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Summer Darj

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Posts posted by Summer Darj


  1. This can get really strong when going first with Destrudo, AHL and anything that pays half LP for a big boost of 4k ATK, although you would need a monster on the board to make the card live. There is Instant Fusion, too I can think of a handful of cards and decks that can make this more or less consistently live, such as Qliphort Scout, Evil Eyes and maybe Vampires, but IDK if the card is still too casual. You are going -1 in card advantage just to preserve LP and get a potentially big ATK boost, but it is situational at that, and the deck space could be used on more reliable cards such as combo pieces, board-breakers, disruption, etc.


  2. This looks fun. It's like a reverse Honest of sorts in that the opponent may be wary of attacking if it has no clue of what kind of monsters you have on your hand. It feels a bit too casual and yet... it can allow for easy OTKs if you run enough big monsters to search or draw into. Maybe you can get away without requiring to be NSed to apply the effect? IDK. Then again, the effect is not even soft OPT so the opponent cannot bait it and defeat it in a follow-up battle. That makes it harder to take down.


  3. I also like Koloktok's concept, as well as the theme of its dungeon Ancient Cistern, but I don't find it cool enough to place it in my top 5 boss/mini boss ranking.
    I was impressed by Snowpeak Ruins too. I remember in my playthrough, when I reached the mansion at first thought it as a mini dungeon and was wondering how long it would take to reach the area's dungeon... then after a few dungeon keys I realized I was in the dungeon already xD
    Anyway, I have an idea of my favorite Zelda characters, dungeons, and regular enemies, but have never thought on  a top 5 boss/mini-boss ranking. Took me a while but here are mine, although it's subject to change as I remember other bosses/mini bosses. Note that I have not played all Zelda titles yet, so naturally I'm limited to the monsters from the games I'm familiar with, which are A Link to the Past, Oracle of Seasons, Ocarina of Time, Majora's Mask, Twilight Princess, Wind Waker, unfinished Minish Cap, parts of A Link Between Worlds, and watched a bit of Skyward Sword gameplay.
     

    Spoiler

     

    5. Gemesaur King
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    It's a huge dinosaur and I like the rupee-theme it has, plus I appreciate that it is much more agile than its A Link to the Past counterpart Helmasaur King.

    4. Helmaroc King
    39Caome.png?1
    Big, dark avian that answers to Ganondorf himself, cool stuff. Also the Skull Hammer is one of my favorite items in Wind Waker, and you both get it in Helmaroc King's dungeon and need it to defeat it, and that contributes to me liking this boss.

    3. Argorok
    3DuQk2z.png?1
    Another flying big boss, kind of seeing a pattern here. Anyway, Argorok is an armored, flying, fire-breathing dragon, that's as cool as it gets. I once fought it in hard mode by wearing the Zora suit xD First I didn't realize and I didn't understand why its flame attack took half my HP... turns it actually killed me but since I was holding onto one of the hooking structures it just consumed a fairy and kept me alive, skipping any death animation. Sucks for me that in the game it is not given any backstory or origin unlike other bosses though, wish we could know more about it.

    2. Igos Du Ikana
    mLCYLaQ.png?1
    I really have a thing for Ikana Kingdom. I like the theme, concept of ancient forsaken kingdom, and even the BGM in the castle. I have always wanted to see how the Kingdom was in its golden days and how it exactly fell, plus more insight on the Stone Tower. Anyway, Igos du Ikana being the king of this intriguing place, it's natural for me that he takes my top spot in this list. He even teaches you a song to progress, the good guy. He even has a gag scene with the Captain's Mask. I have respect for him.

    1. Death Sword
    0UYXXjI.png?1
    As soon as I read your "top 5 bosses/mini bosses", this guy sprung to my mind, although I didn't know in which spot place him. I still am not sure, but for now I put it in my 1st place. Mainly due to Cloud in Smash Bros. I started to develop a thing for big 2-handed or broad swords, and... well, this mini boss is practically a big sword, albeit with a spirit of its own. Also this mini boss always stood out for me for requiring Link in wolf form to combat, at least in the initial phase. Makes me wish TP had 1 or 2 wolf-form only dungeons, but alas, that wasn't a thing. Plus when you first find the sword, sealed with talismans, and you have to break them yourself to progress... it gives a sense of danger and dread to me. Furthermore, I stumbled upon this Youtube video theory on this monster, stating that it could very well be Ganondorf's blade that was taken away from him when he was imprisoned. That adds to its coolness, IMO.


