Damage Bomb

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Damage Bomb Empty Damage Bomb

Post by Anime Girl References on Sat Sep 14, 2013 1:25 pm

Damage Bomb
Group: Trap Card
Type: Trap
When you have taken damage by a monster your opponent controls (Either by Battle or card effect): destroy that monster, then inflict damage to your opponent by that amount.

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Damage Bomb
Group: Trap Card
Type: Trap
When you take battle or effect damage from a monster your opponent controls, activate one of the following: *Select that monster: Destroy it & inflict damage to your opponent equal to the damage you took. *Your opponent Mills 5 cards for every multiple of 500 damage you took. *Your opponent randomly discards 1 card for every multiple of 1000 damage you took.

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Damage Bomb Tumblr_m5c7h8cBMt1qii6tmo1_250_zps4289d255
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Damage Bomb Empty Re: Damage Bomb

Post by Seattleite on Sat Sep 14, 2013 3:46 pm

I think the second effect should be mill 3 for every 500. 2000 ATK = mill 20, too much.

Also something like "You can only activate 1 "Damage Bomb" per damage"

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Damage Bomb Empty Re: Damage Bomb

Post by Anime Girl References on Sat Sep 14, 2013 4:01 pm

I was thinking since you have to take damage to activate this effect it would be a little bit more dangerous and would merit a higher mill rate.

I could see you would need to take 4000 Damage to mill 40 cards for a kill.
So then it would be 4000 Damage to mill 24 cards if 3 cards for every 500.
At 7000 damage you could kill the opponent at a mill of 42.

Yeah, I think 3 for 500 would be good.

So if you get hit for 2000 and mill 12, then activate 2 other Damage Bombs it would come out to 36 milled.

SUPERMATHS!

But yeah, not being able to chain Damage Bomb to Damage Bomb would reduce it's OTK'ness. Is it strange that I think of this as a "not game ruining" OTK?

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Damage Bomb Empty Re: Damage Bomb

Post by Seattleite on Sun Sep 15, 2013 9:09 am

I guess it's a slim chance, so you're right it's not a horribly gamebreaking otk.

In that case I withdraw my suggestion, i don't mind either way as long as it's still 3 for 500.

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