Tuesday, April 3, 2012

Card Review... Overview... SPELL CHRONICLE!

Okay, so I recently started looking through my collection of cards again and while sorting through my main inventory of cards I stumbled upon, once again, a card that I just cannot seem to figure having a purpose... I'm serious! This card, initially, is terrible; but, it seems that every time I go back to reread its effect it perpetually worsens and changes into a more detrimental card... This card is Spell Chronicle.

So let's examine this infamous card. (Infamous in my eyes.) By examine, I literally mean, examine the text of the card word per word just to see how reckless it can be to use. Talking about this card really isn't high on my priorities, but it's been on my mind since I looked at it again and I just feel like getting it out of the way.

 Spell Card /
Send all cards in your hand to the Graveyard. Select and remove from play 5 Spell or Trap Cards from your Deck. Each time your opponent activates a Spell Card, place 1 Chronicle Counter on this card. You can remove 2 Chronicle Counters from this card to have your opponent select 1 of the cards removed from play with this card's effect, and add it to your hand. When this card is removed from the field, you take 500 damage for each card that is still removed from play due to this card's effect.

So, off the bat, this Spell Card has a pretty lengthy description [to most players] judging by how squished together the text is printed on the card. Let's start off with the COST to use the card.

First sentence: "Send all cards in your hand to the Graveyard." That is quite a hefty cost, to require sending every card you have in your hand to the grave. Alright, there may be some cards that can utilize Discarding (from hand) to form combos, but the truth is that there is a difference between Sending a card and Discarding a card to the Graveyard. Granted, the Cost can be reduced by using as many cards in your hand as you possibly can before activating this. (Imagine using all cards in your hand except for 2: This spell and 1 extra card.) Of course, complications rise by having certain cards that cannot be used due to the circumstances that would come in handy later on. (A powerful Monster Card)

Next is what this card actually does. Spell Chronicle, after activating it, forces you to remove 5 Spell/Trap Cards from your deck. These cards are set aside in a 'Graveyard/Discard Pile beyond the Graveyard/Discard Pile' to be added to your hand through its effect. "Select and remove from play 5 Spell or Trap Cards from your Deck." How does Spell Chronicle Work? Some cards function by collecting Counters on themselves. Often, these counters can only be obtained by specific events in the duel: Summoning of Monsters, Activation of Card Effects, Etc. etc. (Many Spellcaster Type Monsters function by using Spell Counters, the most common type of card Counters that exist in the game.) Because Spell Chronicle uses special Counters called "Chronicle Counters", the only can collect the counters to use this card is by its own effect. "Each time your opponent activates a Spell Card, place 1 Chronicle Counter on this card."

Collecting Chronicle Counters is only possible when your Opponent Activates a Spell Card as long as Spell Chronicle is Face-up on the Field. One Spell Card Activation performed by your Opponent adds only 1 Chronicle Counter to your card. So, you've removed your 5 Spell/Trap Cards from your deck and you are waiting for your Card to rack up enough points to collect your cards set aside. But wait a minute, in order to add just 1 Card that was set aside from your hand, you must remove 2 Chronicle Counters from Spell Chronicle! [Math time: 1 Chronicle Counter = 2 Spell Card Activations from Opponent. 2 Counters needed for 1 Spell/Trap to add. You removed 5 Spells/Traps from your deck. In total, you'd have to collect 10 Chronicle Counters in order to completely take advantage of this card's effect. Leaving room for your opponent to activate 10 Spell Cards is much too risky. A complete Turn around can happen by then.] "You can remove 2 Chronicle Counters from this card to have your opponent select 1 of the cards removed from play with this card's effect, and add it to your hand." As if having to wait even longer to regain your own cards wasn't bad enough, you do not even get to choose which card to redeem.

So after all of that trouble to attempt manipulating your deck to your advantage in mid-duel, there is more! An extra drawback effect. "When this card is removed from the field, you take 500 damage for each card that is still removed from play due to this card's effect." So after going through all of the trouble of paying a high cost to try removing Cards from your Deck in hopes of being able to use them more effectively, potentially losing them for the rest of the duel if the plan fails, you may also suffer up to 2500 Points in Damage! Considering that this card is a Spell Card, or simply the fact that it is a Card in the world of Yugioh, Spell Chronicle is already in danger of being destroyed by cards like Mystical Space Typhoon. It does not matter how many Chronicle Counters this card had when it was destroyed: you are looking at 500 Points in damage for each Card you fail to redeem. (Your Opponent can be a jerk and not use any Spell Cards at all. You might as well take a direct hit.)

Surely this card must have a purpose, or is able to be used in SOME kind of deck. To be honest, there is one kind of deck that might be able to use it. Before I considered looking for tips on how to effectively use this card, I tried figuring out on my own a practical use for it. I couldn't figure it out. Apparently Spell Chronicle can be used in Macro Decks, Decks that focus on Removing from play Cards. Certain Macro Decks can use Monster Cards that are powered by the number of cards that have been removed from play. One recommendation is to use another card call Soul Absorption to cancel out Spell Chronicle's damaging effect by gaining Life Points by 500 for each card Removed.

Despite the small amount of card tips I've found on how to use Spell Chronicle, I still say that it is a pretty terrible card. It's very complicated to actually use and to completely understand just what this card does and how it works requires plenty of textual analysis. I haven't even seen Macro Decks, the one kind of deck that was recommended for using Spell Chronicle, did not need to use this card and would only provide just another variation of the build. Spell Chronicle is a scary card because it is so dangerous and highly impractical to use. It only has 5 sentences, but those 5 sentences compose one of the most complicated cards ever created.

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