    Other mentions are Darknut, Mothula (Wind Waker) and Dinolfos but they are first introduced as mini bosses but then as the game progresses and you get stronger they reappear as regular enemies.
     



     


  4. This one is tough for me. IDK 3H but Hilda fills a couple of checks, like pink hair and twintails, but Sharena is so wholesome, and her Easter attire makes her look so much more appealing than with her regular clothes. I will go for Sharena mainly because I know more of her than Hilda, due to playing Heroes.


  5. As controversial as it may sound, IMO this can be better. I know floodgate-ish decks get a lot of heat, but at the same time they don't really dominate metas, and Thunder floodgate stun decks besides Thunder Dragon Colossus aren't doing any noise. Personally, while I don't support nor endorse highly oppressive floodgates such as Mystic Mine, I'm all for floodgates such as Dragon's Bind, Amano Iwato, or 2-card combos like Fossil Dyna + Moon Mirror Shield. Also, as you point out, these kind of Level 4 Thunder stunners barely stand any chance when going second. Thus, IMO this can get away with more flexibility, possibly to assist when going second. For instance, make the effect trigger on any kind of Summon, and remove the Summon lock that comes with the effect so you can follow up with an ED Summon. Furthermore, the protection it provides to other Thunders can be improved, for instance something like Majespespecter protection to fellow Thunders would be more amusing. Alternatively give it a float effect to preserve card advantage, or its own mild floodgate effect to combine with the other Thunder stunners. For instance, if it could float into Thunderclap Skywolf, that would be amusing too.


  6. Vote for Sanaki. She is someone to respect, IMO. Carrying the weight of an Empress at such early age, plus dealing with the schemes from the senate while having her hands tied, so to speak, that shows impressive strength and determination. Not to mention her cute side that sometimes shows up, in Heroes at least.


  7. Vote for Anette. I'm biased and going for appearances this time, admittedly. I know about Marisa, including her personality, whereas I barely know about Anette beyond her FE wikia entry and fanarts here and there. And yet, she is a petite cute gal, and with a hammer in Heroes that amusingly doesn't match her appearance at all IMO but to me makes her look cuter... I just can't resist dropping her my vote. I like her name too, but I also like the name Marisa so it's not advantage in this match.


  8. Thought it was average at first but still decent for comboing with monsters you control that benefit from getting back into hour hand. Then I realized it actually is a Cont. Trap... and then that it has not even a soft OPT or twice-per-turn. IDK if this is a fair way to make battle Traps relevant in the meta, it seems overpowering to me despite the weaknesses of a Cont. Trap. The only card I can think of ATM that is similar to this is Ordeal of a Traveler, which I haven't seen outside of a Sacred Beast feat. new support build that I stumbled upon, IIRC by Lithium2300.


  9. Yeah, I can shorten the text. It was a leftover from my rushed text draft and was too lazy to polish it. I didn't even format it as I usually do.
    IMO I can slightly improve it and make it negate Spell effects as well, just for the handful of relevant Spell effects in the GY or from Cont. Spells already on the field. Will also throw in a banishing removal to disrupt the Spells negated in the GY. The buffs shouldn't break anything.
    As for the idea of banishing a card already on field or GY... well, sounds like it's better left for a different card altogether.


  10. Spellstrike
    Quick-Play Spell
    If a Spell Card or effect is activated: Banish 1 Spell from your GY; negate the activation, and if you do, banish it. You can banish this card from your GY; Special Summon 1 "Spell Striker" from your Deck or GY. You can only use this effect of "Spellstrike" once per turn.

