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Thy next foe is... (Shadow Of The Colossus)


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For funsies.

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[spoiler=Cards]

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Raise thy sword by the light...
and head to the place where the sword's light gathers...
There, thou shalt find the colossi thou art to defeat.
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Thy next foe is...
In the seaside cave...
It moves slowly...
Raise thy courage to defeat it.
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When this card attacks; after the damage step, change this card to Defense Position.
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Once per turn, this card cannot be destroyed by battle.

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If this is the only monster on your side of the field, it can attack directly.

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This card gains 300 ATK for each card in your Spell/Trap card zones.

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When this card attacks, inflict 500 damage to your opponent.

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Any effect damage you take is reduced to 0.

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If you already control a monster, and you have not Summoned this turn, you can Normal Summon this card (in face-up Attack Position or face-up Defense Position) without Tributing. This card's battle position cannot be changed, except by card effect. Once per turn, during your Standby Phase, you can change this card's battle position, then inflict 800 damage to your opponent's LP.

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FLIP: This card gains 400 ATK. If this card attacks a face-down Defense Position monster, inflict piercing damage to your opponent. When this card is sent to the Graveyard, you can destroy 1 Set card on the field.

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Each time monster is Summoned (including this card's Summon), you can flip a coin and call it. If you call it right, your opponent loses 700 LP. If you call it wrong, you lose 500 LP.

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Neither player can Set monsters. If a Lvl 3 or lower monster is Summoned, change it to face-up Defense Position.

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1 Tuner + 1 or more non-tuner EARTH monsters
If all monsters in your Graveyard are EARTH, you can Special Summon this card using an EARTH monster instead of a Tuner. Once per turn, you can halve this card's DEF to halve the ATK of 1 face-up monster on the Field, until the End Phase.
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You can Normal Summon this card without Tributing. If you do, it's Lvl becomes 3 and it cannot activate any effects. If all monsters in your Graveyard are EARTH, you can Banish 1 EARTH monster from your Graveyard, all EARTH monsters you control become Lvl 8, until the End Phase. You cannot Special Summon monsters this turn, except for EARTH monsters.
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This card is treated as a Normal Monster while face-up on the field or Graveyard. While this card is face-up on the field, you can Normal Summon it to have it treated as an Effect Monster with this effect:
*Once per turn, you can discard 1 card, return all Spell and Trap cards on the field to their owner's hands, then target 1 monster on the field and have it gain Levels equal or under the amount of cards returned by this effect.
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(Malus)

3 or more Lvl 8 monsters
You can use Lvl 5 EARTH monsters either player controlsl as Xyz materials as well. When this card is Xyz Summoned successfully, destroy up to 3 Spells/Traps on the field and inflict 400 damage to your opponent for each. This card's effects change depending on the amount of monsters used for the Xyz Summon:
2+: This card gains 100 ATK for each EARTH monster in your Graveyard.
4+: This card gains 200 ATK for each EARTH monster in your Graveyard. You can banish 1 EARTH monster in your Graveyard, change the battle position of 1 monster on the field.
6+: This card gains 200 ATK for each EARTH monster in your Graveyard. Once per turn, you can target 1 monster you control; destroy it, then this card gains ATK equal to half the destroyed monster's ATK, until the End Phase.
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Both players must pay 800 LP to Special Summon a monster(s), except for EARTH monsters.

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Keep in mind that if you're posting 10+ cards, place them in spoiler tags, so they do not cause page lag.

(I have already placed them in there for you)

 

[spoiler=Review]

1. Valus and Quadratus are Vanillas; nothing much to say for them, other than they have good enough stats for their Level.

 

2. Gaius is essentially a quick beater that forces itself to Defense Position after it strikes.

Hmm, you could run this in Skill Drain.dek or something if you really want an easy beater.

 

3. Phaedra can't die once per turn; it'll survive two attacks but that's about it.

Do note that a lot of common monsters can breach its 1600 DEF shell (or most certainly its 1100 ATK otherwise).

 

4. Avion is a free 1500 direct attacker if you don't have anything else. It's not bad and can certainly pose a legitimate threat if given the right S/T support.

 

5. Barba is a simple stat booster, and is reliant on your S/T zone cards.

At best, it can hit 3700 (assuming ALL of your S/T zones are filled, as are your Pendulum Zones and you have a Field Spell out).

 

However, I must note that unless these cards are meant to have heavy backrow support, I do not see this getting too powerful.

 

6. Hydrus burns every time it attacks the opponent. Hmm, it's minor damage and triggers regardless if this card fails to destroy something, or is killed in a suicide attack.

