I'd like to note something on the rulings side that most people are unaware of and I've had come up in a few Judge calls. When the opponent sends the monsters, they are (despite the wording), considered sent by the opponent's (your) card effect. So it will trigger most monster's floating effects and unaffected monsters cannot be removed by it (but they can be chosen). As for evaluating the card's text, almost every card that lets your opponent choose the most optimal outcome, is bad. They might sack all but 1 monster and win in time. They might sack 1 or 2 monsters with good floating effects and leave 2 monsters, if their hand is useless. They might leave 3+ monsters if they have plenty of Spell/Trap interaction. It's too volatile to be playable. It also does nothing about Spell/Traps and is easily interacted with. A simple Dark Ruler No More is better in practically all scenarios and less volatile in its application. Going first, it's unlikely to meet its activation requirement, unless your end board is typically 1 or 0 monsters. Even in that scenario, better cards than this exist.
I remember seeing Joshua Schmidt hype this up. The question i have is "why would i want to risk giving my opponent a means to keep an unfair floodgate or towers on the board?" All this card really does is give you a means to potentially win in time, that's the biggest draw for a card like this. Its counter-play against Plants, and moreover, it can be negated. I'd rather just hit them with a DRNM at that point.
You make some good points and I do agree with you on pretty much all of them. But formats and metas change in such a way that a card like this will likely be a strong card eventually. It just needs the right meta to be good in and we haven't had that happen yet. Probably won't happen any time soon either. So yeah dark ruler is a better card at face value but that doesn't make this card entirely bad. Plus when you look at doing stuff like pairing this with dark ruler or pairing this with other board breaker cards like forbidden droplet, that would be really strong in a particular format where board breakers are good. Playing the latter with this card when they offer the flexibility of being good both first and second in those kind of formats I think this card might eventually see some play. It's kind of like ultimate slayer. That card hasn't been great since release but it's crushing it in the meta we are in right now.
it's a fun card I play in MD sometimes, it's not meta or anything, decent going second, better going first, good against big boards, sometimes you just get rid of the hand so that you don't worry about handtraps, the opponent have no choice but to get rid of the hand sometimes, anyways, it's not good if you want to play meta tier 1, but it's fun
Interesting card, but it suffers from a lot of the same issues any card that lets your opponent pick their poison does. This card is pretty much NEVER going to see it's +3 effect due to the fact that opponent has choice. The only situation it might happen is if your opponent's board is ALREADY set up and you activated it after setting it turn 1, which would be pretty bad depending on what they had left in hand. So basically, the only real function of the card is making the opponent send, and possibly banishing 1 or 2 things from their hand, as they won't ever let the 2 effect go through if they have a lot of cards in hand. This card would ideally be good against a deck that is heavy on card advantage, AND board swarming, but even against a deck like that, I'm not convinced it's better than other options. If my opponent is on a deck where this card is actually *good* it probably just makes more sense to play Droll, Shifter, or to just spam handtraps on them so they can't even build their board and generate advantage in the first place. Very interesting card design though, seems like it could be a fun one to play in a deck like P.U.N.K since the 0 and 1 effects help your Psychic End Punisher.
Ive been farming up copies on Master Duel bc its kind of like a worse Evenly Matched you can use outside of the Battle Phase, which still makes it pretty good going second and setting one
The problem with this card is that the best effect unfortunately is on the 3+, if the "your opponent cant activate monster effects" was on the 2+ the card would see way more play I feel. Most combo centric decks end on 3 monsters on field yes, but they can simply go around this card by just sending the 1 monster they dont need. Then they still have 2 other monsters with disraption effects most likely to stop you from playing, plus whatever backrow they might also have set. The card's design is smart on paper but in action its quite bad. Even if you try to use it by setting it, it means that you actually did go first in the duel as such there are way better cards to try out going first rather than Vesper. Also Vesper doesnt have one of the most important closes on board breaker cards now adays which is the "This card can not be negeted" part.
playing through 2 disruptions with 0 handtraps with 5 cards is something most decks can do nowadays, but especially right now the 2 best decks really don't care much about keeping only 1 monster even lol
this card seems decent enough in Gold Pride because the worst LP effects actually enable your deck, something that the deck can struggle with. i will try it out. it would be good to know what's what's the normal amount of monsters they decide to keep, one, two?
@@Badbufon i tested it at locals once and this doesn't have a solid answer in my limited experience using it. I would say It depends a lot more on the quality of the person you are playing against and what deck they are playing/how the card interacts with that particular deck specifically.