     

    Made this almost on the spot, but with the intent of making it serious. "Spell Striker" is card often in my mind because a certain someone likes to play around and tinker with it (e.g. making Spells with effects that trigger when banished from the GY, like by Spell Striker), so randomly thought on making support for it. Then I realized that there aren't as many non-Counter Trap Spell negators that you can activate on your turn, which would come in handy to counter-respond to negation Spells such as Called By the Grave and Crossout Designator, as well as other board-breaking spells such as Ruler No More and Raigeki Storm. That's where the idea of an SS2 Spell negator came in. also inspired by "My Body as a Shield". However, I added the condition and cost of another Spell in GY to not make it ready-to-use as well as to further tie it to Spell Striker from a flavor standpoint. Likewise, the GY effect simulates Spell Striker's summoning condition, but from a flavor standpoint, it reflects Spell Striker summoning itself directly from the Deck. Note that you don't need Spell Striker at all to play this for its first effect, but it would be a welcomed bonus if you do. Plus the effect picks it from both Deck and GY so a single copy should suffice.

     

    Thoughts?


  11. In that case it's tricky because you can use a wording like Atlanteans for costs (to activate a "Core" or "Koa'ki Meiru" card) while for effects is easier (by the effect of a "Core" or "Koa'ki Meiru" card), but then I get stuck when it comes to maintenance costs, since technically they are neither effects nor ordinary costs. Ideally you should be able to write a PSCT for it since it's not as intuitive and has no precedence IIRC, otherwise realistically you would have to issue a ruling on what "sent to the GY by a X card" includes along the card.

    Anyway, another funny thing about this card is that you can also discard it for "Dark Core" and trigger the pop, despite the Spell not being related to the archetype xD

    There ought to be other non-KM "Core" cards that can interact with this card in a similar way. Thus, to stay in-archetype you may want to narrow it to "Core" cards, or any cards even, that include "Koa'Ki Meiru" in their card text.


  12. With "send to the GY by a KM card...", do you mean it will trigger if it's sent either by effect, (maintenance) cost or an unclassified effect? It's important to clarify because then it may or may not need a better wording or PSCT.
    That aside, damn this card seems to do a lot. It provides both removal and draw power for the archetype, plus said removal can potentially be stunnish if you find ways to get it in the GY by a KM during the opponent's turn. The draw effect should be hard OPT at least, IMO, otherwise the draw can lead into drawing a copy of itself, if not the same card itself since it was shuffled into the deck before drawing, and loop for massive card draws. Even with that, IDK if the card is unfair, but damn sure looks fun, and KMs deserve some love and support IMO, even if it turns out overpowering.
    BTW, Koa'ki Meiru Ice can also discard it during your MP for the pop effect and assist in board-breaking.


  13. My first thought was an a pseudo-counter to Kaijus, yeah, but as Sleepy pointed out, it wouldn't work for nomis and monsters not Summoned properly.
    I appreciate the typing, EARTH/Fish are rare. At first I thought it was a Salvage target, but it's not actually WATER. However, it is still a Surface target, and I find that a bit funny.
    The Surface support makes me think you can get away with giving it some ATK, plus allowing the effect to trigger on board as well, which would also let it work better with the aforementioned Coelacanth, since the latter would be able to SS it from the Deck... for whatever that's worth xD


  14. 8 hours ago, Sleepy said:

    Love this idea. Not worrying about giving your opponent a stronger Kaiju or having the Kaiju you give your opponent have an effect that can disrupt you via your own field's counters. Plus letting you put a Kaiju on board as a Trap Effect so cushion you on the opponent's turn sounds like something the deck needed.

    Heck the biggest thing is giving them their effects in a non-Kaiju build. Gamaciel becomes a Vortex Dragon on top of its boss killing purpose.

    The last effect however seems a bit too good. Skill Drain effect on its own would be iffy considering how everything prior to it is already so good, but on top of that it has Soul Drain built onto it? You get a 3k DEF single-shot omni-negator or a 3k ATK Raigeki among other stuff on board already and you are not content with those? Or the archetype's Gidora that's like a lowkey Neo Tachyon Dragon... I wanna use that last card somehwere...hmmm.. anyways..... I think the general Skill Drain and Soul Drain effects are overkill, even if they are based on Kaiju stats, which 2200 isn't all that low....

    The intended trade-off of the Skill/Soul Drain effect is that it also affects your side, so unless you are playing a deck that benefits from, or at least isn't affected by, Skill and/or Soul Drain, you more often than not will end up holding your ground with the Trap and your biggest Kaiju. Even in a Kaiju deck you wouldn't be able to swarm with other Kaijus.

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