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For Rent

Pojo's Yu-Gi-Oh Card of the Day

The Paths of Destiny

 

Card Number - POTD-EN052

Card Ratings
Traditional: 1.00
Advanced: 1.00

Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.


Date Reviewed - 05.11.0
7

 

Dark Paladin
Friday

Closing the week, we look at The Paths of Destiny, a double edged blade that could win you a Duel...or lose you one I suppose.

Obviously, don't use this card if your Lifepoints are less than 2000...ever. If your opponent's Lifepoints are, take a shot...there isn't much to say. Heads you gain 2000, Tails you lose 2000.

If you are a Coin Fan, or even a Joey Wheeler fan, use it, otherwise, stay away.

Ratings:

1.25/5 all around

Joey Wheeler/Coin Deck: 5/5

Art: 3.5/5

You stay classy, Planet Earth :)

Ryoga
Paths of Destiny :
How random.

I decided many years ago that coin flipping was not the way forward in card games. There's already enough luck for me. Any regular readers will also know my low opinion of life gain. Combining them into a card which could give your opponent a 4000 LP swing in his favour just seems suicidal. Play it if you are a gambler (as that swing in your favour is good), but I'd avoid it otherwise.

Traditional: 1/5
Advanced: 2/5

Share and enjoy,
Ryoga

Tebezu
The Paths of Destiny

1/5

The effect provides no immediate advantage. The ability to lose LP is risky and the ability to gain some does nothing. Lets not forget our opponent may lose/gain some too. Throw this in with the fact it is a trap card, a minus one, and totally pointless even in a burn deck the 1/5 is generous. I'm confused as to why a coin flip was thrown into the mix. Did the developers think it would make the card balanced? Waste of paper.
Turkeyspit The Paths of Destiny

"Both Players toss a coin once. If a players result is Heads, they can Special Summon 1 Monster with Destiny Hero in their name from their deck to the field. If their result is Tails, they must remove from play 1 Monster with Destiny Hero in their name from their deck."

Oh sorry, that would be a 'good' effect.

As far as burn cards go, the Paths of Destiny has some small potential. Being able to gain 2000 Life Points while simultaneously causing 2000 Life Points of burn to your opponent is pretty sweet. Of course, you could just as easily lose 2000 Life Points while boosting your opponent's Life Points by 2000. Hmmm

On second thought, never mind. Even if you have Des Wombat on the field, this card just doesn't justify the -1 it gives. If you like random / luck-based burn effects, give Dice Jar a try.

-----------------------------
Traditional:
1/5 - Egg McMuffins are an amazing breakfast food.

Advanced:
1/5 - Sausage McMuffins are my favorite.

Card Art:
1/5 - Dai Grepher loses his way, which means that Red Riding Hood will get pwnt by the Wolf.

Lonely Wolf
Friday, May 11th

At last……FRIDAY!!!! *cheers*

The Paths of Destiny

Normal Trap

Both players toss a coin once. If a player's result is Heads, they gain 2000 Life Points, and if their result is Tails, they take 2000 damage.

So…pretty easy to understand.

Best case scenario…they take 2000 and you gain 2000.

Worst case scenario….the other way around….

It’s too easy for this card to backfire on you. If you are looking for burn cards, this would be one of the last cards I would consider (along with Dice Jar).

Traditional: 1/5
Advanced: 1/5
Art: 3/5
BobDoily Friday

Another coin flip card >.<

If you really want to try to risk the game on chance, run Dice Jar.
Otaku

It's just one of those days.  I doubt most readers will see this, because it’s a late review for a card everyone else seems to have written off: The Paths of Destiny.

 

Since I felt compelled to write, there must be some sick OTK with it, right?  Nope, no OTK combo or even “mega combo” for it I am aware of.  Still, there are two aspects to it that remained largely unexplored.  First, let me mention some combo cards.  You can use Second Coin Toss to skew the results more in your favor.  You can use Des Wombat to prevent you from hurting yourself.  Something no one else mentioned was using Reaction to Bad Simochi to change the LP gain into a loss for the opponent.  That is, no matter what you do 2000 to them.  While it’d require work to set up and support, it would be pretty nasty: each The Paths of Destiny card becomes a guaranteed 2000 damage.  Combined with some other Reaction friendly cards and it… still is probably only a “fun deck”, but its Yu-Gi-Oh: seems like you just have to wait before a poor deck theme gets broken support to become an SJC winner.

 

Now, the other point I need to make is a general aspect of the game that, like it or not, exists: luck.   The “risk vs. reward” aspect is often ignored by high caliber players simply because it almost always ends up being more risk, less reward.  They are good: they control the game better.  Now, take some of the players, which really can be anyone who can find an opponent either equal to or significantly better than his- or herself, and think about luck based cards.  If I, and my deck, are truly equal to an opponent, I should consider some “luck” cards.  Why?  Well, odds of winning are already approximately 50-50: if I can replace the right card, I can maintain or at least approach the same amount of “skill” wins, but then receive a bonus amount of luck wins.  So, just to give example numbers (which are unlikely to be this straight forward), I cut a few cards for some luck based cards (that is, cards like The Path of Destiny), I might drop my skill wins to 45 out of 100, but I then pick up 15 “luck” wins (which is less than one in five duels) which pushes me to a net result of 60 out of 100.  No, that is not quite true, but I have to simplify statistics due to time constraints (it’d take me a while to get it precisely right).  Used properly, a luck card will win you more games via good fortune than it costs you, and the net result is more games than you would win without it (even factoring in the card you replaced for it).  When an opponent is significantly more skilled than you, it’s even more apparent: 1 win out 100 is better than 0.  In many ways, this is why OTK decks show up at tournaments: even if the odds of winning the overall event with it are low, for many who take that path it’s still the most probable way to win a tournament.

 

Ratings

 

Traditional: 1/5

 

Advanced: 2/5

 

Summary

An interesting card that builds up a forgotten (well, ignored) deck type or two; I like it, but admit its not going to impact the current game much unless most of us have missed something.

 

-Otaku

 


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