Flaming Eterntiy cards, becuase, well,
EMoD got wind of the release and will gladly tell us
all that cards already fetching 20 bucks on eBay are
pretty damn good.
This isn't a good sideboard/side deck card. In fact,
it's not even that great a card by itself. You lose
2000 LP just to activate it, and then its effect
doesn't come into play for what can seem like years.
That said, it isn't connected with the rest of the
week's cards, obviously. But let's go deeper.
Your opponent has 10 turns to cope. Let me
demonstrate how easily one survives for two-four
turns with only a few cards.
Level-Limit Area B, Scapegoat, Metamorphosis, White
Magician Pikeru.
Once they get rid of your T-ER, they have to eat
their way through what might have become 15000 LP
while dealing with a various number of counter traps
you may have. Oh, and because of Area B, their
monsters are shifted to DEF before their effects
activate (Mobius, Breaker).
Doesn't take too long, surprisingly. A Waboku saves
you for one turn, a Sakuretsu saves you for another,
Scaring Roar (a new FET card that is quite akin to
Waboku) stops all attacks, including those of DDWL.
Get a draw engine like Mirage of Nightmare or Des
Lacooda to replenish your chainable (and
non-chainable protection and you could be going for
quite a long time.
Scapegoats serve as defensive walls, Meta food, and
LP gain for Pikeru... I was happy to see other users
shared my logic on the deck when I saw Skaxkx
putting a similar deck together on the forums to the
one I had run two weeks prior.
Hell, you could even try taking a bit of an
offensive, but since you've already paid 2000, I'd
go with what is already working. :P
Logically, I don't give ratings on cards that work
best in decks built around them, so you don't get a
rating today. In fact, I suspect that other CotD
reviewers will bring up the same if not much more
interesting points on the topic. I'll leave you in
their capable hands. Oh dear, that's 20 sentences.
::dies::
|
Tranorix |
Final Countdown
I’m a big fan of Final Countdown. I just love
alternate win conditions, and Final Countdown is one
of the most fun of all of them. Once you play it,
you don’t need to protect any special cards or make
sure you draw the right things – you just need to
make sure you don’t die for a while. And that’s
certainly easy enough to do.
The cost is pretty big, a hefty 2000 Life Points;
but that’s nothing compared to what it brings you:
VICTORY! I’ve built decks centered around Final
Countdown, and I seldom had trouble getting a Final
Countdown toward the beginning of the duel. Once
you’ve played it, just stall. Run Spirit Reapers,
play Gravity Bind, and all of that rentsy nonsense
usually reserved for Burn.
Another interesting tactic I stumbled across is the
use of Giant Rat. Giant Rat is capable of summoning
both Gear Golem the Moving Fortress and Labyrinth
Wall, both excellent defenders – and, I might add,
excellent food for Mystik Wok (a nice asset to the
Final Countdown Deck). Get out Labyrinth Wall and
Wok it – bam, 3000 more Life Points for your
opponent to get through. Giant Rat can also summon
Obnoxious Celtic Guardian, a great stall monster;
and Kinetic Soldier, an amazing stall monster
against Warrior Decks.
Don’t run Final Countdown unless you’re building
your entire deck around it. If you toss it into any
old deck, chances are it’ll hurt you more than help
you. But if you do run it correctly, your opponent
is in for an unpleasantly boring surprise.
Traditional – CCCC: 1.5/5
Traditional – Final Countdown Deck (yes, it’s a
staple, but the deck’s overall effectiveness hampers
the playability of the card): 4.5/5
Advanced – CCWC: 1.5/5
Advanced – Final Countdown Deck: 5/5
OVERALL RATING: 3.1/5
|
Snapper |
Final Countdown
Our final card for Side Deck Week is for some reason
Final Countdown, a card that allows an automatic
victory.
To activate Final Countdown you only need to pay a
measly 2000 Life Points.
