User blog comment:AmazingPST"Providence"/Amazing huh? Personal flags!/@comment-26069426-20150224215654

Drum Infinity is pretty broken, man. Only because each effect can net you an advantage, every turn, where, ideally, a flag ability should be a wash for your opponent. Remember that Dragon Ein only changes the way a dragon world player would play, but it wouldn't actually lead to an advantage gaining mechanic.

Going off of what you posted, your flag will allow you to begin the game with a calculated advantage of +0. The 2 life in exchange for 2 gauge is equivalent, and the 6 card hand size remains.

The ability, however, puts you at a +0.5. Cards with double attack are balanced to their re-standing keyword. A typical attack, however, calculates at +1. So 1 gauge for a second attack (-0.5 for +1) puts you at an advantage. The second part of the ability, 1 gauge for 3 life if your attack hits puts you at, again, approximately +0.5. If the hit condition floats +0.5, 1 gauge is 0.5, and 3 life is 1.5, this would be +1.5 - 0.5 - 0.5 = 0.5 remaining to be accounted for.

I like that you're thinking of conditions, that can help to gate powerful abilities, but in this case the ability is very, very powerful. Let try to find some balance.

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[ ] You may use 《Dragon World》 and 《Generic》 cards.

[ ] Your initial hand has six cards, your gauge has four cards, and your life points becomes 8!

[ACT] [Counter] "Drum Infinity" Discard a card with "Drum" in the name. If you do, once per turn, you may stand a monster with "Drum" in the name and attack with it. Then, if that card deals damage to your opponent, gain 3 life, and charge the top 2 cards of your deck.

[CONT] If "Drum Infinity" is activated, the card targetted by the ability gains, "[CONT] "Drum's Rage" If an attack by this card fails to deal damage to your opponent, retire it and its owner loses 2 life.""

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Risk versus Reward. You have to "persona blast" a "Drum," which works to gate the ability, *and* you have to have a "Drum" on the field. If these two pieces come together, however, you could get a hard +2 on a successful hit. However, if your ability fails to hit your *opponent* then you're looking at a +1 for your opponent. This advantage is calculated as follows: losing your card on field is a -1, and losing 2 life is another -1, which puts you at -2. Your opponent, however, has to use a card from hand to block your attack, which makes them -1 (you +1). So, in the end, you either +2 or your opponent gets +1.

I really don't like how aggressive this attack is. It relies too heavily on what your opponent has in their hand, and doesn't really give them a equal way out. One way I was thinking to deal with this is to have your opponent discard 1 monster card to prevent the attack.

Flag abilities are pretty hard because you never want to have it create advantage consistently, but it should help swing the game, at great risk, while avoiding becoming a win-more.