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[12/?] Rattlers: Rocks Resurface! (dat alliteration doe) [Written]


Snatch Steal

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~As always, likes for reviews~

 

Description: Rattlers attempt to send their monsters to the graveyard and subsequently banish those monsters. This allows them to work in conjunction with Megarock Dragon due to their banish effects and constant grave filling. However, unlike most grave-centric decks, Rattlers can actually potentially fight off (or even use) macro cosmos and the like.

 

[spoiler=Monsters]

 

Psychic Geomancer

Level 3 LIGHT
[Psychic / Effect]
You can use the ② effect of “Psychic Geomancer” once per turn, during either player’s turn.
①: This card is also treated as a Rock-type monster while in your Graveyard, or while it is Banished. ②: You can Banish this card from your Graveyard, then target any number of your Banished Rock-type monsters; shuffle them into the deck, then draw 1 card.
ATK 1500 / DEF 1200
 
Rattler Pouncer
Level 1 FIRE
[Rock / Tuner / Effect]
You can only use each effect of “Rattler Pouncer” once per turn, respectively.
①: When this card is summoned: You can send 1 “Rattler” monster from your deck to your Graveyard. ②: When this card is Banished: You can target 1 level 3 or lower Rock-type monster in your Graveyard, or that is Banished (except this card); Add that target to your hand.
ATK 900 / DEF 100
 
Rattler Crawler
Level 2 EARTH
[Rock / Tuner / Effect]
You can only activate the ① and ② effects of “Rattler Crawler” once per turn, respectively.
①: When this card is sent to the Graveyard: You can add 1 “Rattler” card from your Deck or Graveyard, or that is Banished, to your hand, except “Rattler Crawler”. ②: During your Standby Phase, while you control no monsters: You can Banish 1 Rock-type monster from your Graveyard; Special Summon this card. 
ATK 200 / DEF 1100
 
Rattler Glider
Level 3 WIND
[Rock / Tuner / Effect]
You can only activate the ① and ② effects of “Rattler Glider” once per turn, respectively.
①: When this card is Banished: you can Special Summon 1 Rock-Type monster from your deck, but its effects are negated, also Banish it when it leaves the field. ②: You can tribute this card, then target 1 Rock-type monster you control; other monsters you control cannot attack this turn, also that monster can attack your opponent directly.
ATK 1500 / DEF 1000
 
Rattler Skimmer
Level 4 WATER
[Rock / Tuner / Effect]
You can only activate the ① and ② effects of “Rattler Skimmer” once per turn, respectively.
①: You can discard this card from your hand, then target 1 Rock-type monster you control; that monster cannot be targeted or destroyed by card effects until the end of this turn. ②: When this card is Banished: You can send 1 “Rattler” card from your deck to the Graveyard.
ATK 1600 / DEF 900
 
Rattler Lurker
Level 5 DARK
[Rock / Tuner / Effect]
You can only activate the ① and ② effects of “Rattler Lurker” once per turn, respectively.
①: While you control a “Rattler” monster: You can Special Summon this card (from your hand). ②: You can Banish this card from your Graveyard, then target 1 Rock-type monster you control; shuffle 1 face-up card your opponent controls into the deck, then banish that monster. 
 

 
[spoiler=Spells]
 
Rattler Excavation Site
[Field Spell]
You can only use the ② effect of “Rattler Excavation Site” once per turn.
①: When this card is activated: You can return all Banished “Rattler” monsters you own to the Graveyard. ②: You can target 1 “Psychic Geomancer” in your Graveyard; Shuffle it into the deck, then add 1 Rock-type monster from your deck to your hand. ③: Rock-type monsters you control cannot be targeted by card effects.
 
Rattler Blessing
[spell Card]
You can only use the ① effect of “Rattler Blessing” once per turn.
①: Banish 1 “Rattler” monster from your deck. ②: While you control no monsters: You can banish this card from your Graveyard; Special Summon 1 of your Banished Rock-type monsters.
 
Rattler Call
[Quickplay Spell]
You can only use the ① effect of "Rattler Call" once per turn.
①: Special Summon 1 "Psychic Geomancer" from your deck, but banish it during the End Phase. 
 

