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Oily Coat


Guest BGMCANN0N

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Guest BGMCANN0N

Oily Coat

[Equip Spell]

 

Apply this effect, depending on the Attribute of the monster it is equipped to:

  • WATER: The equipped monster cannot be targeted by card effect or by battle, except by FIRE monsters.
  • FIRE: The equipped monster's original ATK is doubled. During the End Phase: Destroy the equipped monster.
  • All other Attributes: Once per battle, before damage calculation, if the equipped monster battles an opponent's monster: Change the battle position of your opponent's battling monster, and place 1 Oil Counter on it. When the equipped monster battles a FIRE monster, after damage calculation, destroy the equipped monster and all cards that have an Oil counter(s) on them.
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Using relevant Decks:

  • WATER: Dinomists might enjoy the added protection, but if I remember correctly, the protection sort of conflicts. Guess the bosses could use it, but iffy on that. Nekroz (if the banlist hasn't defanged them badly) might appreciate not getting popped by common removal and all. Don't know how well Graydles can keep stuff going, but the protection is nice for WATER decks. Yeah, you have to deal with stuff like in the below bullet, but that's about it. 
  • FIRE: Uh, 5600 ATK double piercing Orihulk much, then blow up something afterwards? But yeah, Igknights (still relevant?), Metalfoes and a few other things (Fire Fists are one of the few things coming to mind in terms of relevant stuff) can go for OTKs if they want to.  
  • Rest of everything: Good enough for softening stuff up, I guess. Out of the stuff in the above list, I think only 1-2 common FIRE decks are even here that would blow everything up. There is the option of hitting generic ED to do it, yes, but that's somewhat dependent on the opponent having something to trigger it. Or you can just change the Attribute yourself, but sounds like more work just to have the opponent blow up (and possible recur their resources). 

So yeah, this is pretty much dependent on FIRE monsters existing to do a lot of things; WATER gets a pretty nice deal here with protection, FIRE can OTK (potentially) and everything else...gets to soften up opposing monsters (the last part makes sense flavor-wise).

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Well, you're not going to see FIRE monsters used that often, so the WATER protection effect is pretty nice for stuff like Mermail.

 

The FIRE effect is rather lackluster, as most FIRE archetypes/Decks like Igknight, Metalphosis, and Brotherhood of the Fire Fist don't need ATK as much as things such as consistency, speed, or staying power.

 

The last effect is okay.

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