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Alien Synchro - Cosmic Nightmare Gal'Gon


FlameChaser

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1 "Alien" Tuner + 1 or more non-Tuner "Alien" Monsters

When this card is summoned, return all non-"Alien" face-up cards on the field to the hand, and if you do, place 1 A-Counter on this card for each card returned this way.

 

Hello guys! Been a long time fan of the maker and whatnot, just been playtesting aliens a lot lately and felt like getting creative. Please do bear with me, and I hope this first one comes out right. The idea here is to do a little more than what gol gar can do while keeping the latter still relevant to the whole Alien playstyle.

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Psst, this card bounces itself since it's not an Alien. For for the sake of reviewing the card more properly, I'll just pretend it bounces all other non-Alien cards.

 

While Aliens can get the 9 Levels necessary to Summon this, they don't really do so often, and when they do, it's with Ancient Ruins/CotH followed by an Ammonite play. Compared to their other Synchro, Gol'gar, this card only bounces one time, and doesn't do anything with its A-Counters. It's still nice for providing fuel for Ancient Ruins (which gets to go off again that turn) and maybe a Gol'Gar if you can Synchro again shortly, but for the most part these A-Counters won't be doing much. I recommend adding in some sort of thing you could do involving these A-Counters if you're going to stack them up on this.

 

Design-wise, this card suffers from the same problems Gol'gar does that makes it poor design. I'm talking about the whole Abuse & Reuse thing the two have going on where they could recycle Fiendish Chain/CotH/Brainwashing Beam multiple times and overall use them more than intended. Speaking of Call of the Haunted, you can technically revive this with it, and then use its effect to bounce all face-up cards on your opponent's turn again and again, which is something that needs to be remedied. It might be better just to change what this card does so it won't simply be a "harder to play but more potent (kinda) Gol'gar." So, basically, just aim for some other kind of effect other than bouncing all face-up cards.

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Solid review, can't believe I missed the fact it'd end up bouncing itself.

 

Either way! I value the review, and hereby give this card a second attempt. I thought about "If it's gonna be a boss monster, it's gotta have protection on it".

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I was thinking maybe this version would not steal light from gol gar and would be able to work with it, to support the whole archtype defensively while golgar piles counters on it to guarantee a safe zone or remove them to destroy cards and keep the pressure up, as well as making itself known as a boss monster by having a "compulsory" effect on that 1 face up when summoned.

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Cosmic

When this card is Summoned: You can target 1 face-up card on the field; return that target to the hand.  If an "Alien" monster or Reptile-Type "Cosmic" monster you control would be destroyed by battle or by card effect, you can remove 1 A-counter from this card instead. 

 

I am a DIE HARD Alien FANATTIC.  I've spent 3 months perfecting a certain build, then when Sangan got banned that killed my Deck (TGU was abused and searched Sangan to Search Ammonite, trust me Sangan, searched it multiple times via Call + Gol'Gar :D).  Afterwards, Feral Imps came out and I made a Rescue Rabbit build, then Rescue Rabbit got limited (WHAT THE HELL D:).  Aliens, are SLOW, WEAK, and overall BAD.  They only got 2 cards going for them: The Synchro, and Ammonite. Every other Alien Card I tested I deem crap, except Ancient Ruins, but that card clogs my hand so I don't use it.  I don't even use A-Counters, b/c if you do you lose (you know how hard it is to get A-Counters going?)  My whole Deck Revolved around Gol'Gar + Fiendish Chains (bounce FC then pop cards next turn).  I ran lances for Backrow protection and if Gol'Gar Died I summoned him again via Ammonite.  So I speak with LOTS of exp when I say that this card is absolutely, gorgeously, GENIUNELy...

...

...

...

Useless. 

The protection, although nice and I appreciate, it has no way of generating it's own counters.  Also it has to remove counters from itself for the protection, what the hell, why not from anywhere?  Gol'gar generates his own and removes from anywhere.  His effect is a one time only CED, which is useless in comparison to Mist Wurm.  Gol'gar bounces all your face-up S/T and opp s/t (Field Spells, Continuous BS, and occasional Messengers of Peace/Gravity Binds etc.), and then nukes a card for you.  All Once per turn... and this guy, one time only CED...

 

How about this effect:

"When this card is Synchro Summoned: You can Place 1 A-Counter on this card.  Cards with A-Counters are unaffected by your opponent's card effects.  Once per turn: You can target any number of cards on the field; return those targets to the hand.  This card cannot attack the turn you activate this effect.  Once per turn: You can remove 1 A-Counter from this card: Target 1 "Alien" or "Cosmic" Reptile-Type monster in your Graveyard; Special Summon that target.  It cannot attack this turn.  During each player's End Phase: Place 1 A-Counter on this card."