But wait! It gets better! 20 turns after Final
Countdown’s activation, you automatically win the
duel! Now I’m all for alternative means of victory,
but the chances that a duel will last 20 turns is
not high considering most duels last 12 turns at
most. To achieve it though you’ll need to be running
some kind of EXTREME Stall Deck that works for you
and your opponent. Why stall your opponent? Well,
many Decks are extremely speedy, and as a result
your opponent may Deck-out before Final Countdown
kicks in. Of course a win’s a win so you really
don’t need to stall your opponent, but if you’re
going to pay ¼ of your Life Points, I’d think you’d
want those lost Points to do you some good.
Another problem with Final Countdown is the high
cost it requires. If your opponent is using a Burn
Deck they may just be thanking you for doing some of
their work for them, so make sure you’ve got a lot
of Life Points when Final Countdown activates. Final
Countdown does have one unique use though; it can be
used with Pyro Clock of Destiny! Wow! You can turn
20 turns into
17 turns by activating only 3 otherwise useless
cards! Isn’t that great? All in all, keep Final
Countdown in an extremely dedicated Final Countdown
Deck, but if you want my opinion (and who doesn’t),
just go for a Stall or a Deck-out Deck.
Advanced: 1.5/5. Keep it in casual.
Traditional: 1/5. Keep it in casual.
Overall: 1.25/5.
Art: 2/5. So what is it? Clouds with a face? Some
weird UFO? What?!
|
f00b |
Final Countdown
Well, this in an interesting card to be reviewed as
the final installment of “sideboard” week,
especially given the fact that until now I never
even considered running it outside of a full-blown
Final Countdown deck. Sooo this means let’s take a
look into the purpose of Final Countdown, which is
obviously to stall out for “10” of your turns once
you have activated it. I don’t know about you, but
to me, 10 turns of a game is a long time to wait for
victory. So, even without all the stall and support
of a Final Countdown deck, what might this card
still be worthy against?
Burn, perhaps? This seems redundant, but basically
the only time you start to think about using such
jank methods as stalling out for 20 turns usually is
as a metagame-responsive call. Now, we all know burn
will go for the 20 turns necessary, so we must
rather examine whether or not this card makes the
cut.
First off, you have to pay 2000 LP. If I was playing
burn and you started out with 6000 LP, I wouldn’t
care how many turns I have to win I’d be happy.
It’s just that 2000 LP is a serious amount to pay
for an effect that is not immediately incumbent upon
the game. Now, going this route means that you must
also DRAW a final countdown very early on (or you
WILL burn out, quite literally), which probably
necessitates having multiples sideboarded. This also
means that each successive time you draw a Final
Countdown you have ‘wasted’ the turn. These are
definite drawbacks.
However, the bonuses include the fact that the
effect lasts even if/when they flip Fiber Jar, and
going this route means you don’t have to worry about
the traditional anti-burn “removal” cards such as
max-ed out Dust Tornados, Swarm of Locusts, or
Greenkappas. But you WOULD need to include more
protective cards such as Hallowed Life Barrier or
Pikeru’s Circle of Enchantment. If you ask me, this
just starts to add up to a very unstable equation,
and if you’re forcing yourself to toss HLB or PCE
into the sideboard, you might as well add the normal
removal and make your “burn sideboard” something
simple like 3 DT and 3 PCE.
Don’t mess around sideboarding this card.
a) There really isn’t a deck where I can justify
this as a sideboardable card in any way that would
give you a further advantage of any kind
b) In order to be effective you must run multiples,
which means clogging the deck and/or sideboard with
more than one copy of this undistinguished card.
c) You have to completely stall out and protect your
life points to make this card work, and I just kind
of hate the “chicken” approach to dueling, you know
;P
Oh, I bet I enraged someone with that last sentence,
so to be fair, let’s look at Final Countdown in THE
RIGHT DECK, and maybe I’ll be a little more
sympathetic to its cause.
Okay, I believe when you base your deck around this
card, with support from Waboku, Hallowed Life
Barrier, Scapegoats, Thunder Ruler, Spirit Reaper,
Messenger of Peace, Gravity Bind, Level Limit Area
B, etc (basically, whatever stall card you see fit
to toss into the deck), that this is a very powerful
card. It forces your opponent to go into a
hyper-adrenal state because the clock is ticking and
they must race it to win. Then, it’s your job to
simply frustrate them from doing so, and you should
win with those 6000 LP in a “short” 20 turns.