 
[spoiler=Trap]
 
Rattler Mine
[Trap Card]
①: When this set card is destroyed: Destroy all Spell/Trap cards on the field. You must control a Rock-type monster in order to activate and resolve this effect. ②: While you control no monsters: You can banish this card from your Graveyard; Special Summon 1 of your Banished Rock-type monsters.
 

 
[spoiler=Extra]
 
Rattler Meteor
Level 4 FIRE
[Rock / Synchro / Effect]
1 Rock-type tuner + “Psychic Geomancer”
When this card is summoned: You can destroy all cards on the field, then inflict 100 points of damage to each player for each card destroyed by this effect. You can only summon 1 “Rattler Meteor” per turn.
ATK 1800 / DEF 1400
 
Rattler Punisher
Level 8 DARK
[Rock / Synchro / Effect ]
1 Rock-type tuner + “Psychic Geomancer”
When this card is summoned: You can banish 1 Rock-type monster from your graveyard; set 2 face-up cards on the field. You can only summon 1 “Rattler Punisher” per turn.
ATK 2800 / DEF 1000
 

 
Strategy and Support: Obviously, the cards focus on getting themselves in grave in order to be banished and activate their effects. The main goal is to summon Megarock Dragon, who could potentially reach whopping ATK with the number of Rocks in your graveyard, and the cards banished with this effect can all help out. Gold Sarcophagus could be used for an early game plus for no reason, while rock support cards like Fossil Dyna can be searched.
 
Lore: Well, if it weren't obvious, the deck models a fossil dig. "Psychic Geomancer" draws from Geomancy, a form of Divination where one utilizes the earth to predict future events. 
 
Edits: Added "Rattler Meteor," "Rattler Punisher," and "Rattler Call".
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You need to add the Attack and Defense for some of these monsters.

 

Rattle Pouncer: I give this card a 5 out of 5. The send a Rattler to the graveyard means 700 more attack for Megarock Dragon, and even when that Dragon is on the field, there’s still some use for this guy- getting a rock type monster back to the hand from the graveyard or banished zone.

 

Rattle Crawler: 5 out of 5 for this one too. Nice synergy with Pouncer. Use Pouncer to send Crawler to the graveyard to get whatever Crawler monster you desire to your hand. The second effects is nice, but you have to clarify where Crawler is special summoned from. I would assume graveyard, but I don’t know.

 

Rattle Glider: And I think I just found what Crawler synergizes with. Banish Glider through Crawler’s effect for whatever monster you wish and then you have Crawler, a tuner, and another monster, hopefully a non tuner, so you can synchro. Also, can protect your Megarock Dragon, or allow for some quick damage, and a convenient way to get this thing to the graveyard. I give this a 5 out of 5

 

Rattle Skimmer: The self discard to protect is helpful for when you’ve got your Rock type boss monster out and want to push forward. The milling effect is okay, but since the effect isn’t as versatile as pouncer’s it isn’t as good. Not completely worthless, but there are only so many ways to banish a monster, and Glider is generally the one I’d want to banish. I give this a 3.5 out of 5. It has its uses, but it isn’t irreplaceable.

 

Psychic Geomancer: Nice recycling effect for when Megarock Dragon does its thing. A solid 4 out of 5

 

Rattle Lurker: Well, an easily summoned monster is rarely a bad thing, but Lurker is kind of awkward. All the rattlers are tuners and of different levels, so you can’t synchro or XYZ with him. He isn’t a boss monster in of himself. The only play I can think of doing with him involves special summoning him after crawler has activated his effect through banishing glider, and the Rock type you summon is level 5, leading to a level five XYZ play. This card’s in grave effect is more useful, so I give this card a 3 out of 5.

 

Rattler Excavation Site: The first effect is not always useful or desired, but then again, you wouldn’t play this card when you need stuff in the banished zone, and it brings banished cards back into play so their effects can be used again. The second effect is pretty useless, since you’d almost never keep your Psychic Geomancer in your graveyard, you’d likely have it banished by now, unless this is right after the first effect. The third effect is really useful. I give this card a 4 out of 5.

