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Bond with the Spirit Beasts


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I was in a rush with my last comment, but anyway...

The fact this is a Quick-Play Poly for an Archetype that thinks it's the XYZ monsters is rather amusing in its own right for the sole reason that it's a combo oriented deck, and this card lets them do just that; make combos more frequently.
Plus, this goes hand in hand with the fact the Fusions can summon the materials whenever, so having a card that can make the Fusions whenever is quite cool.

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I'm tempted to throw caution to the wind and say this card has no cost, since the effect, apparently, has a semi-colon first, instead of the typical colon.

Colon means condition (when a card is normal summoned, during the main phase, etc.)

Semi-Colon means cost.

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I'm tempted to throw caution to the wind and say this card has no cost, since the effect, apparently, has a semi-colon first, instead of the typical colon.

 

Bad Armz. Stop teasing the wind with your caution. Keep it for yourself.

 

Activation Conditions/Timing go before colons.

Costs/Targeting go before semi-colons.

 

Banishing is definitely a cost.

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...You know Semi-Colon indicates cost right? PRetty sure you know that.

 
 

Colon means condition (when a card is normal summoned, during the main phase, etc.)
Semi-Colon means cost.

Bad Armz. Stop teasing the wind with your caution. Keep it for yourself.


I had it backwards/I tend to get them mixed up; shoosh.
 

Any card that ignores summoning conditions is poor design in my books-

Morphtronic Cellphon ignores, yet, none of the Morphs have conditions.
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One thing I don't think anyone have mentioned is that it just requires the Spirit Beasts, not the the 2 sub-Archetypes, so this means that you can more easily Summon them, and that you can also use the Fusions, should you want to do that for some reason. That is actually quite decent, since that means you won't dead draw as often. And of course, opponent's turn fun times. As a cost, that makes it losing the monsters a little bit more of a challenge. Using it during the opponent's turn also means that you can use that searcher a bit more, which is quite neat. It doens't Fusion Summon though, so you still have to be a bit careful so you don't end up losing it somehow. I see why they made them Quick Effects, as this opens up a lot of new posibilities.

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One thing I don't think anyone have mentioned is that it just requires the Spirit Beasts, not the the 2 sub-Archetypes, so this means that you can more easily Summon them, and that you can also use the Fusions, should you want to do that for some reason. That is actually quite decent, since that means you won't dead draw as often. And of course, opponent's turn fun times. As a cost, that makes it losing the monsters a little bit more of a challenge. Using it during the opponent's turn also means that you can use that searcher a bit more, which is quite neat. It doens't Fusion Summon though, so you still have to be a bit careful so you don't end up losing it somehow. I see why they made them Quick Effects, as this opens up a lot of new posibilities.

 

Broke.N pointed it out. And not Fusion Summoning properly shouldn't be an issue: the Fusions can de-fuse in response to a threat, also they are nomi monsters anyway so it is not like you can "revive" a Contact Fusioned Beast, and thus summoning them through this card instead of Contact Fusion makes little difference.

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Broke.N pointed it out. And not Fusion Summoning properly shouldn't be an issue: the Fusions can de-fuse in response to a threat, also they are nomi monsters anyway so it is not like you can "revive" a Contact Fusioned Beast, and thus summoning them through this card instead of Contact Fusion makes little difference.

True, with the exception of cards like Super Poly of course, but still, you never know what can happen. I totally forgot that they weren't proper Fusion Summons.

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