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Densou Gijin Elekinesis / Electronic Transimulation Wattkinesis
Light Psychic / Effect
LV4 1800/0
(1) (Quick Effect): You can send this card from your hand or field to the GY, then target 1 monster your opponent controls; move it to another of your opponent’s available Main Monster Zones.


Mikiri no Gokui / Critical Timing
Trap Counter
(1) When your opponent activates a Spell/Trap Card, or monster effect, with the same name as a card in their GY: Negate that activation, and if you do, destroy it.

 

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https://ygorganization.com/secretseethroughtechniquealsoreedahee/

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Densou Gijin looks like it could be pretty useful in Jack Knights, and I guess potentially useful in other decks for screwing around with an opponent's Link Arrows but I really can't imagine it seeing that much play outside of that.

 

Critical Timing looks like a ton of fun, though. I imagine it'll be a staple in side decks since it's potentially devastating against certain types of decks.

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Yeah, that's somewhat of my thoughts on Elekinesis; least the one messing up Linked Zones and stuff. In the context of Jack Knights, yeah, might help to get a monster where you need it to summon them. Would need to see how that works out (whenever YGOPro and elsewhere gets them).

 

Critical seems nice though; even with the requirement on the GY, think most Decks nowadays usually have duplicates.

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Electronic Transimulation Wattkinesis (which btw is a silly name) would be much better if you could also move around your own, it is pretty limited in what you can do with it now. It does sound like it can move monsters from the Extra Monster Zone as well, so that could be useful to annoy Missus Radiant-like Link Monsters, and possibly to boost Decode Talker and such. Good stats, and Psychic is nice for Jack Knights, which is a Deck that may find some use with this card.

 

Critical Timing, I feel like I have seen this before, though either way, it's a decent card, though a bit risky to me since it may not see action right away.

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Is that Master Monk fighting the Legendary Jujitsu Master? That's a really nice, flavorful artwork. I wonder if more cards telling any story between them will be released in the future.

Effect-wise, looks good enough for casual, more grindy duels, but who knows, it may have a shot as a side-deck/meta call against milling-happy decks.

 

Not really impressed by the other card, however. I noticed that despite the possibility for its name to include "Watt", it is not Thunder-Type; with those stats and typing I get the vibe that there cards and/or decks that can take advantage of it, but nothing comes to mind besides Masked Chameleon.

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Not impressed by either, yea one can negate 2nd copies, but so what ? As for the other one ... at least it can be a worse ghost ash (turning summoning into adding) against Double Helix, it might get better later down the line, as for now all I can see it doing is row stacking for jack knights, making the blue one get its double search effect actually quite dependable.

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Yes! A hand trap that is searchable by Wattcobra!!!!!!!!!!!!!!!!!!

 

Shame it's comparable to Engraver of the Mark in utility. :(

 

I feel that the counter trap is mostly bad, but maybe comparable to Cursed Seal of the Forbidden Spell, in that if there's a card that your opponent relies on using multiple times for their entire deck to work, it could be good.

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looking at Critical Timing am curious to its ruling if in a case that your opponent activates a card effect that sends it to the grave to activate you be able to negate that cards effects since its in the grave where with the name clause Critical would meet the condition for to be activated?

 

Interesting question. Cannot think of any references nor rulings regarding this, and I don't know if there are any, but I lean towards no because by the time the card is activated, the copy isn't there yet so the condition for activating this card at that point is not being fulfilled, then when it gets the copy in the GY, the card was already activated, so it would be weird to take a step back and de-activate an already activated card with this Counter Trap.

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Branching off of Thomas' question, if a card's effect activates in the GY (let's use Sangan as an example), can you use Critical Timing to negate its effects since it technically has the same name as a card in your GY (since by the time of activation, it's a card in the Graveyard)?

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Branching off of Thomas' question, if a card's effect activates in the GY (let's use Sangan as an example), can you use Critical Timing to negate its effects since it technically has the same name as a card in your GY (since by the time of activation, it's a card in the Graveyard)?

 

Huh, according to the current text, it should be able to, but only on monster effects, because Spell/Traps Cards don't activate in the GY, their effects do, if that makes sense.

