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Summer Darj

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Everything posted by Summer Darj

  1. You are missing the Link marker. It's relevant now, but won't be so much after the upcoming Master Rule changes. Still, this is too good and needs nerfs, IMO. Batterymen as a deck may need support, and I'm not even sure because IDK them well, but when you tech them in decks that already are good... then it breaks and there is a problem. The most modern example is Batteryman Solar, which is played in Thunder Dragons, a top tier deck. With this card they would get an extra body on board and possibly trigger the effect of whatever Batteryman they Summon, for example 9-Volt, for even more card advantage, when Solar's mill already translates into a plus. Alternatively, turn a Batteryman into this to Summon Solar and get the card mill. Not saying to scrap it, but a nerf would do. For example, you can start my limiting it to both requiring Level 3 or lower Batterymen. That way you need to run the worse Batterymen to benefit from this. Another idea is requiring Level 5+ instead and bump its ATK, so if rewards you for setting up Fuel Cell, Industrial Strength, etc. That aside, it's lazy design. A Link 1 that Summons from Deck, huh. It's bland, straightforward. Not to mention it's a cheap card. "I will just turn any Batteryman into a searcher and a plus out of nowhere, yeah". From a balance standpoint it's unfair, and even if konami does it with Marincess, Sky Strikers and whatnot, doesn't mean card makers should do them too. You could spice it up with an additional minor or secondary effect, preferably a reference to the kind of battery it is. Are atom batteries even a thing?
  2. Male hyena Furry Ranger with the Blue or Black color.
  3. IIRC the word "doesn't", or any other word with apostrophe, isn't actually used for card texts. You will have to re-word the first effect, but it's clear what it's intended to do. Seems like more of a gag/fun card. Note that I don't mean joke card, because this has an use, albeit not so outstanding. Cannot be Summoned with IF, the 2 effects don't sinergize and yet both are good for finishing games. At least it's Spellcaster to be Summoned with Magicalize Fusion. You could make a deck out of this, though. Drillago is not that good but Level 4 DARK Machine is because of Black Salvo and the search effect of the Orcust Counter Trap, plus the Fusion makes it a target for the recent Unexpected Dai for Fusion Materials. The latter also applies to Fairy Lily, and that's decent IMO, to drop an pseudo beater.
  4. Such a madman. 2 Dragon Shrine and 2 Darkwurm but no other dragons?Rh The ratio strikes me as odd. Why not 3-1 or 1-3? How about running Destrudo for another Shrine target?
  5. Can we have a fun-times fad with smug Hat Kid theme? Please and thank you.

