@bbninjas Just asking you to let me know if I fail to suitably tie this into the current discussion. I believe I will, or else I would not even try!
Yu-Gi-Oh is what taught me that broken cards are like a mountain range. Not only do they come in different shapes and sizes, but if you're at the foot of one, it can hide others whether they are larger (more unbalancing) or smaller (less unbalancing).
Unfortunately in Yu-Gi-Oh,
Mystical Space Typhoon was one of the smaller mountains; I mean compared to cards like
Giant Trunade,
Harpie's Feather Duster, and
Heavy Storm it seemed pedestrian. However as you stated, it was a one for one... but it wasn't just destroying other Quick Play Spells, was it? That would be a true one-for-one; the exact same card exchanged for another card. Instead
Mystical Space Typhoon could hit
anything in the Field Spell or S/T Zones. Been a long time wince I really played Yu-Gi-Oh, but the only reason I can't blame how difficult it was for Continuous Spells, Equip Spells, Field Spells, Permanent Traps, etc. to prove worthwhile on
Mystical Space Typhoon was because of examples like those three mass Spell removal effects. They were larger mountains, and hid the smaller one. Sometimes a smaller one can hide a bigger one, simply because everyone knows how broken Card A is, but Card B requires a little more effort.
Raw card count is also only a rudimentary measure of winning, much like Life Points or Prize cards are for winning: until your LP hits zero or your opponent takes his or her last Prize, your opponent could actually be
winning because of what his or her deck, discard pile, field, and/or hand look like compared to yours. As you
do know Yu-Gi-Oh, unless the modern game is so radically different, Quick-Play Spells were basically the best Spells (apart from specific counter effects) because their increased Spell Speed allowed them to be more versatile. This could even lead to it being more than a 1-for-1, though that usually required some fortune and/or a misplay by your opponent. I am
not saying card count doesn't matter, just that it is just your first guide and you need to then see if it overlooks anything.
Perhaps a good comparison is
Energy Removal and
Super Energy Removal, originally from the
Base Set. Both were "normal Trainers" (the only kind at the time), but retroactively have been classified as "Items".
Energy Removal simply discards
one Energy card from an opponent's Pokémon: a one-for-one as you trade one Item card for one Energy card.
Super Energy Removal is a 2-for-2 as it requires you discard an Energy card from one of your own Pokémon, and then you may select
one opposing Pokémon and discard up to two Energy cards from it. However you may play as many Item cards as you are able in a turn, and the only costs are those built into the card. You may only attach a single Energy card from hand each turn without another card effect.
Base Set Electrode was worthless just because these to Item cards were around; it was foolhardy to run a Stage 1 line, give up a Prize to use the Pokémon Power, for what would most likely be only one turn of extra Energy, as next turn your opponent would surely use
Energy Removal or
Super Energy Removal to discard it.
Garbodor isn't a card we can easily qualify in terms of raw card count. If an Ability is vital enough to a deck, whether you're only negating one card or 12, its worth it. On the other hand you might negate the Abilities of several cards but the deck doesn't rely on them heavily, and so you're just wasting space in that matchup. Which gets me to this hypothetical card
@crystal_pidgeot and I have been discussing and... I think that discussion might be too far off topic. Still, at least I can explain how yeah, whether
Garbodor is broken or not, raw card advantage can be misleading.