Full House
Select 2 face-up Spell/Trap Cards (except this card) and 3 Set Spell/Trap Cards. Destroy the selected cards.Another Card coming out in Extreme Victory ( and another crappy picture.. ) That I thought I would also post.
This card is a plausible way to deal with backrow..which is more less what every duel now is based upon. The effect of this card is also easier to get off than it may read as well.
The last part of the requirements is the easiest..as having 3 backrow targets is simple enough as most set 2-3 backrow on a starting hand..and bulk up on more backrow as the duel goes on.
Now the first requirement is also easier than it looks. One face-up Magic/Trap is easy enough as decks that fit the bill for that are Six Sam ( Gateway//SS Uinited ), Dragunity ( Ravine ), Gravekeepers ( Necrovalley ).
Then you only need one more face-up...and this is easy..make it your own
When activating a quickplay or a trap card..or heck..even your own Magic from your hand..the card is face-up on the field until it resolves..and hence meets the requirements as one card face-up ( Including any others already face up ).
Example can be this. Your Opponent is a GK user..has Valley on the field and 3 backrow ( D-Prison, Mirror, Warning ). You go and set Fullhouse and...Fetters ( Nordic Deck ). Your opponent now goes and you Activate Fetters...your opp has no response, so you chain Fullhouse; which now has 2 card's face-up ( Fetters & Necrovalley ) and 3 set cards your opp has; so you win out with this card by a staggering +3 ( is no lose to you since fetters effect goes off )
There is multiple scenario's where this card can even be a +4 if your opponent has a face-up card and you chain Fullhouse to HIM activating a Magic/Trap.
Regardless, This card may start to give some hesitation to players in this backrow heavy format; or simply make people pause..and not set more than 2 face-downs per turn as way of caution. Who knows Really..Only time can tell I suppose.