Let's talk about the Final Countdown!
The card.
This card was incredible bullshit that didn't really get noticed until there was WAY too much utility to make it more annoying.
The two things people didn't realize about this card were as followed
- 20 turns is only 10 of your turns, one of which is the turn you activated it
- It does not stay on the field
What that means is your opponent has 10 turns to get your life points from 6000 to 0, and if they couldn't stop it at activation, it's the final countdown baby.
A lot of people when this card was released, splashed it in because, it's goofy and an alternate win condition, but as time went on the deck got more and more absurd.
Why attack my opponent? I don't need that, let's strip out all of the cards that are there to deal damage.
I need counters in my deck, and I don't care what my opponent really has, so Dark Draw is a great card that I can run 3 of.
Need to get Final Countdown in my hand fast, Magical Mallet, Reload, and the glory card, Upstart Goblin. Who cares if my opponent gets an extra 1000 LP.
What if my opponent can't attack? (This is where it gets silly folks)
Run cards like Threatening Roar(End the battle phase), Thundering Ruler(No battle phase), Waboku(No battle damage), Winged Kuribo(No Battle Damage), One day of Peace(Draw cards and nobody attacks for 2 turns).
You basically stalled out your opponent as they pull their hair out in frustration trying to end the game before their 10 turns were up.
It's now Limited to 1 in a deck in TCG, making it a hell of a lot less consistent, and not really viable anti-meta anymore, but goddamn those were some good times.