Suppose you can use this to pick on monsters that can't die in battle.

 

7. Kuromori negates burn damage for the most part. Aside from Chain Burn, most Decks don't necessarily utilize burn. 

Although yeah, it does negate any self-inflicted burn damage on you (as with the D/D Contracts and some other stuff).

 

8. Basaran allows you to NS it without Tributing if you have another monster out, but you can't change its battle position except via effect.

Although if you use its effect, opponent gets burned.

 

9. Dirge can become a 2300 ATK monster, but ONLY if it can survive a turn in face-down Defense Position (or you flip it up yourself).

Otherwise, it can pop a face-down on the field and non-targeting removal at that.

 

(This means that even if an intended target is no longer valid, you still get to take something out; although it also affects you though).

 

10. Celosia is one of those luck-based cards that triggers whenever a monster is summoned. Call it right; opponent gets burned, otherwise you get hit. I suppose this could work as a sort of anti-swarm measure, provided you are lucky and get the coin tosses right. Although like a lot of things, it can be run over rather easily.

 

11. Pelagia screws with Rocks, Flip Effect decks like Shaddolls/Ghostricks and a couple other things. This means that players are going to be forced to summon stuff in Attack Position, although it makes Level 3 and lower go to Defense Position, which does screw up a few Decks.

 

12. Phalanx essentially breaks the usual Synchro Summon thing if you have only EARTH monsters in the Graveyard; you NEED a Tuner to make Synchros. Otherwise, it essentially becomes a more restricted + Graveyard oriented Contact Fusion (or similar to early concepts of Xyz Monsters pre-ZEXAL). Yes, XX-Saber Gottoms breaks the non-Tuner part to an extent, BUT at least he requires a Tuner.

 

Given the Deck's mechanics, you'll essentially be given free reign to make this card without the necessary Tuner (which is Celosia).

Nothing's stopping you from using the two Vanillas to make this.

 

Effect-wise, the ATK halving thing is fine, but unless you can destroy said monster quickly; you just weaken this card's DEF for the opponent to kill it.

Can probably recommend you make it permanent though.

 

13. Cenobia sets up for that Xyz of yours (and every other generic R8 by default), provided you Tribute Summon it first AND have an EARTH monster to banish.

Otherwise, you can still use it for Synchro purposes

 

14. Argus is a Giant Trunade (with discard) on a 22.5/9 body that also boosts the Level of a monster on the field equal to the number of bounced cards.

However, it is a Gemini, and the mechanic is somewhat flawed though.

 

But, keep in mind that Gemini decks do have access to Supervise and a lot of other toys that give Geminis their effects from the get-go.

I suppose a discard would help to get GT off the ban list, but likely not. In the Deck's case, they probably won't care, since you can still discard stuff for Celosia to banish/trigger stuff.

 

15. OK, here we have your boss.

As he stands right now, a 3-mat Rank 8 that requires 4 monsters to really be of any threat.

 

To be rather fair, this card is restricted to EARTH Decks for the most part, and requires more mats than stuff like Felgrand Knight, Number 107, 23 and so on.

 

Although yeah, he can use your opponent's Level 5 EARTHs as well; in a similar vein to Chimeratech Fortress Dragon.

 

Personally, I'm not really fond of you having access to the opponent's monsters as well. Granted, there aren't too many Level 5 EARTH Decks, but nothing is stopping you from using DNA Transplant or something else to force monsters to be EARTH.

 

(At the moment though, only EARTH Decks that consistently use 5s are OOPArts/Chronomaly, but how relevant they are, probably not too threatening.)

 

At 3 mats, it powers up based on the amount of EARTH monsters in the Graveyard.

 

4 grants a stronger boost, and allows you to change the battle position of a monster on the field.

At 6, you get to blow up another monster you control + power up.

 

It's non-targeting though (its 4 effect) and can certainly add up if I read this correctly (at 6+, you can change the battle position of a monster, destroy another monster and get a massive power bonus).

 

Keep in mind though that you do lack effect protection, and effect removal WILL maim this card.

 

It has a lot of things going for it, but is it really worth all of the effort when generic Rank 8s with much effects are available, and can be made with half the effort needed here?

 

16. Forbidden Lands essentially punishes non-EARTH Decks from Special Summoning, and indeed there are a lot of them now.

 

To be fair, out of the relevant EARTH Decks that exist; Naturias, Gem-Knight, U.A., Qliphort won't care too much about the LP cost, along with some other things I'm not mentioning here due to their status.

 

Although it certainly won't stop players from NORMAL Summoning non-EARTH monsters, and certainly Spell/Trap removal is common.

 

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