Talk:Bloody Slash/@comment-16789166-20161101105653/@comment-25114063-20161101125341

Nobody ever said it was 'ZOMG SO GOOD' as far as I can recall. I can try though. Let's see now...

The main reason this card works is because of tempo. WIXOSS is about gaining advantage, in the form of cards in hand, SIGNI on field, but most important of them all - tempo. I'd like to blog about this in the future so I won't elaborate much here.

Tempo is a constant in turn-based games. It can be gained or lost depending on how the game progresses. Your opponent's Tama. You're playing Piruluk. You gain tempo when you keep banishing your opponents' SIGNI by beat-sticking when your opponent cannot replace them as fast as you banish them, because their hand doesn't exist. Your opponent seems to lose more and more the longer this continues. At this rate, you should win easily, right? He's already used 3 ARTS and all that. In theory, at least. You end your turn and wait for your opponent's final turn. But wait - a wild Mayu appears as your opponent's LRIG. His Modern Boundary x2 and his Four Color Miasma go back to his LRIG deck. With all the Ener Mayu's got, Mayu plays both Modern Boundaries to bounce 2 of your SIGNI, uses Miasma to retrieve Arcgain and kill the third SIGNI, and plays Arcgain, using Arcgain's to bring some Angels into play. Then Mayu exceeds. I won't go into more detail, but you were right. It was your opponent's final turn. Or more accurately, two turns.

You just lost your tempo. All that banishing, which would have worked if your opponent had no Mayu, worked against you. The opponent played defensively, knowing that as long as he got to Mayu, his tempo would win the game. You see, banishing his SIGNI forced his resources thin. But it gave him Ener, and Ener does the stuff mentioned above.

So let's talk about the card. It's a low cost, low requirement SIGNI removal, works as a spell cut-in, and works like a Swiss Army Knife for the majority of Black decks, allowing them a turn of tempo to win the game or salvage a losing one. When you're losing, you don't usually have a lot of resources at your disposal. Even when you do, using them defensively may not help. This card opens up an opponent's lane to counterattack, as well as defending against 1-2 SIGNI attacks, while not sapping your Ener much for a push next turn.

Note: For Myuu, it removes Kumamusu, which saves Kumamusu for later and allows for cheeky plays where you disable all your opponent's SIGNI attacks for that turn, gaining tempo as mentioned above.