Still, that should make the card much better, since it can double as a half Debunk that doesn't banish the monster.

 

EDIT:

And now I'm not sure if you can use this card against a monster effect in the GY that banishes the monster itself from the GY as cost.

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Guest BGMCANN0N

Plz let me be spared from these pseudo Watt monsters that do nothing for the archetype. What was the last "Watt" monster: Wattsychic Fighter? Konami, how about another direct attacker that Special Summons a Watt monster from hand upon direct attack , a Watt hand trap that prevents a Watt monster from being destroyed by battle for a turn, or hell a more useful Watt Tuner to go into their Synchroes quicker? Why these generic Psychic monsters that just have Watt slapped to their name? ... Just Watt?

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Plz let me be spared from these pseudo Watt monsters that do nothing for the archetype. What was the last "Watt" monster: Wattsychic Fighter? Konami, how about another direct attacker that Special Summons a Watt monster from hand upon direct attack , a Watt hand trap that prevents a Watt monster from being destroyed by battle for a turn, or hell a more useful Watt Tuner to go into their Synchroes? Why these generic Psychic monsters that just have Watt slapped to their name? ... Just Watt?

It isn't meant to do anything with watts. It just happens to have the watt archetype in its name. Since watts have support, it would need to be preserved in translation, despite not really being the intent.

 

Think of it like Scarlight Red Dragon Archfiend. Is it Archfiend support? No, not really, but it has demon in its name, so boom, Archfiend.

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Guest BGMCANN0N

It isn't meant to do anything with watts. It just happens to have the watt archetype in its name. Since watts have support, it would need to be preserved in translation, despite not really being the intent.

 

Think of it like Scarlight Red Dragon Archfiend. Is it Archfiend support? No, not really, but it has demon in its name, so boom, Archfiend.

Still don't you feel like it is an insult to injury? Watts are one of those Decks that could use some legacy support by now. Cobra isn't enough clearly.

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Still don't you feel like it is an insult to injury? Watts are one of those Decks that could use some legacy support by now. Cobra isn't enough clearly.

No, I don't. If by "could use some legacy support" you mean "are awful and have nothing going for them in this day and age" then sure.

 

But this is like people getting mad about Starving Venom Fusion Dragon not supporting the venom archetype.

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tbf if you're playing Watts, you can side this against column dependant strategies like Weather Painter or Jack Knights

This does literally nothing to Weather Painter though (bar poor Pattern lineup), they just chain out of it

And against Jack Knights you're more likely to open up a zone for them to summon into than to do any actual disruption, you're much better off just watching where you space your cards

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This does literally nothing to Weather Painter though (bar poor Pattern lineup), they just chain out of it

And against Jack Knights you're more likely to open up a zone for them to summon into than to do any actual disruption, you're much better off just watching where you space your cards

For Jack Knights I was imagining you'd use this to stop their Link Monster's effects, or to clog a column that they were preparing to summon into, such as if they use brifu in the column below the EMZ and place the Seraphinite in that column, just use this to move the Seraphinite into the MMZ to block it

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Wattkinesis seemed really underwhelming at first to me. It didn't seem useful outside of setting plays for Jack Knights and even that's not too fantastic, but I thought about it more, and realized something about its wording: It can pull a monster from the EMZ and fart it out onto the MMZ. It can break mutual links. It can move your opponent's monsters into your own upwards-pointing link markers. Etc. There's quite a few neat applications for that, and while this doesn't outright remove a monster from the field or pay for itself in card value, it can still mess up quite a few plays by doing something like pulling a Missus out onto the Main Monster Zone before they can use its Link markers, or pushing a monster into your Decode's point for its own stat boost or use.

 

As far as hand-traps go, the major picks are between Ghost Ogre and Ash. Ogre is good for most effects, and while it doesn't negate it can still remove a threat, and Ash is good against a lot of searches. But, I love that this card has its own niche in that it can hit stuff that doesn't necessarily activate; cards that are good for where they are placed and what they are as opposed to what they do. Missus is probably the biggest interaction; while they still have the avenue of play open, it some decks that kinda play could hurt a turn enough to force the opponent to change gears.

 

I dunno, just a lot of interesting applications. Definitely a card to keep your eye on.