Its definitely playable but I dont see why anyone would use this over Nib or Dark Ruler No More. Nib is more disruptive and can be used against first turns plays by your opponent. And Dark Ruler wont get stopped by monster omni negates.
The main reason this card dont see play is that you get the most by having no monsters. Also, unless your opoonent controls 3 monsters, it almost do nothing to advance the gamestate, going second. If you go fist, it is better to set traps rather than this card.
The card idea is cool, but in the current meta? Both maliss and ryzeal can easily keep 1, fiendsmith can just negate it or they can simply keep the desirae. The idea is nice, but in this format i dont think its very good
Why would the opponent sacrifice monsters and give the user which activate it an advantage? At 0 monsters the user will lose halve his lp when the opponent choose not to sacrifice an monster
@@kindresch5698 the bullet points are based on the amount of monsters they keep not the amount of monsters they send. If they keep 3 or more they aren't allowed to use monster effects for the turn. If they keep 2 they banish their hand so you don't have to deal with hand traps and so on. They would have to send everything on their field for your life to get halved
Agreed, this is just cope. Against any decks endboard when is this good? When is it ever good as interruption? Maliss would simply gain lifepoints and Ryzeal fiendsmith would banish their hand until the endphase, leaving Ceaser and Deadnauder. So you outed the ash in hand, good work. Now time for the handtraps. Unless they don't want to get rid of their hand, in which case they send the deadnauder and use plug-in/twins of the eclipse to revive him.
@@antblue4800 realistically you would out the ash, the ogre, the veiler, and the bystial, deck has in engine draw and plays desires. obviously the card alone doesn't do anything but it's very good paired, this card outs the hand, then after you bait out one interaction you can talents to take and their board is nothing
you opponent sending monsters means it can bypass floating monsters if they decide to ditch them, and it would be interesting to see how it behaves with tokens as well. it seems like a discounted evenly matched but that can be used any time. i am not saying it is an amazing card, but it seems interesting at least and might be worth it on a deck that fits the bill.
I'd like to note something on the rulings side that most people are unaware of and I've had come up in a few Judge calls. When the opponent sends the monsters, they are (despite the wording), considered sent by the opponent's (your) card effect. So it will trigger most monster's floating effects and unaffected monsters cannot be removed by it (but they can be chosen).
As for evaluating the card's text, almost every card that lets your opponent choose the most optimal outcome, is bad. They might sack all but 1 monster and win in time. They might sack 1 or 2 monsters with good floating effects and leave 2 monsters, if their hand is useless. They might leave 3+ monsters if they have plenty of Spell/Trap interaction. It's too volatile to be playable. It also does nothing about Spell/Traps and is easily interacted with. A simple Dark Ruler No More is better in practically all scenarios and less volatile in its application.
Going first, it's unlikely to meet its activation requirement, unless your end board is typically 1 or 0 monsters. Even in that scenario, better cards than this exist.
I use to play this card a lot, it gets better the longer the event goes on and the mental fatigue starts kicking in, but it's just not amazing
I remember seeing Joshua Schmidt hype this up.
The question i have is "why would i want to risk giving my opponent a means to keep an unfair floodgate or towers on the board?" All this card really does is give you a means to potentially win in time, that's the biggest draw for a card like this. Its counter-play against Plants, and moreover, it can be negated. I'd rather just hit them with a DRNM at that point.
You make some good points and I do agree with you on pretty much all of them. But formats and metas change in such a way that a card like this will likely be a strong card eventually. It just needs the right meta to be good in and we haven't had that happen yet. Probably won't happen any time soon either. So yeah dark ruler is a better card at face value but that doesn't make this card entirely bad. Plus when you look at doing stuff like pairing this with dark ruler or pairing this with other board breaker cards like forbidden droplet, that would be really strong in a particular format where board breakers are good. Playing the latter with this card when they offer the flexibility of being good both first and second in those kind of formats I think this card might eventually see some play. It's kind of like ultimate slayer. That card hasn't been great since release but it's crushing it in the meta we are in right now.
Thanks bro! This really is gonna help!
No problem dude, glad you found the video useful!
it's a fun card I play in MD sometimes, it's not meta or anything, decent going second, better going first, good against big boards, sometimes you just get rid of the hand so that you don't worry about handtraps, the opponent have no choice but to get rid of the hand sometimes, anyways, it's not good if you want to play meta tier 1, but it's fun
Interesting card, but it suffers from a lot of the same issues any card that lets your opponent pick their poison does. This card is pretty much NEVER going to see it's +3 effect due to the fact that opponent has choice. The only situation it might happen is if your opponent's board is ALREADY set up and you activated it after setting it turn 1, which would be pretty bad depending on what they had left in hand.
