Life Point Gain Cards Suck: How To Make Useful LP Gain

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~?~
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Life Point Gain Cards Suck: How To Make Useful LP Gain

Post #1 by ~?~ » Sun Jan 12, 2020 7:48 pm

INTRO: It is important to note that Life Point gain decks on paper seem rational and in some sense useful, however, this is Yu-Gi-Oh! In a game like this, activating a card will usually resolve the card and send it to the GY when it finishes applies its effects. So, if you have 5 cards in hand, activate a card to gain 1000 LP, then resolve the card. You now have 4 cards in your hand. This is called a "-1 on activation". In this game, where raw advantage is the most important element for getting an edge on your opponent, these -1 on activation cards are inherently bad. If you didn't replace the card you used to get that 1000 LP, or remove some of your opponent's advantage to get that 1000 LP, then what have you accomplished other than prolonging your loss? The other useful cards will either slow down your opponent's ability to generate advantage, or in some way, it will be a toolbox card that helps enable things in your Deck to flow or has meaningful utilities to the Deck. Now that this has been said, let's just into how to make gaining Life Points actually viable.

THE CARD : https://www.duelingbook.com/card?id=1226796


Cosmic Clock
Normall Spell Card
Effect: Gain 200 LP for each card with a different name in your GY. During the End Phase, if this card is in your GY while you have 5 or more cards with different names in your GY (Quick Effect): You can shuffle 3 cards with different names in your GY into your Deck except "Cosmic Clock"; gain 500 LP for each "Cosmic Clock" in your GY. You can only use this effect of "Cosmic Clock" once per turn.


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Cosmic Clock in itself is a -1 on activation from the hand, but unlike other LP gain cards, the effectiveness fluctuates. The faster you make your Deck run through its cards, the better Cosmic Clock will ultimately be. Having 6 cards with different names in your GY will give you 1200 LP, making it as strong as Poison of The Old Man, but when you start approaching numbers like 20, you can reach numbers like 4000 LP on activation. So, the longer you go through the duel, and the more tech cards with different names you put into your Deck, the stronger this card gets for being a -1 in hand.

This is not however the effect that Cosmic Clock is good for, as even tho you can gain large numbers of LP with its first effect. The second effect of Cosmic Clock allows you to recycle 3 cards with different names in your GY into your Deck except for a card named "Cosmic Clock", then you'll gain 500 LP for each Cosmic Clock in your GY. So, if you have 1, you'll gain 500, if you have 3, you'll gain 1500. You can only use this effect once per turn however, so don't think that you will be gaining 4500 LP during every End Phase. The reason this effect is so useful isn't even the LP gain. Nope, that's just the bonus. This card can return precious cards to the Deck that you have already used, including cards that are limited to 1, like Monster Reborn, Raigeki, Foolish Burial and other amazing staple techs that could be utilitized for power plays. Also, it helps correct some archetypes that might quickly run out of resources, like Lightsworn for example. Imagine loading your Deck back up with every Wulf and Felis you milled that game. Since we are talking about Lightsworn, we might as well bring up how good it is to simply mill a card like this. You can also use cards like Foolish Burial Goods to send this card from the Deck to the GY and start using it right away. A decent strategy we've used while testing the card is to use a card that is searchable but limited to 1 (such as Infernity cards), shuffling it back into the Deck on the End Phase, and then searching it from the Deck again the following turn. It's very useful.

The second effect of Cosmic Clock completely turns off the ability to Deck out (unless you choose not to activate the effect of Cosmic Clock on End Phase). That's right, having a single copy of Cosmic Clock in your Graveyard means that cancerous 1 player decks such as Empty Jar (using Morphing Jar to reduce your Deck count to 0 cards) cannot win the duel against you unless they find a way to remove Cosmic Clock from the Graveyard before their End Phase comes.

There you have it, a card made to gain LPs but also having a useful utility effect that can fit into a lot of different decks and put to use.
Last edited by ~?~ on Fri Dec 04, 2020 5:49 pm, edited 2 times in total.
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CrawTheShrimp
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Post #2 by CrawTheShrimp » Mon Jan 13, 2020 3:18 pm

This card is really cool, but why LP gains ?
Venoms need support. Snakes Rain was a lame excuse for Konami not to make supports for it. #ReptileSupportsIn2020

Renji Asuka
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Post #3 by Renji Asuka » Mon Jan 13, 2020 5:05 pm

"Cosmic Clock
Normall Spell Card
Effect: Gain 200 LP for each card with a different name in your GY."

"Having 6 cards with different names in your GY will give you 1000 LP, making it as strong as Poison of The Old Man"

That terrible math tho.

But on a serious note Life Points don't mean anything in the game, as the game doesn't end (not counting time) til one of the win cons are met.
If a deck wants to rely on life point gain, they must benefit from it, look at aromages for example. Otherwise, the card in general that you created, doesn't mean anything to any other deck.
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~?~
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Post #4 by ~?~ » Fri Dec 04, 2020 5:39 pm

Renji Asuka wrote:"Cosmic Clock
Normall Spell Card
Effect: Gain 200 LP for each card with a different name in your GY."

"Having 6 cards with different names in your GY will give you 1000 LP, making it as strong as Poison of The Old Man"

That terrible math tho.

But on a serious note Life Points don't mean anything in the game, as the game doesn't end (not counting time) til one of the win cons are met.
If a deck wants to rely on life point gain, they must benefit from it, look at aromages for example. Otherwise, the card in general that you created, doesn't mean anything to any other deck.


