Thomas★Zero Posted July 20, 2017 Report Share Posted July 20, 2017 Guard and Strike Quickplay Spell Card Target 1 Monster on the field, then, depending on who controls that monster apply the following effect until the End Phase that turn. * Monster you control: The targeted monster cannot be destroyed by battle or by card effects and all battle damage you take involving that card becomes 0. * Monster your opponent controls: The targeted monsters ATK is halved and all battle damage your opponent takes involving that monster is doubled. You can only activate 1 "Guard and Strike" per turn. So Guard and Strike acts as a powerful utility card where it can either be powerful protection for your monster or powerful offensive counter against your opponent while the card itself can only be activated once per turn to balance out the cards power for being both a powerful defence for your monster and a powerful counter to your opponents attacks. Link to comment Share on other sites More sharing options...
Octosquid Posted July 21, 2017 Report Share Posted July 21, 2017 I think this card's pretty useful but also not too powerful at the same time. I can imagine using something like this to protect an important monster from a raigeki or some once per turn destruction effect. The second effect makes it really versatile too since if your monster is attacked while in ATK position, you could activate it to protect it and potentially destroy your opponent's monster instead. You can even use it on the offensive to get over something problematic. There's plenty of ways to get around or counter this card too though, so I don't think it's overpowered. Banishing is pretty common nowadays, bouncing and Quaking Mirror Force are also a thing, and that "only once per turn" clause stops it from being spammable protection. Link to comment Share on other sites More sharing options...
nyctodarkmatter Posted July 22, 2017 Report Share Posted July 22, 2017 Have to say, I like this. I don't see it being used in a lot of decks since a lot of decks WANT their monsters to be destroyed nowadays (or their monsters have ways to counteract being destroyed). That second ability intrigues me, though. That can make or break a collision and I see that effect being the one most people use it for. The "once per turn" clause definitely balances it because there's no way you're saving your field and most of the time, you're only saving one monster no matter which effect you pick. Very good card, I'd be scared to see some of the strategies people come up with using this card. Link to comment Share on other sites More sharing options...
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