 

Rattler Blessing: A decent searcher for this deck. 5 out of 5, this deck needs some special summon power.

 

Rattler Mine: First effect, a more restricted heavy storm. Decent enough, though there doesn’t seem to be too many reliable ways to destroy this card. Second effect is the same as Rattler Blessing’s second effect. 4 out of 5, has its uses, but not as good as blessing.

 

Overall, I’m impressed by the synergy this deck has. Everything works together to fill the graveyard, and you’re rewarded for banishing these cards. And there’s recycling to ensure that you can keep up the pressure. My only criticism is that it is too slow, and it doesn’t have any really great power plays, but overall, I’d say this deck is an 8.5 out of 10.

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[spoiler=Review]You need to add the Attack and Defense for some of these monsters.

 

Rattle Pouncer: I give this card a 5 out of 5. The send a Rattler to the graveyard means 700 more attack for Megarock Dragon, and even when that Dragon is on the field, there’s still some use for this guy- getting a rock type monster back to the hand from the graveyard or banished zone.

 

Rattle Crawler: 5 out of 5 for this one too. Nice synergy with Pouncer. Use Pouncer to send Crawler to the graveyard to get whatever Crawler monster you desire to your hand. The second effects is nice, but you have to clarify where Crawler is special summoned from. I would assume graveyard, but I don’t know.

 

Rattle Glider: And I think I just found what Crawler synergizes with. Banish Glider through Crawler’s effect for whatever monster you wish and then you have Crawler, a tuner, and another monster, hopefully a non tuner, so you can synchro. Also, can protect your Megarock Dragon, or allow for some quick damage, and a convenient way to get this thing to the graveyard. I give this a 5 out of 5

 

Rattle Skimmer: The self discard to protect is helpful for when you’ve got your Rock type boss monster out and want to push forward. The milling effect is okay, but since the effect isn’t as versatile as pouncer’s it isn’t as good. Not completely worthless, but there are only so many ways to banish a monster, and Glider is generally the one I’d want to banish. I give this a 3.5 out of 5. It has its uses, but it isn’t irreplaceable.

 

Psychic Geomancer: Nice recycling effect for when Megarock Dragon does its thing. A solid 4 out of 5

 

Rattle Lurker: Well, an easily summoned monster is rarely a bad thing, but Lurker is kind of awkward. All the rattlers are tuners and of different levels, so you can’t synchro or XYZ with him. He isn’t a boss monster in of himself. The only play I can think of doing with him involves special summoning him after crawler has activated his effect through banishing glider, and the Rock type you summon is level 5, leading to a level five XYZ play. This card’s in grave effect is more useful, so I give this card a 3 out of 5.

 

Rattler Excavation Site: The first effect is not always useful or desired, but then again, you wouldn’t play this card when you need stuff in the banished zone, and it brings banished cards back into play so their effects can be used again. The second effect is pretty useless, since you’d almost never keep your Psychic Geomancer in your graveyard, you’d likely have it banished by now, unless this is right after the first effect. The third effect is really useful. I give this card a 4 out of 5.

 

Rattler Blessing: A decent searcher for this deck. 5 out of 5, this deck needs some special summon power.

 

Rattler Mine: First effect, a more restricted heavy storm. Decent enough, though there doesn’t seem to be too many reliable ways to destroy this card. Second effect is the same as Rattler Blessing’s second effect. 4 out of 5, has its uses, but not as good as blessing.

 

Overall, I’m impressed by the synergy this deck has. Everything works together to fill the graveyard, and you’re rewarded for banishing these cards. And there’s recycling to ensure that you can keep up the pressure. My only criticism is that it is too slow, and it doesn’t have any really great power plays, but overall, I’d say this deck is an 8.5 out of 10.

Thanks, I'll be sure to make these changes.

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Oh God, it grew to 12 (Inches). It was originally 9 (Inches) too. D=

 

Yeah, I had to pull the innuendo, lol. XD

 

NOTE: I do not bother to read the reviews of others. Forgive any repeats in case it occurs.

