Disturbance Strategy vs Greed

masterwoo0

NINJA4LIFE
Disturbance Strategy
Your opponent puts all cards in his/her hand back into his/her Deck. The Deck is then shuffled. Your opponent then draws the same number of cards that he/she put into his/her Deck.

Greed
Each time a player draws cards because of a card effect, he/she takes 500 points of damage during the End Phase for each card drawn by the card effect.


Okay, I know it says that each card drawn for the effect would cause damage, but is this actually for each card or just the instance of draw?

I saw this played on an opponents first turn after their Draw Phase, which means that they had 6 cards in hand.  The opponent then played an additional set of each card, causing another 3000 damage for a grand total of 6000 I would guess. 

If this is legal, the controller of Greed/Disturbance added up a total of 12,000 points and concluded a win had been achieved via OTK.

Also, it was played without giving the turn player a chance to respond to the Traps being played (but that's another story). 

Traps:
Greed x2
Disturbance Strategy x2
 
since greed didn´t had the same rulings of Null and Void it can be done so the chain would be:
chain link 1: Disturbance strategy
chain link 2: disturbance strategy
chain link 3: greed
chain link 4: greed
if the opponent doesn´t counter it, or unless he wins before he ends his turn, the duel is yours.
 
The turn player always has a chance to respond to the traps being played, even on his/her
first turn. However, there aren't many non-trap cards out there that negate the effect
of a trap card that can be played immediately in the first turn.

Unless UDE comes up with a special ruling on Greed and card instances, this looks like a
very powerful FTK combo. Beats the heck out of Magical Scientist/Catapult Turtle/Last Will.
 
Except for the way you get those 4 cards in hand. Trap searching is pretty much limited to A Cat of Ill Omen, Dimension Capsule, Pharaoh's Treasure, and Painful Choice combined with Mask of Darkness, or Magical Hats combined with Compulsory Evacuation Devices. Also remember these 4 traps do nothing to protect you and can lose you hand advantage. Scientist/Turtle at least has Last Will, elemental searchers, Serial Spell, Monster Gate, Reasoning, etc. and they don't have to be set and survive to turn the combo.
 
I used to use the greed and disturbance strategy in my burner and it worked great. 3000-6000 points of damage in the first turn is a pretty amazing play I think
 
Since neither card has a limit on it's use right now, 3 of each in your deck would speed up catching
one on the first draw. If not, hold one till you get both and then set them both for your next
turn or your opponent's next draw phase. Usually with 3 of them in your deck it's pretty easy
to draw 1 on the first turn or so, either way it's a different and evil way to win quickly...
 
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