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Jack Knights and how to fix them


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Jack Knight of the World Scars
LIGHT Cyberse Link Effect Monster

Link Arrows: Bottom-Left, Bottom-Center, Bottom-Right
​ATK 3000/LINK-3
2+ "Jack Knight" monsters
While there are no other cards in the same column as this card, it can attack directly. If this card in the Extra Monster Zone does not point to a monster, it cannot be destroyed by card effects, also your opponent cannot target it with card effects. You can send 1 other card you control in the same column as this card to the GY; Special Summon 1 "Jack Knight" monster from your Deck in Defense Position. You can only use this effect of "Jack Knight of the World Scars" once per turn.

 

 

​So I have some things to say with this new Link Archetype, first my BIGGEST problems with them;
● Their "column play"  Summon condition is VERY situational and I think it relies to much on the opponent too work competitively, I mean the first time my opponent Special Summons a Jack Knight with its effect I'm gonna know how to play around that by being conservative on my board and forcing them into a corner by noting being able to swarm the field.

● Each Jack Knight (so far) is Level 5 and higher and that means this Archetype could run into the some of same problems as the U.A. not giving themselves enough room to make a lot of plays in a turn (oh and f*** the stupid F.A. cards they are insultingly bad). To be exact, there are 2 Level 5 and 6 monsters, then 1 Level 7 and 8 and with their own Summon conditions limiting how and ever where they Summon themselves they don't have a lot of flexibility.

 

 

​My solutions to this would be;
● A bare minimum of 2 Level 4 or lower monsters for the Archetype to give this Archetype flexibility but as far as their effects are concerned, we can all discuss that in the comments.

● I like their boss monster but I think they gave it to high a Link Rating for what they need right now I do understand its effects though, just give them 1 LINK-2 Link Monster with Bottom-Right and Bottom-Left Link Arrows, this gives them an easier to Summon Link Monster that can in conjunction with the Spells and Traps would help the Summon condition of the Jack Knights. Give this monster an effect that let's you Normal Summon the higher Level Jack Knights without a Tribute to a zone it points to so you don't have to rely constantly on their Summon condition and because of how many Level 5 and Jack Knights their are right now.

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I'd still keep my monsters in zones 1, 3, and 5 out from in front of either EMZ (we still don't have any Top-Left or Top-Right arrows in the game) with my S/T's in columns 2 and 4 to block this guy's direct attacks and keep my opponent from Summoning a Jack Knight using my columns alone. Can't go wrong with S/T's in zones 2 and 4 anyway, especially if you're not sure your opponent isn't playing this.   

 

This is a pretty fierce boss monster if they can get it out. Another reason to play Ningirsu the World Chalice Warrior for its sick non-targeting non-destroying removal, and it can be made with Gofu into Link Spider and Proxy Dragon the same way you'd make Decode Talker. I feel like Ningirsu's generic merits are pretty slept on. 

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I agree that they need some lower level monsters that maybe can Senet Switch around the Field, and then when they switch from 1 zone to another they have an effect, maybe one that searches.

 

Although I kinda like UA, so I don't know how I feel about your comments on them (It would be nice to have another LV 4 though)

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Although I kinda like UA, so I don't know how I feel about your comments on them (It would be nice to have another LV 4 though)

 

I wanted to like U.A. and I do they had a bounce-and-summon thing going on that could've been expanded on and their Warriors means they could've had access to ROTA and some other good warrior support, but Konami "dropped the ball" on them (yes you can hate me for making dumb puns).

 

But the F.A. are insulting, they're machines that rely on changing levels for really no other reason than their effects, and they don't even have an Archetype condition to be treated as U.A. so no synergy with them whatsoever, and maybe I should start another topic about "The Sad Story of the U.A." instead of talking about them here.

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https://forum.yugiohcardmaker.net/topic/366697-ocg-jack-knights-world-legacy/

 

Thread's still kinda recent, albeit dead for past few days. But you probably could've vented in there about them; also has the Main Deck stuff.

 

====

But yeah, right now, they do require prior setup (either on your end or the opponent conveniently having cards for you to trigger off of in a particular area); otherwise they brick hard due to no low Levels. The support cards aren't too bad (assuming you can actually get them out quick enough; Field is great). Since you mentioned U.A, those at least can bounce and have other stuff like Signing Deal to ease summoning (yes, and Midfielder as their lone Level 4, but that's partially digressing even if there are parallels).

 

[F.A. probably will get more support in CIBR, but that's better saved for its own topic]

 

There is an open slot between Crimson Lotus and Purple Dusk, but I do not believe it will be a low Level that helps them get early plays without relying on external support. 021 MIGHT, but idk. They'll probably release a Link 2 for them at a later time (maybe it'll be leaked later for this set, but take with grain of salt). Then again, them being high Levels is probably why this was allowed to be a Link 3 with that much ATK and no drawbacks. 

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https://forum.yugiohcardmaker.net/topic/366697-ocg-jack-knights-world-legacy/

 

Thread's still kinda recent, albeit dead for past few days. But you probably could've vented in there about them; also has the Main Deck stuff.

 

 

Just redid the title, but I wanted to talk about some of the problems with them so far and possible solutions to those problems.

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I suggest you play Silent Wobby in your Jack's Knight deck. It allows you to clog up your opponent's zones and help to Special Summon a Jack Knight.

If you're not doing Grinder Golem you're doing it wrong

Re: OT I mean yea all these problems are obvious, but it's not like we can do anything about it ROR

Also FA gaining levels is equivalent to them gaining speed every time you use the FA S/T, it's pretty neat TBH even if the cards suck

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Wait for all their support cards to be revealed; their World Legacy monster is still missing, for example.

Then I suggest to start embracing the idea that the World Legacy archetypes most likely won't be top tier material. Crawlers aren't, and World Chalice were close, but didn't make it; at least not with stuff like SPYRALs around.

Also keep in mind that shall they not play smoothly in the end, you can fall back on the insane hand-and-ED killing effect their Field Spell have, which may not be that difficult to set up with Field Spell support (Terraforming, Set Rotation, Destrudo-Fairy Dragon, etc.) and deck-thinning strategies including Trade-in, Swords of Seven Stars, Hand Destruction, etc.

 

Finally, don't forget obscure support they can get. For example, Teleport was mentioned in another thread by Sceptyr, which can help them a bit by letting you pseudo-Normal Summon a Knight and assists with fulfilling the column requirements to Special Summon a Knight with its own effect; the Spell can be made live by pairing it with the aforementioned Grinder Golem, and you can trade dead copies for a Knight with their Link Monster. Mausoleum of Emperor can help a bit too, especially with the Field Spell support available. Funnily enough, Mausoleum could also work with World Armor to enable its effects; paying 2000 LP for it won't be that nice, though.

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