It's almost like you didn't even bother to read the card or post. Almost your entire reply is identical to an entire paragraph I opened the intro of the post with. You're just tooting the same thing I said which was the point of making a viable tech card that also gains LP. Generating advantage exists in copious means in this game already, so I avoided advantage generation and removal and instead went with toolbox utility to prevent the card from being broken because LP cards aren't easy to balance, which is why almost all of them suck.
yugioh sux

Renji Asuka
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Post #5 by Renji Asuka » Fri Dec 04, 2020 7:41 pm

~?~ wrote:
Renji Asuka wrote:"Cosmic Clock
Normall Spell Card
Effect: Gain 200 LP for each card with a different name in your GY."

"Having 6 cards with different names in your GY will give you 1000 LP, making it as strong as Poison of The Old Man"

That terrible math tho.

But on a serious note Life Points don't mean anything in the game, as the game doesn't end (not counting time) til one of the win cons are met.
If a deck wants to rely on life point gain, they must benefit from it, look at aromages for example. Otherwise, the card in general that you created, doesn't mean anything to any other deck.


It's almost like you didn't even bother to read the card or post. Almost your entire reply is identical to an entire paragraph I opened the intro of the post with. You're just tooting the same thing I said which was the point of making a viable tech card that also gains LP. Generating advantage exists in copious means in this game already, so I avoided advantage generation and removal and instead went with toolbox utility to prevent the card from being broken because LP cards aren't easy to balance, which is why almost all of them suck.

You obviously didn't care about the thread considering you took nearly 11 months to even reply.
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Post #6 by DarkPhenix » Fri Dec 04, 2020 8:33 pm

Nice dude. Keep up the great work.
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Rocket2
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Post #7 by Rocket2 » Sat Dec 05, 2020 3:02 am

There are so many things wrong about this card.
1) How every odd it had the text (Quick Effect) as that is only for monsters.
2) This card's GY activation (with Spell Speed 2) without banish itself (just as long as there 5 different cards) have never been done before. And for good reasons. GY is safer than field, and play by a different rules.
3) It is a cost that return the 3 cards, and you purposefully made sure this will always work, as we both know, duelist don't care about the 500-1500 extra LP. This is very wrong. It should be the effect that return the 3 cards which is the more valuable of the two. This would mean negate activation is pointless. Look at "Disciples of the True Dracophoenix" that is a good design on its 1st effect, and let go through it.
4) DOTTD is a Continuous Spell, this is good as even though with its HOPT, it can be used every turn. But the effect can not be resolved if it is removed from the field.
5) DOTTD does target so that give your opponent a change to banish one of them with Called by the Grave. (However, it doesn't stop it effect because of the word "them" instead of "the targeted cards"
6) Not too mentioned the user can have 2 or 3 copies. Yes HOPT I saw. However it can during either End Phase since it has Spell Speed 2 effect. This would meaning when your turn came, you can & likely return 6 cards. :roll: That can't be fair now can it.
7) You purposefully made the duel longer with this card, and the opponent is at a disadvantage in the grind game.
8) Not too mentioned every next turn, some degenerated combo can be perform again, like burn, snipe hand & etc.
9) While it is true this is technically a -1 card, and does nothing in turn 1. However, its not that simple. Take for Breakthrough Skill for example. After activation, it is a -1 card, however this card regard good a few years ago because it have a GY effect. But only once by banish itself, yours Cosmic Clock did not.
10) When creating a card that shuffle back the resource back to the Deck/Extra Deck, this is a dangerous approach. Yes I saw the only during the End Phase, but who care when it came to the grind game, or loop.
11) Konami hate loop especially that give free resources or effect. We hate them too. Which is why words like "banish it when it leaves the field" or "You can banish this card from your GY" exist.
12) Deckout is a good thing especially in yugioh. If player have no fear in decking out, then it mean we can went all out, and never lose by it. When playing decks that decrease the top cards of the Main Deck, like Lightsworm or Gren Maju, there is a chance they will lose, and that's good because their strategy is basically a on "free costs" (so to speak) to summon/ activate their effects.
13) It is slow, I know which is why we don't see Pot of Avarice in replacement to Pot of Desire, but that is no excuse to make this card live in the GY without banish itself.
14) You know we love to dump cards from the deck to the GY due to many cards with GY effects, so why you justify this card effect. This is why cards like "That Grass Looks Greener" is banned. Just like that banned TGLG, it is a -1 card (technically), but it does so much more.
15) Sure the opponent can always just banish it before the End Phase. Problem, unless the Main Deck have a build in "banish cards in the GY" effect like "Naelshaddoll Ariel", in game 1, this card's GY shuffle cost will always go through. Heck later in game 2 & 3, I still see this card shuffle cost work in most time.
16) Right, the reason of no deckout is because of this loop, so at very late game, the user will always have 6 chosen cards ready.
17) Speaking of ready, if let said this card is in the GY, and during your opponent's End Phase, you see all their face-up cards, so the user can just shuffle 3 cards that are needed to made the comeback as they please! This is just horrible! :o Especially if the user deck have <10 cards left, and before the user turn ended, they have already shuffle 3 cards back for their next plays.

Conclusion, Cosmic Clock is a terrible card design. You are not trying to make LP matter, you are trying to make some bull****! I spend quite a bit of my time explaining why I think it is. :geek: A lot need to be consider when making a balance but good card. You try, I can tell. But you miss by a largeeeeee margin.
Last edited by Rocket2 on Wed Jan 13, 2021 6:02 am, edited 4 times in total.

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Post #8 by Futuregamer » Sat Dec 05, 2020 7:15 am

Everything Rocket 2 mentioned but add the more glaring issue that this thing returns Extra Deck monsters for free, essentially solving the tight extra deck spaces for decks that run Needlefiber and the like. Imagine Cyberse getting all their Link 1s back every single turn.

Also I've got a friend who plays Aromage irl, the single TCG archetype focused on LP gains, and the deck is actually pretty good.


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