In these situations, Crossout Designator is simply unfun. In case you do not know, a mirror match refers to the situation where you play against the same deck you are playing yourself. It's mirror matches what I want to get into next. Not to use them in a mirror match, but to name them with Crossout Designator. It forces you to run not just more hand traps, as you always have to take into account they're going to have Crossout, but to run a bunch of cards your deck loses to. What Crossout Designator causes is not balancing, interesting ways to play the game, or 500 IQ play-arounds. You'll see Drytron play one, Prank-Kids include a single copy of, or Invoked doing the same thing as Drytron. Īre you picking up what I'm laying down? If this is not the change Crossout will bring, then what is? I'll tell you: every deck running random one-of hand traps. Same applies for running high impact traps like. You activate it, but they flip Crossout Designator, naming "Dark Ruler No More" and banishing a copy from their deck. It's game two and you sided in so you can play through your opponent's crazy good combo. Picture the same example as before, but it's already your turn. If hand traps are now much worse, people should play more going-second or defensive cards in order to build around Crossout Designator, right?" Sure, that's great, the game would be really fun if that were the case, but it is not. And you might say, "Well, this is not necessarily a bad thing. They then proceed to continue their combo uninterrupted and win.ĭoes that sound like fun? Actually, your answer doesn't matter, because we're getting it, like it or not. They do not react, however, and simply activate Crossout Designator, say "Nibiru, the Primal Being," and banish a copy from their deck. They summon a monster, and you chain Nibiru, happy to put an end to this long, long turn. They have opened full combo, but you have and know the best spot to stop them and turn this around. Picture the following: you are going second, and your opponent is playing a very powerful combo deck, doesn't matter which one. What exactly does that mean? Well, if it's not going to counter, it's going to counter everything else in the game. In the OCG, these two form a precarious balance with Designatorįor better or worse, we do not live in Japan, thus we now have to deal with these two high-impact counters to a card we don't need to counter. The way Konami decided to fix this powerhouse in the format was not by banning the card, but by introducing two extremely powerful omni-negates that any deck can play: the aforementioned and Crossout Designator. We realized that was a bit too good past 2015, never worrying about the decision between passing on a normal summon or making our opponent draw eight. Here in the TCG, however, we did not have that issue. Why does this matter? Well, if your format is going to include a hand trap that instantly wins the game, it also needs to include a sizeable number of outs to said card. However, the OCG found something akin to a "balance" (a very messed up balance, but still) by also having legal. That's a lot of negates for a single card, right? No need to pendulum summon five to stop, or to think about playing around if you draw Designator. Still, you might not realize at first glance why this card is so unfair, so let me present you with some examples of what it can negate: every single main-deck card in the game.
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