 

Geomancer: So, an interesting effect. Because it is treated as a Rock-Type monster in the Graveyard, it can cycle itself back when you use the second effect. Of course, since it is limited by a hard OPT, and probably would work best in a Rock deck, then there should be no fear of abuse. This card should be fine, but I'll take a second look at it after I finish the set. A valid target for E-Tele as well.

 

Pouncer: A Level 1 Rock-Type Tuner? Time to add that limited copy of One for One. The first Foolish Burial effect does have to be setting up something, and because it is archetype specific, and the second effect looks to be cycling your Rock-Types. Nothing wrong with this card either.

 

Crawler: Here we go. Now I'm starting to see where the combo is going with this card. Pouncer sends Crawler, and then Crawler adds another Rattler. Also, since the secondary effect can banish Pouncer, it gives you another add as well as a Level 2 Tuner on the field. Nice combo here.

-Gives Yuuji's thumb of approval-

 

Glider: Holy crap, another Tuner? Well, since you can splash more Rock support cards into this archetype, I guess it is to be expected. Great job for making a really generic Rock archetype though. The first effect is... Whew. I'm Imagining someone just dropping a Pot of the Forbidden with this effect, although Granmarg the Mega Monarch is the best choice. The second effect is more interesting, because you can sack it to have a monster attack directly. Used with Megarock Dragon, this card is very potent in conducting an OTK. Of course, all of this requires set-up, which gives your opponent a chance to fight back. This one is fine too.

 

Skimmer: Gasp. A Level 4 Rock-Type Tuner. Well, the first effect is handy as a hand trap in case your opponent activates something nasty. Pretty much a Forbidden Dress that you can play from the hand. It can also be useful in performing the combo with Glider for an OTK, because you can protect your monster in case they activate some sort of nasty effect to remove your monster. The second effect, of course, speeds up the engine and can be used with Crawler. 

 

Lurker: Missing the stats, but can be very deadly. I presume you know about Ultimaya Tzolkin? This card could make summoning it very, very easily. Of course, Tzolkin sets up the Summon of Phantasmal Lord something... Stronger version of it. Trust me, that card is a jabroni, especially if you don't have removal set up or effect negation set up. I'm not sure about the reason you kept this card at a Tuner, but i suppose it can help getting out generics like Cloudcastle and Giganticastle. I'd look more into this card, because being a easy to Summon Dark Tuner that is Level 5 might cause problems.

 

Excavation: Oh boy, 2x Megarock Dragon at once with this card. Has to work specifically with a single card, but it can be expected as Geomancer is fairly easy to drop into the Graveyard. Then again, it can add itself after shuffling back into the deck, lol. The third effect is something special too, because giving all of your Rocks high level Kozmo non-targeting is quite powerful. No float effect, but that is to be expected for a card with various power effects.

 

Blessing: Pfft. Lol, it's a Foolish Banishment (Get it? Not funny? ;_;) that triggers a lot of the Rattler monster's effects. The second effect is rather powerful, and I think you should also put a hard OPT on it as well. After all, you can jump out a 2800 ATK beater if you managed to banish Mega Granmarg. Otherwise, it's a fine card, but the second effect is a little troubling. Maybe test this archetype out, and see what happens if you can maintain a 2800 on the field. 

 

Rattler Call: Lol wut. Another archetype specific card, and acts as basically a E-Tele... Well, since this card is kind of the glue of the deck, I guess that is to be expected. It's certainly a unique archetype, lol. I'm pretty interested to see how they would function.

 

Rattler Mine: Ah, very smart to require a Rock-Type monster to activate this effect. Utilize Granmarg to pop the card, and then nuke all the S/T's on the field. Very, very likeable. The second effect is a little of concern, because there's no hard OPT on it like blessing. The thing is, because Black Rose Dragon is a viable generic synchro to use, you can nuke your opponent's field and have a large supply of Rocks to summon. (Mainly Granmarg or to perform another Synchro). However, because Mine is a Trap Card, this effect can also be resolved on your opponent's turn. I find this part to be a little worrying since you can keep Summoning a wall to protect yourself as long as you have banished rock monsters. Maybe Hard OPT it, maybe not, but it's all up to you.