So basically, the only real function of the card is making the opponent send, and possibly banishing 1 or 2 things from their hand, as they won't ever let the 2 effect go through if they have a lot of cards in hand.
This card would ideally be good against a deck that is heavy on card advantage, AND board swarming, but even against a deck like that, I'm not convinced it's better than other options. If my opponent is on a deck where this card is actually *good* it probably just makes more sense to play Droll, Shifter, or to just spam handtraps on them so they can't even build their board and generate advantage in the first place.
Very interesting card design though, seems like it could be a fun one to play in a deck like P.U.N.K since the 0 and 1 effects help your Psychic End Punisher.
Ive been farming up copies on Master Duel bc its kind of like a worse Evenly Matched you can use outside of the Battle Phase, which still makes it pretty good going second and setting one
The problem with this card is that the best effect unfortunately is on the 3+, if the "your opponent cant activate monster effects" was on the 2+ the card would see way more play I feel. Most combo centric decks end on 3 monsters on field yes, but they can simply go around this card by just sending the 1 monster they dont need. Then they still have 2 other monsters with disraption effects most likely to stop you from playing, plus whatever backrow they might also have set. The card's design is smart on paper but in action its quite bad. Even if you try to use it by setting it, it means that you actually did go first in the duel as such there are way better cards to try out going first rather than Vesper. Also Vesper doesnt have one of the most important closes on board breaker cards now adays which is the "This card can not be negeted" part.
playing through 2 disruptions with 0 handtraps with 5 cards is something most decks can do nowadays, but especially right now the 2 best decks really don't care much about keeping only 1 monster even lol
nice, i'll try it in MD
this card seems decent enough in Gold Pride because the worst LP effects actually enable your deck, something that the deck can struggle with. i will try it out.
it would be good to know what's what's the normal amount of monsters they decide to keep, one, two?
@@Badbufon i tested it at locals once and this doesn't have a solid answer in my limited experience using it. I would say It depends a lot more on the quality of the person you are playing against and what deck they are playing/how the card interacts with that particular deck specifically.
Its definitely playable but I dont see why anyone would use this over Nib or Dark Ruler No More. Nib is more disruptive and can be used against first turns plays by your opponent. And Dark Ruler wont get stopped by monster omni negates.
Pretty cool card
This would be cool in a spirit deck
Am I i reading it wrong or can your opponent choose not to send any cards to the GY....
This is great against Generaider because I keep losing due to the effect of Phantom Fortress Enterblathnir
The main reason this card dont see play is that you get the most by having no monsters. Also, unless your opoonent controls 3 monsters, it almost do nothing to advance the gamestate, going second. If you go fist, it is better to set traps rather than this card.
The card idea is cool, but in the current meta? Both maliss and ryzeal can easily keep 1, fiendsmith can just negate it or they can simply keep the desirae. The idea is nice, but in this format i dont think its very good
@@eriliken7987 I went over that it is bad this format lol
Why would the opponent sacrifice monsters and give the user which activate it an advantage? At 0 monsters the user will lose halve his lp when the opponent choose not to sacrifice an monster
@@kindresch5698 the bullet points are based on the amount of monsters they keep not the amount of monsters they send. If they keep 3 or more they aren't allowed to use monster effects for the turn. If they keep 2 they banish their hand so you don't have to deal with hand traps and so on. They would have to send everything on their field for your life to get halved
you cant play this right now 2 top deck in the format end up with 1-2 monster on the field you will either face deadnader or Terahertz
Am I the only one who sees you OPPONENT needs to send monsters to do anything?
Its ass, my guy.
Agreed, this is just cope. Against any decks endboard when is this good? When is it ever good as interruption? Maliss would simply gain lifepoints and Ryzeal fiendsmith would banish their hand until the endphase, leaving Ceaser and Deadnauder. So you outed the ash in hand, good work. Now time for the handtraps. Unless they don't want to get rid of their hand, in which case they send the deadnauder and use plug-in/twins of the eclipse to revive him.
Your opponent doesnt need to even do anything tho and you lose half your lp.
@@antblue4800 realistically you would out the ash, the ogre, the veiler, and the bystial, deck has in engine draw and plays desires. obviously the card alone doesn't do anything but it's very good paired, this card outs the hand, then after you bait out one interaction you can talents to take and their board is nothing
@SkylandPirate you should read the card again
you opponent sending monsters means it can bypass floating monsters if they decide to ditch them, and it would be interesting to see how it behaves with tokens as well. it seems like a discounted evenly matched but that can be used any time. i am not saying it is an amazing card, but it seems interesting at least and might be worth it on a deck that fits the bill.