Card Tips:Final Countdown
- This card can be searched by "Triple Tactics Thrust", "Endymion, the Mighty Master of Magic", and other generic searchers.
- Cards that can be used to stall for 1 or more turns include:
- Monsters that cannot be destroyed by battle: "Spirit Reaper", "Marshmallon", "Arcana Force 0 - The Fool", "Number 59: Crooked Cook" (Xyz Summoned with "Right-Hand Shark" and "Left-Hand Shark" or "Astral Kuriboh") etc.
- Cards that can end the Battle Phase: "Battle Fader", "Cyber Valley", "Negate Attack", "Swift Scarecrow" etc.
- Cards that either prevent attacks or the Battle Phase from occuring: "Level Limit - Area B", "Swords of Revealing Light", "Nightmare's Steelcage", "Frozen Soul", "Threatening Roar", "Thunder of Ruler", "Messenger of Peace", "Book of Eclipse", "Gravity Bind", "Mystic Mine", "Gravekeeper's Servant" (with "Macro Cosmos" or "Dimensional Fissure") etc.
- Cards that prevent battle damage: "One Day of Peace", "Waboku", "Zero Gardna", "Winged Kuriboh", "Chicken Game" etc.
- Have "The Dark Door" on the field along with "Gyroid", "Scrap-Iron Scarecrow", "Shield Wing", or another such card with once-per-turn protection to limit and stop all of your opponent's attacks.
- "Pyro Clock of Destiny" can be used to speed up the win condition by 1 turn; however, 1-turn stall cards like those listed above are generally better since they are useful even before "Final Countdown" has been drawn.
- If you do use "Pyro Clock of Destiny", aim for using only 1 copy for maximum utility, as winning after 19 turns have passed is essentially the same as winning after 18 turns (since the 19th turn is your turn and you can just pass it). A second "Pyro Clock of Destiny" will be nearly useless unless you draw and activate a third, and successfully drawing and using all three copies in your Deck is quite unlikely.
- For the adventurous, "Pyro Clock of Destiny" is the only way to win with "Final Countdown" in one turn, if you can set up a loop to activate it at least 19 times in the same turn.
- If you can set up the World Lock with this card, you can skip your opponent's turns indefinitely until you win.
- Use "Spell Economics" to avoid this card's cost.
- If you can successfully activate this card without it being negated by any means, then all you have to do is stall until the twenty turns have elapsed, since unlike other cards, it does not need to remain on the field or hand, and can no longer be stopped afterwards.
OCG[edit]
- If you are running 3 copies of this card to draw it sooner, once you activate one, the other 2 are just dead draws. If you happen to draw a second copy of this card, just Set it as a bluff. This may be useful to make your opponent waste their cards trying to destroy your face-down cards, since they will just destroy a useless card.
- You can also run cards like "Dark World Dealings" and "Good Goblin Housekeeping": if you haven't drawn a copy yet, they will help search for it; if you already have, then any extra copies can be easily discarded or sent back to the Deck in exchange for another card.