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[Sakura 34K] Rinshōkaze the Sacred Floral Dragon


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Rinshōkaze the Sacred Floral Dragon

Level 11 | WIND | Dragon | Synchro | Effect

3400/3000

1 Tuner + 1 or more non-Tuner Synchro Monsters
Must be Synchro Summoned and cannot be Special Summoned by other ways. You can only use the 
 effect of this card's name once per turn. ① Cannot be targeted by an opponent's card effects. ② You can target up to 3 cards on the field and/or in the Graveyards; shuffle those targets into the Deck, then you gain 600 LP for every card shuffled into the Deck this way. 

 

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IMG Credit:

 

https://vignette2.wikia.nocookie.net/cardfight/images/2/28/Sacred_Tree_Dragon%2C_Jingle_Flower_Dragon_(Full_Art).png/revision/latest?cb=20150220111739

 

(Yes, I borrowed artwork from Vanguard, but it was the closest to what I had in mind for the card.)

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[spoiler=You know what this is by now]

Skipping the fact this is for my 34,000th post, idea was to make another Level 11 Synchro because seriously, Star Eater is the only one in here. (Had to do some searching on what other Synchros of equivalent Level do, so I don't blatantly outclass them. Out of fairness, Star Eater just prevents the opponent from chaining to its summon and/or when it strikes.)

 

That being said, new mechanics mean that unless you plan on Link Summoning to extend plays, your ED monsters need to either be ladder material or outright good enough to warrant taking that sole ED slot.

 

I debated on giving it some form of effect immunity, because hell know how much removal effects are common (I'm looking at you, Drancia and other triggers), but voted against it considering the effects it has now are potent enough. Actually, I was just going to let this have its effect protection and then the bouncing effect.

 

Bouncing effect is intended to either retrieve stuff from the Graveyard on your end, retrigger stuff like NS-only activations and/or deal with opposing monsters in the EMZ / linked monsters. LP bonus is intended to give you some points back to make big plays when needed (because yeah, running stuff like Notice/Strike take chunks out of you); also partial flavor from the CFV card I based this on.

 

I am aware that the negation effect is cliched for bosses, but considering the effort you're going to need to make this (even more than Star Eater), you need a way to deal with common forms of removal after getting onto the field.

 

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Also, rinshōkaze (林鐘風) translates to "forest bell wind"; which again, is partially derived from the original name of the CFV card I borrowed from, and this card's Attribute. 

 

You guys know what to do with this.

Reps will be given for those of you who give a proper review under Advanced Clause.

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Thing is, this really isn't too difficult to summon. Hell, this thing is WIND so it's actually just a joke.

 

And even if it were, it is ludicrously powerful, especially considering the relatively small investment. You gave it a free negation, which works on anything, and to top it off it banishes the thing it negates, stunting the opponent's plays even further.

 

It's first effect is arguably even more broken. Let's compare it to Firewall Dragon. Now, Firewall has the perk of being spell speed 2, but other than that it is just blown the hell away. Being able to get back 3 cards for absolutely free completely negates any illusion of this card requiring significant resources (which, I may reiterate, it actually does not) by getting back whatever you may have used. allowing you to push for further plays.

 

The most ridiculous part is how these two effects work in tandem, paired with the fact that neither of them have hard OPT clauses. After you summon the first, its effects gives you the resources you need to summon another, which in turn may even push you toward fielding a third. That's 3 free negations of whatever you want, banishing their targets, every turn.

 

Not to mention that you get back 9 freaking cards on your next turn, because sure that's fine.

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(Because it is a literal pain to update the picture itself, just use the written data underneath for any fixes and whatever)

 

I got rid of the negation effect and replaced it with targeting protection (I am leaving off the destruction one). Additionally, the return effect has been modified to be a hard OPT. I underestimated the capacity for Decks to make this card, even with the requirements being as they are. I would make it Level 12, but then we have Quasar stuff to deal with, despite being slowed by the new mechanics. 

 

As it stands now, should be okay now since you can't spam it more than once per turn, even if you can manage to summon multiple copies. However, I'll look it over and revise it as needed. 

 

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I may need to test run, but I've already mentioned several times in the past why I can't really do so.

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I see one issue:

 

You can target up to 3 cards on the field and/or in the Graveyards; return those targets to the hand, then you gain 600 LP for every card shuffled into the Deck this way.

 

I can just see someone returning solem strike, bottomless traphole, and the huge revolution is over before saying "come at me bro, if you can"

 

Or they could take twin twisters, soul charge, and raigeki for ridiculous card advantage potential.

 

I'm guessing it was supposed to say 3 monsters so you can't return spell/trap cards?

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"You can target up to 3 cards on the field and/or in the Graveyards; return those targets to the hand, then you gain 600 LP for every card shuffled into the Deck this way."

Which is it? If it is returning to hand this is pretty insane because of the possible recursion and pluses. I feel like this is a little more powerful than if it is the latter, where it feels like Castel on roids ;). 

Lvl 11 Synchros definitely need another member, and I like that it is a presumably big commitment power play [if only there wasn't a Kaiju for it :( ] It is funny how if you changed the attribute it would suddenly become much harder to make! Haha

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I originally planned on having the cards shuffled into the Deck, hence why I forgot to correct the LP gaining effect to reflect that. But changed it to just shuffle back into the Deck as per the original idea. While you can still recycle the aforementioned cards, you have to actually draw them now. As much as I want to see if I can remove the hard OPT, I think it's better if I don't. 

 

Shuffling monsters only wouldn't be too bad either.

 

After reading over the comments you guys gave, I'm yelling at myself "Sakura, why the hell did you not proofread it several times over before posting this?" I think I tried too hard to make this worth the ED spot in Link format, and ended up pushing it over the edge. (Should've kept it as shuffling into the Deck).

 

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To clarify, it was originally "shuffle into the Deck" (and currently is).

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