I actually think Final Countdown is harder to beat
than burn, because no matter how much removal you
are packing, if you can’t get in ENOUGH damage
within the “countdown” you lose, whereas burn puts
the pressure on maintaining YOUR LP. I think it’s
much easier to protect your own LP than it is to get
at your opponent’s throat, and so if you consider
both decks as “stall” decks, I believe a Final
Countdown Variant to be the more vexing one (at
least for me). Of course, there is the fact that
sometimes Burn can just pull a win out in 3-4 turns
and it’s over. But everyone and their mother has
ample burn sideboard, you’d at least get some shock
value wins with FCountdown…
~Ratings~
Traditional – 1/5. DON’T play it here. Feather
Duster? More direct attacks at your LP? Crippling
effects like CED and ? Pffft use this as toilet
paper if you run out of the conventional stuff…
Advanced – In a Final Countdown deck, 5/5 It really
does it’s job here, obviously, but in any other deck
and especially when considered as a sideboard card?
0.4/5 Go drink some more Metamucil or Fibercon, and
get back to being “regular” (no really, if you can
justify this as even a DECENT sideboard addition,
e-mail me f00b1337@hotmail.com and we'll discuss
;-P)
|
Otaku |
Final Countdown
is a Normal Spell card. Its effect puts a
lasting condition on the field, and it’s hard to
imagine it really benefiting from being a
Quick-Play, Trap card, etc. Said condition is
that after activating this card, you need to
keep track of the turn count. When the 20th
turn (after the activation of this card) ends,
you win! You do count the turn you activate
this card. Now, this isn’t the greatest win
condition: in my experience, when you have
competent duelists with solidly constructed
decks, games end before this threshold quite
often. Without outside help, one would expect
at least half of all duels to last less than 20
turns. Not only do you need them to go at least
that long, but you have to factor in drawing and
successfully using Final Countdown. Now,
there is one last consideration for the basic
mechanics of this card: you must pay 2000 LP
when you activate the card. Ouch. That’s like
getting ht directly by a Berserk Gorilla.
Then again, it is akin to paying 100 LP per turn
of the count, so it’s not quite as bad as it
sounds.
So how should this card be used? I myself view
it as an “insurance” policy. While it doesn’t
happen that often, there are still enough games
that hit 20 or more turns that make something to
conceivably use. Still, most decks would be
better served with another card to end “tie
breakers” or turn around “losing” games. There
are two exceptions I can think of though:
stall/burn decks and decks specifically built
around using Final Countdown. Stall/burn
decks can both make use of this card (good
incase your opponent takes anti-burn measures),
and it can also be used to attempt to counter
them (when coupled with other anti-Burn options,
it can work). To use Final Countdown in
its own deck mainly revolves around getting it
out and then finding ways to speed up the turn
count. How does that work? Well, to get it out
you have cards like Painful Choice
(coupled with Magician of Faith and/or an
upcoming card from Flaming Eternity that lets
you discard a card from hand to topdeck a card
from your Graveyard. Pyro Clock of
Destiny is a normal Trap that moves the turn
count ahead by one. As such, A Cat of Ill
Omen and Mask of Darkness would be
useful as well.
Anyway, I like this card and use it in my
Chaos Necromancer deck as that deck tends to
win or lose slowly.
Ratings
Traditional:
1.5/5-Usually, you’ll only succeed in speeding
up the game… as your opponent now needs to do
2000 LP less.
Advanced:
2.5/5-A little more useful here, as it can be
used to slightly augment a strong existing deck.
Limited:
3/5-The LP cost will hit you harder here, but
games do tend go a bit slower without the power
combos to speed things up.
Summary
This card is just a little too long term to be
practical. Most games will end before the
effect will culminate, even with support. 10
turns, even had the LP cost been half your LP
(4000 would be too hard to use) would have been
juuuuuuuust right.
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