Can be used if your Life Points drop below 2000. In the Draw Phase, instead of doing a normal draw, a powerful card, from outside of your Deck, is added to your hand. This skill can only be used once per Duel.
The skill detail text will not be change, but the cards you can add to your hand by using the skill will become stronger.
Return 1 card in your hand to your Deck and draw another. This skill can only be used once per turn and twice per Duel.
Can be used each time your Life Points decrease by 1000. Return 1 card in your hand to your Deck and draw another. This skill can only be used once per turn and twice per Duel.
With no increase to how many times you can use it, adding a LP requirement to using the skill makes it quite a big nerf. This will mean that Keith players will not be able to use the skill early in the duel. Switching Thunder Dragons will not be able to be used early, but Venus decks might be unaffected.
Can be used each time your Life Points decrease by 1800. In the Draw Phase, instead of doing a normal draw, draw a random Warrior-Type monster.
Can be used each time your Life Points decrease by 1800. Return 1 card from your hand to your Deck and draw a random Warrior-Type monster.
Similar to other "Draw Sense" skills, except you use a card from your hand, and that it can be activated during your turn instead of draw phase. This can help you search for a specific card if you only have 1 in your deck.
Can be used when your opponent's Life Points are more than twice your Life Points. You can see cards at the top of decks of both players.
You can view the top card of both players' Decks until the end of the 5th turn.
Currently unused due to how tricky the requirement is, but with the new changes, it can be pretty good. Knowing what some cards your opponent uses will most likely let you know what sort of deck they are running. Seeing cards like Warm Worm, or any ritual supports will make you be more careful and play differently.
Can be used each time your 3 trap cards are sent to the graveyard. A random trap card in your graveyard is shuffled into your deck.
Can be used when you have 3 trap cards in the Graveyard. 1 random Trap Card in your Graveyard is added to your hand. Then, shuffle 1 random Trap Card in your Graveyard into your Deck. This skill can only be used once per Duel.
^REZD definitely doesn't get better. With Spirit at 2, it means Insight has higher chance to become a dead hand. Not to mention Wall of Disruption from the next pack will leave their monsters crippled. Moreover they have almost no way to beat Toons and having a tough match against Invader deck which will revived because CA being dead
Balanced Red-eyes is never a best RE deck. Most dominant RE decks are always zombie beat-down, which is not a budget friendly deck. Balanced RE is most F2P RE deck and it is quite competitive but I guess Komoney just want to limit the power of F2P
Did they seperate normal/effect monsters and spell/traps until now?
So if you had 5 normal, 5 effect, 5 trap and 5 spells you would start with on of each? I'm not sure right now. But maybe they just merge monsters and spells/traps.
My first impression/guess is that it could also separate based on monster card type as well, such as ritual, effect, normal, etc. So decks will have to be constructed much more methodically to effectively use balance, which I appreciate. This may also affect Balance Control players as well.