I thought of that. However, if Lucky Punch gets destroyed, it appears damage gets dealt to the owner of the card and not the controller. So, if the opponent gets three heads, or you destroy the card through other means, your opponent wins even though the card is being played on their side of the field. You might have a better chance of trying to deck out your opponent with Lucky Punch though, mayb
It's an all right skill, though definitely easy for the opponent to overcome by simply not playing the card -- they have to be forced.
My favorite way to do it is with Sergeant Electro by disabling any other set spell/trap cards they have. Then my favorite card to surprise present is Destructive Draw; it is a continuous trap (so permanently occupies their space) that will deal them 700 damage each of their end phases and if they somehow get rid of it, they take 3000 damage. In addition, you will also get the benefit of its perk which is allowing you two draw two cards in your draw phase if you don't have any cards in your hand -- very useful. Granted, if the opponent gets rid of it while it's still set... well... darn. Lol. Though, still a great strategy for burn decks.
player can't activate this card if his/her life points is less than the cost
Its actually a decent effect, especially if you play defensibly. If your opponent sets 2 cards just set a card. usually they'll have some defensive cards like Mirror wall, WallOfD, Spike W/Chain, maybe a continuous spell card ect. (or even if they activate a equip spell, but thats rare enough)
I built a 'gift' deck Using Gift Exchange and Card exchange, its really fun to play as. Its pretty good against certain meta decks If played right.
The card I like to give isn't "Aegis of Gaia", its good, But I like "Localized Tornado" Because its a trap card, they will remind them to use it I find more people fall under the pressure using it more that way.