Pot of Desires

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Pot of Desires

Post by HeartoftheCards1 » Mon Sep 11, 2017 10:06 pm

Can someone more familiar with the current meta game explain the appeal and benefit of pot of desires, and grass is greener for that matter.

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Re: Pot of Desires

Post by xion52998 » Tue Sep 12, 2017 9:36 am

The 10 cards you lose are completely random, and if you have multiples of cards in your deck chances are you won't lose all copies. So the 10 banished cards are essentially meaningless, and you get 2 cards out of paying the cost. So a deck like Wind Witch Invoked, that runs multiple copies of everything except some Wind Witches that are only good in your deck if you open Ice Bell, it is meaningless to lose the cards since you won't lose them all, so Desires is good for the deck. However, Inzektors need their Dragonfly and Hornet, and losing the one copy will lose the game. 3 Rat zoo is another example - having all 3 Rat is crucial to their combo as well as Fusion Sub and Black Sheep, so you don't want to lose one. But people played Desires anyway, Rat is so searchable that you can just play Desires after you went off.

60 card deck + Grass or Left Arm Offering = 20+ card mill, even more if they played Desires. With all the graveyard effects, Infernoids, and Snow, you basically won the game if you resolved Grass. But then Grass was limited and Ash Blossom was released. RIP.
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Re: Pot of Desires

Post by Loki6514 » Sat Dec 16, 2017 11:56 am

I found Pot of Desires to work 2/3 of the time. The deck isn't going anywhere so there goes 10 cards - draw 2. You've got to have a 60 card deck that is built to banish 10 cards. It works really well with a Blue Eyes Dragon deck or a 60 card Pendulum deck (Pendulum Domination).

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