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Rooting for Watts to make a comeback. Of course, being a Psychic monster with no thematic relation but the name hardly qualifies it for the archetype if its English name is compatible at all, but hopefully a sign of more to come. 

 

Critical Timing is trash. 

 

Considering Konami remembered to support something like Morphtronics a generation/half after 5Ds ended (roughly), probably might get actual Watt stuff that can hit directly and all, with Thunder support, but taking that with grain of salt right now. 

 

As already mentioned above, only reason Elekinesis is a Watt is because of the Japanese name and what KoA decided to make it as on our end. (Same goes for a lot of other cards that technically have no relationship to the original; hence why a few cards were renamed to avoid exclusion text, or given the "This card is always treated as an "x" card" clause.

 

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Idea of moving stuff out of the EMZ didn't pop at first, but would be a nice idea to shut off Link markers or position them where needed. Kinda wish it could move your stuff too, but that might've been a bit much. 

 

Would have to agree on Critical Timing though; yeah, it works against Decks that spams multiple copies of stuff in the GY, but that's about it. That, and if it can't chain against stuff that mills other copies of self / banishes itself to do so. (Just have to wait for Konami to clarify at a later time, or ask evil for a ruling if he's still willing to do them.)

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For Jack Knights I was imagining you'd use this to stop their Link Monster's effects, or to clog a column that they were preparing to summon into, such as if they use brifu in the column below the EMZ and place the Seraphinite in that column, just use this to move the Seraphinite into the MMZ to block it

I don't think hitting the Link is important at all, really, since it doesn't seem like the deck will be able to summon it effectively AND it's immune to targeting if it's not pointing to a monster. Moving Seraphinites sounds p cute, though, I'll give it that.

 

Re: Moving Missus While this is a pretty fun application I would still note that it's about the same effect as turning Missus from a Link 2 into a Link 1, since the Extra Zone opens up again...which is SOME value but allowing opp to summon 2 Extra Monsters is still p low value IMO. Although, being able to use it to block another Link 1 could be pretty funny. Granted it'll probably just be turned into Decode Talker or w/e.

 

Ideally you'd use Wattkinesis with another hand trap, since it doesn't have a hard OPT whereas many of the others do, so even though it's clearly weaker it's still better value than another copy of the same hand trap.

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it's immune to targeting if it's not pointing to a monster.

You'd move another of their monsters underneath the Link so that it's pointing at it and it can't direct attack.

 

I was being silly with suggesting applications against Jack Knights though, just mocking how weak the card is by suggesting using it in a weak deck (Watts) against a weak deck (Jack Knights)

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You'd move another of their monsters underneath the Link so that it's pointing at it and it can't direct attack.

 

I was being silly with suggesting applications against Jack Knights though, just mocking how weak the card is by suggesting using it in a weak deck (Watts) against a weak deck (Jack Knights)

Oh that's actually amazing IMO, totally missed that application

Of course still requires that Jack Knights actually HAVE monsters after summoning their Link but props

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Re: Moving Missus While this is a pretty fun application I would still note that it's about the same effect as turning Missus from a Link 2 into a Link 1, since the Extra Zone opens up again...which is SOME value but allowing opp to summon 2 Extra Monsters is still p low value IMO. Although, being able to use it to block another Link 1 could be pretty funny. Granted it'll probably just be turned into Decode Talker or w/e.

 

Ideally you'd use Wattkinesis with another hand trap, since it doesn't have a hard OPT whereas many of the others do, so even though it's clearly weaker it's still better value than another copy of the same hand trap.

 

Admittedly, the better application is preventing Tri-Gate situations. Ghost Ogre can't negate that negate, and while Tri-Gate is out this card can only serve to bait the negation; but using this before-hand on the setup-phase can help you stop it from getting its full potential on the field.

 

Another neat application: Moving the opponent's Helix to the corner of their MMZ's. It won't stop them from searching, but they won't be able to summon anything to the field. Admittedly I don't know enough about how flexible their plays are to say how effective this will be in disrupting them (from just a base understanding: probably not at all unless you have god-like timing and they absolutely needed that extra summon), but it's still something that can be done.

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