What cards can you think of that just don't seem good? What cards can you think of that just don't seem to be at all beneficial, or require way too much effort for what they provide?
The first card I'll mention is Spell Chronicle.
[info]Spell Chronicle
Continuous Spell
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.[/info]
Sorry, but I'm just not seeing the point here. You lose all the cards in your hand (send/cost, so not even Dark World-friendly), lose 5 Spell Cards from your Deck, and can only get them back at your opponent's choice every time they've activated 2 Spell Cards (that's just your opponent, not you as well). And if Spell Chronicle is hit, you take what is likely to be a hefty hit to your Life Points. You'd need your opponent to activate 10 Spell Cards to take no damage in the end, and it's unlikely not one of those cards (let alone Monsters and Traps) will destroy Spell Chronicle before then.
So what's the point? As I see it, the main points are that you lose your hand, thin your Deck a bit (presumably of valuable Spells, because you're not going to include rubbish just for the sake of), it's a Continuous Spell Card (some cards care about them, but there are so many cheaper ones), you get some cards into your RFP zone (Gren Maju Da Eiza is the only combo I can think of here), and you'll take a load of damage. None of those effects seems that good to me. So why ever use this card?
The first card I'll mention is Spell Chronicle.
[info]Spell Chronicle
Continuous Spell
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.[/info]
Sorry, but I'm just not seeing the point here. You lose all the cards in your hand (send/cost, so not even Dark World-friendly), lose 5 Spell Cards from your Deck, and can only get them back at your opponent's choice every time they've activated 2 Spell Cards (that's just your opponent, not you as well). And if Spell Chronicle is hit, you take what is likely to be a hefty hit to your Life Points. You'd need your opponent to activate 10 Spell Cards to take no damage in the end, and it's unlikely not one of those cards (let alone Monsters and Traps) will destroy Spell Chronicle before then.
So what's the point? As I see it, the main points are that you lose your hand, thin your Deck a bit (presumably of valuable Spells, because you're not going to include rubbish just for the sake of), it's a Continuous Spell Card (some cards care about them, but there are so many cheaper ones), you get some cards into your RFP zone (Gren Maju Da Eiza is the only combo I can think of here), and you'll take a load of damage. None of those effects seems that good to me. So why ever use this card?