    1. Sleepy

      Sleepy

      That's an oddly specific crave xD

  6. Not for every Deck, and even in poli-attribute Decks, most likely you want some of the Attributes more than others. Staple and semi-staple monsters like the Ghost Girls can assist with making this card live in not-so-poli-Attribute decks. Still, Due to the dependency on the deck plus the random factor. IMO you can get away without a hard OPT clause. If you happen to not have a monster in the deck without the resulting Attribute, would you have to show your entire deck to prove it? Or wasn't that rule changed recently and now opponents just have to trust you. I find amusing how "That Six" increases the chances of rolling for an EARTH or DARK monster with a 50% chance each, for whatever that's worth xD
  7. Oh, it can also target opponent's monsters for a disruptive play, I entirely overlooked that. Yeah, removing an ED monster and force your opponent to play around with the materials or take a noticeable burn is a nasty play.
  8. Trap Trick in a Deck that can also grab Sanctum and Back To Frontlines... IDK if the deck would appreciate the lock on any other, Traps the turn you play Trap Trick, or forsaking the remaining copies of Sanctum, but still, you are onto something, yeah. You can also run Lilith to grab this, or to assist with making her effect live, too. And still main Foolish and Kuraz for pro plays xD
  9. Reminds me of Aegaion, although this is in the more common and accessible Rank3 pool and can send more than 1 ED monster to the GY at once instead of one. It got potential IMO if you feel like gambling on sending the core ED monsters from the opponent and eventually killing most of the opponent's ED if you Summon multiples, even if it gets to choose those monsters.
  10. De-Synchro for all ED types so far, and with a twist. This is a card IMO warrants to be a Normal Trap, or else it would have been too good xD. Be pro and combo it with Urgent Tuning, Wonder Xyz, World Legacy Awakens, etc. to ED Summon during an opponent's turn you activate this :v Not much to say. It's a power card that requires at least 1 turn of set-up, or 2 so you play it during your turn for a potentially big extension of plays. But then both this card and your ED monsters have to survive the opponent's turn. A funny play that occurs to me is splitting an Apollousa once its ATK runs out to get 4 monsters back... but depending on the quality of those monsters, they can be just 4 monsters to block attacks, or a lot of pluses if they each have +1 On-Summon, float or Quick Effects.
  11. Congrats to the winners! Glad to see some of y nominations won... although not all of them for the Award I nominated them xD Torm & Dae really is the OTP. Will the voting scores ever be revealed?
  12. Requires at least 4 monsters with the value of a Rating of 6, and at least 2 of them have to be non-Effect monsters. Cards like LANpholinkus and Traffic Ghost can help, and yet... it's not worth it, IMO. Mekk-Knight Crusadia Avramax is just as sturdy without the removal effect and it's a Link4, thus requiring less materials, and has more generic material requirements. Meanwhile, there is Borrelsword, which effectively is a walking OTK, and it's a Link4 as well. In other words, the card may be potent, but for less materials you can get something just as good and end up with spare materials. Let alone the requirement of non-Effect monsters. IMO you can get away with making the materials more flexible, perhaps only 1 non-Effect monster.
  13. Decent card, I guess. The no-monsters requirement holds it back, but it ought to have a niche somewhere since it's a Quick-Play revival card, giving it the edge of being playable as a defensive card, or even disruptive if you revive a monster with a disruptive on-Summon or Quick Effect.
  14. The defense it provides is solid but... it is both a Trap and relies on battle. That's not so hot. In theory is good, but in practice, it will be removed right away by card effects or even broken through, even sturdy cards like Slacker Magician eventually fell down, and that was a couple of years ago, an age where she could actually stall for some turns. Could have been great in an era where battle stoppers like Battle Fader were relevant, but nowadays... I don't picture any non-casual deck running it. Heck, I actually wonder if even you yourself would play it in your decks xD
  15. IDK... you may better off finding a consistent way to get Kuraz in the GY (e.g. Foolish Burial, Isolde search or even Summon if you are bold enough to run 6 Equips) and revive it during the opponent's turn with CotH, Back to Frontlines, etc. which already sinergize with Artifacts as they trigger when they are revived during the opponent's turn, than running something like this. If you are going to devote 1~3 maindeck slots to this you could very well run Foolish Burial, Mathman and mill support or a Warrior engine for Isolde instead.
  16. Basically Kuraz in the form of a Normal Trap. Not impressive, IMO. Best way to play it is to pop your own dead or floaty cards on board, which is what Kuraz does most of the time in Monarchs, but unlike Kuraz it doesn't come with a body and can't pop itself for a draw, requiring more cards on board to be live. Not to mention the inherent 1 turn wait of Trap Cards.
  17. Leonardo practices his archery, what a coincidence. And clearly the branch is for the style points :v
  18. I like this one, yeah. Super Polymerization alone gives it potential as a side or meta call card. The fact that Ash Blossom is splashable and somewhat relevant makes this even better. Not to mention topping decks that are mostly FIRE, such as Salamangreats. Apollousa, Borreload or Mekk-Knight Avramax are on board, or Borrelsword threats with an OTK? Super-Poly them away. And that's just because of the materials. The effects are solid good, IMO: Nuke on Summon, potential to become a beater, punishes monsters with low DEF, and comes with destruction resistance. Fusion Summoning this during the opponent's turn (e.g. with the aforementioned Super Poly) can be such a nasty and disruptive play. I assume the name is because Link 4+1=5? although that's a bit of an stretch since it can use Links with higher ratings. The effect doesn't involve 5s, either. Also IMO the name can be more clever. Something like Pentagronal (Pentagonal + dragon) comes to mind. Still, that's just a nitpick though. If anything I would suggest Level 9 for shenanigans with World Legacy Monstrosity and True King of Calamities, but it doesn't really need the level change.
  19. I like the changes. Invidia is still strong by being one of the few monsters, if not the only one, that can disrupt both monsters and Spell/Traps each OPT. But should still be fine as an incentive/reward for playing this archetype.
  20. JoJo's Bizarre Adventure. In particular I recommend parts 2, 3 and 5.
  21. Vote for Pringles. Haven't tried those variants in particular, but BBQ flavors are among my favorites in potato chips so I'm guessing I would like them.
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