This is more like it :D  But seriously you gotta make the effect so much better for it to see play.     

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Aliens, are SLOW, WEAK, and overall BAD.  They only got 2 cards going for them: The Synchro, and Ammonite. Every other Alien Card I tested I deem crap, except Ancient Ruins, but that card clogs my hand so I don't use it.  I don't even use A-Counters, b/c if you do you lose (you know how hard it is to get A-Counters going?)  My whole Deck Revolved around Gol'Gar + Fiendish Chains (bounce FC then pop cards next turn).  I ran lances for Backrow protection and if Gol'Gar Died I summoned him again via Ammonite.  So I speak with LOTS of exp when I say that this card is absolutely, gorgeously, GENIUNELy...

The game is too fast for you to mass a lot of A-Counters, but generating them outside of Gol'gar/random Ancient Ruins effect isn't that uncommon. Dog, while useless on its own, is pretty neat since it lets you turn Ammonite into a Level 8 Synchro if you really need to (Hot RDA is pretty cool here), gets two counters to fuel a Gol'gar or Ruins play, or as an extra fodder monster for PPV. Speaking of PPV, it's actually really good. It does everything the Deck wants it to do and more. It's a Trap Raigeki (most of the time, your opponent's monsters won't have an A-Counter until your turn unless you have Kid or recently played PPV) and generates free counters on everything your opponent Summons, which is nice for turning Telepath into MST or even a sudden Brainwashing Beam, though Beam is kinda situational. A-Counters shouldn't be incredibly central to your playstyle, but they still can be utilized.
 

The protection, although nice and I appreciate, it has no way of generating it's own counters.  Also it has to remove counters from itself for the protection, what the hell, why not from anywhere?  Gol'gar generates his own and removes from anywhere.  His effect is a one time only CED, which is useless in comparison to Mist Wurm.  Gol'gar bounces all your face-up S/T and opp s/t (Field Spells, Continuous BS, and occasional Messengers of Peace/Gravity Binds etc.), and then nukes a card for you.  All Once per turn... and this guy, one time only CED...
 
How about this effect:
"When this card is Synchro Summoned: You can Place 1 A-Counter on this card.  Cards with A-Counters are unaffected by your opponent's card effects.  Once per turn: You can target any number of cards on the field; return those targets to the hand.  This card cannot attack the turn you activate this effect.  Once per turn: You can remove 1 A-Counter from this card: Target 1 "Alien" or "Cosmic" Reptile-Type monster in your Graveyard; Special Summon that target.  It cannot attack this turn.  During each player's End Phase: Place 1 A-Counter on this card."

This is more like it :D  But seriously you gotta make the effect so much better for it to see play.

I know I said Aliens don't constantly reach Level 9, but they do sometimes. I personally don't like the idea of a card that naturally generates A-Counters at a fast enough rate to keep its immunity to any effect your opponent throws at it while fueling effects, an Ancient Ruins for half the cost that can also revive Gol'gar, and a field-wipe every turn. Really, the ONLY way to kill it is to fling a monster with 2800+ ATK onto the field quickly and run it over, which can be difficult to do, and even more so when the Alien player can keep recycling Fiendish Chain to block attacks.

 

I was hoping that this card would not go in the same direction as Gol'gar did with its Abuse & Reuse mechanic since, as I said, it lets you play the same cards over and over for more plusses than CotH/Fiendish/whatever was designed for. It's fun to do this, yes, but reviving 3+ monsters with the same CotH is just crazy. Plus, bouncing cards is already Gol'gar's thing, and it's already really powerful. A more advanced version really shouldn't exist since you really do get to Compulse every single card your opponent has that can be targeted. It might not be able to go off during your opponent's turn like CED can, but it's still really potent against things like Midrash and generally any Extra Deck monster, and that's just bouncing your opponent's cards. Did I forget to mention that it's a field wipe every turn that is immune to everything but battle destruction?

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Gol'gar play on CotH, FC, and Safe Zone isn't even abuse.  It's simply playing.  Abuse is Infernities going first and activating Soul Charge and Searching Break x3 and Barrier and SS's Beetle and the Lavalval Chains D:

 

If Konami makes cards they might as well make cards that support what Gol'Gar does.  If not they'll have to make a lot of cards for Aliens to fix their "correct" playing style.  So I don't see why making this card in Gol'Gar's image would be a bad idea.  

And the immunity effect is guess is a little OP granted the ATK... Perhaps if it was at 2500 ATK it would be more fair...
Or if the immunity effect only worked while it was in DEF mode.   

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