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Blind Sider


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Guest BGMCANN0N

Blind Sider
WIND
✪✪✪ (Level 3)
[Thunder/Tuner/Effect]
ATK/ 1600 DEF/0

When your opponent would activate a card or card effect that would negate the activation of card or card effect, or negate the Summon of a monster(s) : You can send this card from your hand to the GY; negate the activation, and if you do, destroy that card (This effect can be activated in response to the activation of a Counter Trap Card).

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Yeah...I think there's some conflicts in how this card actually works out in application due to this card being a lower Spell Speed than Counter Traps and normally being unable to negate it. (Negating non-Counter cards isn't an issue so you're fine.) But if we use the assumption that the card overrules certain rules like that, then yeah, Counter Fairies are screwed over, anyone using the Solemn traps can't do nothing and so on. To be fair, think the only non-Counter Trap card that does negate summons is probably Halberd Cannon (unless they got other cards that do the same thing after 5Ds; I do not recall any).

 

Either way, card still works (but yeah, it is outclassing a ton of stuff right now if it is possible).

 

Hopefully I don't need to make a ruling query with evilfusion, as I have been PMing him lately about other stuff and he's probably not reading PMs after a while.

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An pseudo spell speed 4 counter against counters, and activable from the hand... this is too good IMO, and I don't support a card like this. Remove the spell speed 4 and it should be fine: that way it can still stop plenty of stuff like the Ghost Tuners, Stardust, Merkabah, etc. without overpowering Counter Traps and the spell speed 3 that makes them appealing.

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An pseudo spell speed 4 counter against counters, and activable from the hand... this is too good IMO, and I don't support a card like this. Remove the spell speed 4 and it should be fine: that way it can still stop plenty of stuff like the Ghost Tuners, Stardust, Merkabah, etc. without overpowering Counter Traps and the spell speed 3 that makes them appealing.

It's not Spell Speed 4. That term refers to cards with a Super Polymerization clause of "Cards and and effects can't be activated in response to this card's activation" or something along those lines. And it can't stop any of the Ghost Tuners, since Ghost Ogre destroys rather than negates, the DARK one just banishes from the Extra Deck, and Ash Blossom negates effects, not activations.

 

Obviously this belongs in Experimental Cards if it can chain to Counter Traps, but I'd wager that it's just a Spell Speed 2 effect that can happens to have text that allows it to chain to Spell Speed 3 effects. It could stay out of Experimental if was changed so that it didn't activate. Something along the lines of:

 

If the activation of a card or effect would be negated, or if the Summon of a monster would be negated, you can discard this card instead.

This would for sure make it stronger, but f*** negation. It's not really any better than baiting it out with Raigeki/Twi Twi/Chalice etc

 

However, the strongest part of this card, imo, is that it's a Recycling Batteries target. Change that.

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It's not Spell Speed 4. That term refers to cards with a Super Polymerization clause of "Cards and and effects can't be activated in response to this card's activation" or something along those lines. And it can't stop any of the Ghost Tuners, since Ghost Ogre destroys rather than negates, the DARK one just banishes from the Extra Deck, and Ash Blossom negates effects, not activations.

 

Ah, right, it's pseudo spell speed 3, not 4, and won't stop any of the Ghost Tuners, not even Ash as I thought it would since I misread the card as being capable of negating any negation effects.

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I like it. It reminds me of Counter Counter and Tatakawa Knight in the fact that it negates, it's a hand trap, and it's supposed to be Spell Speed 3. And someone already mentioned it's a Recycling Batteries target, so the recovery's there. However, given the change in its ATK, while you can't re-use this, you can still add this card via Thunder Sea Horse. I'd say it's fine though, given how this would usually only go off if your opponent activates Solemn Strike. The power's there, but not too much that would set it off that would cause a problem for your opponent in the game.

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