Question:

What's your opinion on a Final Countdown Deck?

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"Pay 2000 Life Points. After 20 turns have passed after you activate this card (counting the turn you activate this card as the 1st turn), you win the Duel."

According to ude.com card rulings:

"You count turns for Final Countdown like this: Turn 1 is the turn you activate it, Turn 2 is your opponent's turn, Turn 3 is your turn after you activated "Final Countdown"... You win when the 20th turn ends, before the Draw Phase of the 21st turn."

Considering what ude said, you win with Final Countdown after 10 turns. Now, do you think it's worth it to plot a deck with FC as the main center of it?

Please tell my why or why not, and enumerate the pros and cons.

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6 ANSWERS


  1. Yes:

    You can win just by stalling.

    You will disturb other people alot.

    No:

    You need to be very experience.

    One mystical space typhoon or dust tornado will ruin EVERYTHING for you.

    You need more than just final countdown.

    That deck constitute to the world's most boring YuGiOh duel in the whole wide world.

    If you mess up or don't get the card you want you lose.

    You will get beaten up for annoying people too much in a duel.


  2. Yes, Final Countdown decks are very powerful, cause it means that 10 turns would mean Game Over.

    Here are some cards that can help: Scapegoat, Stray Lambs, Metal Reflect Slime, Pyro Clock of Destiny, Gravity Bind, Messenger of Peace, Threatening Roar, Waboku, Thunder Of Ruler, Nimble Momonga.

    Pros:

    It can't be stopped after it sucessfully activates.

    It is very unexpected in tournaments.

    It limits your opponent to those few turns.

    Cons:

    Lots of support and stall cards are banned and restricted.

    Although the pros are more than the cons, I still think, speaking as an experienced Yugioh player, that you shouldn't plot one deck entirely based on this card. You can just add this card to your normal deck, to give you an extra edge over the opponent. Several support cards along with this is fine too. Think it through, hope this helps =D

  3. pros:

    -the turn count keeps moving. so it can't be stopped

    -stalling with it can create a win

    cons:

    -paying 2000 life points (can be bad against burn decks)

    -not drawing it

    -opponent gets 10 turns but they can do a lot in 10 turns

    -opponent may have sided cards like dust tornado or twister. so the final countdown deck should have something like dark bribe or solemn judgment

    you could make a final countdown deck if you wanted. but like everyone else said, you'll need to stall, especially with the traps they mention and other stall cards (swords of revealing light, messenger, level limit, etc.). pyro clock of destiny increases the turn count by one. in a deck like that, i'd put in a whole lot of lv4 or lower high-defense monsters (gear golem, charcoal inpachi, soul tiger, etc.) and stall monsters (arcana force 0 - the fool, marshmallon, spirit reaper, gellenduo, etc.)

  4. Personally, I have no respect for anyone who plays a Final Countdown deck.  It just means that they have no skill and have to rely on luck, and solely luck, to win duels.  It doesn't take much skill to make this kind of deck.

    With all of that being said, I'll still help you if you want to make one and try it out.  I'm telling you right now though.  If you want to remain a liked guy at tournaments, then don't play this deck.  Use this deck only in fun duels and with your friends.  You will be very hated at your local tournament shop.

    Well anyway, it's pretty simple.  You basically use 3 Final Countdown and nothing but stall cards.  You would use Winged Kuribohs to protect your LPs, 3 Threatening Roar, 3 Waboku, 3 Hallowed Life Barrier (same as Waboku, but with a discard cost), Gravity Bind, Level Limit - Area B, 2 or 3 Messenger of Peace, Swords of Revealing Light, 1 or 2 Nightmare's Steelcage, 2 Gravekeeper's Spy, etc.  Maybe even add the Destiny Hero draw engine to help you pull Final Countdown faster.  It would be Stratos, Fear Monger, Disk Commander, 2 or 3 Destiny Draws, and maybe 1 or 2 Limit Reverse to bring back Commander for his effect.  This might not be the best way to make it, but it should still work nonetheless.

    As for Pros and Cons, the only things you really need to worry about are:

    1. Opponent having Solemn Judgments and Dark Bribe's which will negate Final Countdown.  This is where you either main deck 3 Solemns and 3 Bribe's or side deck them.  It's your choice, but either way you can't go wrong.

    2. The only other problem this deck has is actually drawing Final Countdown.  Sometimes it could be a real pain and you might not draw it for a long while.  There's nothing I can think of that'll help you pull it from the deck except some sort of draw engine.

    Well good luck.

  5. Final Countdown decks are a pain to face, but they can be really good.

    Pros: Once the card has been activated, there's a time limit until the opponent automatically loses.

    Cons: You need to rely on stall cards, notably trap cards.

    Tips: The best stalling cards are Threatening Roar, Waboku, Winged Kuriboh, Rainbow Life, Messenger of Peace, Gravity Bind, or Level Limit Area B. Threatening Roar and Waboku are great in a FC deck because you stop your opponent from harming you for one full turn.

  6. Not in this meta game, unless you think you can slow it down. /duels are one in single turns now, and on average your opponet might have drawn more than half his deck in ten turns.  So good luck, im sure you can make one, but im not sure how it would stack up.

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