 

Rattler Meteor: Oh... Well, the Summon requirement is pretty specific, but it really isn't hard to get out. Not only does it nuke everything, it also inflicts damage to both player. I'd only recommend the effect to be limited to Synchro Summoning, not whenever it gets Summoned though. This is because you can pretty much turn this card into a Wicked Eraser wipe with a simple COTH. The exciton effect might be a little too much, so maybe add an additional restriction. Remember how I said Mine can be resolved on your opponent's turn? It's a much OP version of Blaze Accelerator Reload when used in correspondance with this card.

 

Punisher: So, I'm guessing this card aims to Set every card on the field without targeting, making it a more OP version of Book of Moon. Again, I suggest limiting this effect by only being allowed to use it once, because whenever this card is Summoned, it can pretty much set everything on the field. That's a little troubling. 

 

Note: Both Extra Deck cards are missing stats.

 

Overall, this archetype has a lot of potential, and is very interesting. A few errors here and there, but there's a lot of potential and creativity for this set.

 

Final rating: 8.5/10.

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what the f*** good sir. of all the things you have ever said this is the cringiest thing of all.

Well, I'm aiming to be infamous here on YCM now. Otherwise, life is too boring if I continue to be a normal member. ;)

 

Time to start looking for more ways to start a fire... And orgies. =D

 

Btw, this will be my bonus review for you. After my first review and you make edits, this one serves to give you a brief second look through. Like the first post, I will be re-editing this one.

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Blessing: Pfft. Lol, it's a Foolish Banishment (Get it? Not funny? ;_;) that triggers a lot of the Rattler monster's effects. The second effect is rather powerful, and I think you should also put a hard OPT on it as well. After all, you can jump out a 2800 ATK beater if you managed to banish Mega Granmarg. Otherwise, it's a fine card, but the second effect is a little troubling. Maybe test this archetype out, and see what happens if you can maintain a 2800 on the field. 

 

Didn't think of granmarg in this deck.

Funnnnnnnnnnnnnnnn

 

Rattler Mine: Ah, very smart to require a Rock-Type monster to activate this effect. Utilize Granmarg to pop the card, and then nuke all the S/T's on the field. Very, very likeable. The second effect is a little of concern, because there's no hard OPT on it like blessing. The thing is, because Black Rose Dragon is a viable generic synchro to use, you can nuke your opponent's field and have a large supply of Rocks to summon. (Mainly Granmarg or to perform another Synchro). However, because Mine is a Trap Card, this effect can also be resolved on your opponent's turn. I find this part to be a little worrying since you can keep Summoning a wall to protect yourself as long as you have banished rock monsters. Maybe Hard OPT it, maybe not, but it's all up to you.

 

This is a cool combo tbh. I forgot about the whole Traps-Are-Quick-In-Grave, so that might be a good thing to do.

 

Rattler Meteor: Oh... Well, the Summon requirement is pretty specific, but it really isn't hard to get out. Not only does it nuke everything, it also inflicts damage to both player. I'd only recommend the effect to be limited to Synchro Summoning, not whenever it gets Summoned though. This is because you can pretty much turn this card into a Wicked Eraser wipe with a simple COTH. The exciton effect might be a little too much, so maybe add an additional restriction. Remember how I said Mine can be resolved on your opponent's turn? It's a much OP version of Blaze Accelerator Reload when used in correspondance with this card.

 

Punisher: So, I'm guessing this card aims to Set every card on the field without targeting, making it a more OP version of Book of Moon. Again, I suggest limiting this effect by only being allowed to use it once, because whenever this card is Summoned, it can pretty much set everything on the field. That's a little troubling. 

 

The thing is, Punisher doesn't set every card on the field, only two. Also, you can only summon 1 per turn of each of these. I can see Meteor being op, but Punisher just exists to get over stuff or not make them particularly useable.

 

Note: Both Extra Deck cards are missing stats.

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