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[DP19] Crystal Beast stuff


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data_news_201709290101_ziRaV4VKLWR25Ul0b
DP19-JP038
Niji no Kakebashi / Rainbow Bridge
Normal Spell Card
(1) Add 1 “Crystal” Spell/Trap Card from your Deck to your hand, except “Violet Crystal” or “Crystal Counter”.

 

data_news_201709290101_ziRaV4VKLWR25Ul0b
DP19-JP040
Kyuukyoku Hougyoku Jin / Ultimate Crystal Formation
Normal Trap Card
(1) When a “Crystal Beast” monster you control is destroyed by battle: Send to the GY 7 “Crystal Beast” cards with different names from your hand, your Deck, and/or face-up from your field; Special Summon 1 “Ultimate Crystal God” Fusion Monster from your Extra Deck. (This is treated as a Fusion Summon).
(2) If a face-up “Ultimate Crystal God” monster you own leaves the field because of an opponent’s card effect while you control it: You can banish this card from your GY; place any number of “Crystal Beast” monsters from your GY face-up in your Spell & Trap Zones as Continuous Spells.

 

https://ygorganization.com/somewhereovertherainbow/

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Spell is good af.

Trap should've really been a quickplay spell tbh. At least then you could just crash by battle yourself. I get that they want the "lore" of RD to apply but it didn't really need to be 7 different cards. (It's CB, you wouldn't be breaking them by just saying 7 cards) Granted at the very least you can send them from practically anywhere.

 

Idk if CB fans will be happy or not.

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I guess the Spell means you can run less copies of the CB spells? With Carbuncle gaining a lot of value from Link era you'd run more of it, and this would allow you to perhaps use an engine or so in the deck with the freed space. Not sure yet though.

 

I'm not sure how ridiculously cramped the deck is compared to how it was before.

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The spell is really good. Makes the deck slightly more consistent. Although I wish it grabbed from the GY as well

 

The trap once again is way too situational. The deck itself is already very cramped and the deck needs more monsters rather than spells and traps

 

Just give us Advanced Crystal Beasts already

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The Spell is only good because you can't go wrong with consistency, but damn that blandness xD not even a 2nd effect like Zefra Providence...

Oh look! there is the archetype Future Fusion...but terribly awful; with such conditions and as a Trap Card, it won't go too far.

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I keep hearing "Spell is good, Trap is bad" but what I fail is to see anyone talking about the HECTUPLE FOOLISH BURIAL for Crystal Beasts we have here, which not only GIVES YOU A 4K Fusion that can SHUFFLE ALL CARDS ON THE FIELD TO THE DECK IN THE SAME TURN but also SETS UP RAINBOW DRAGON, and then ITS SEARCHABLE.

 

I get Crystal Beasts aren't that great, but GUYS WTF ARE YOU TALKING ABOUT? That effect is worth waiting a turn.

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I keep hearing "Spell is good, Trap is bad" but what I fail is to see anyone talking about the HECTUPLE FOOLISH BURIAL for Crystal Beasts we have here, which not only GIVES YOU A 4K Fusion that can SHUFFLE ALL CARDS ON THE FIELD TO THE DECK IN THE SAME TURN but also SETS UP RAINBOW DRAGON, and then ITS SEARCHABLE.

 

I get Crystal Beasts aren't that great, but GUYS WTF ARE YOU TALKING ABOUT? That effect is worth waiting a turn.

In a casual duel where answering it effectively isn't really expected, maybe. And even then you have Tornado Dragon for 2 shots at taking care of it before it can be activated, or something like Gem-Knight Citrine or Utopia Lightning which ignores it, or a large variety of possible negaters (of which there are a surprisingly large amount in casual duels--use Tyrant Red Dragon Archfiend for maximum cheese), or field nukes, or...

 

But even then you have to cope with the deckbuilding cost of running AT LEAST more Crystal Beasts than you have both of this card and its searcher, most of which are objectively bad and which you don't want to open. Even if you're just running 1 copy each of the bad ones (aka not Sapphire Pegasus or Ruby Carbuncle), that's still 5 cards, so you're almost as likely to open them as you are to open the Trap. And if they get sent to the graveyard, or otherwise placed somewhere you can't send them, you actually can't activate this card (means you can't run Desires, as a fun side effect).

 

And then you finally have to figure out a way to activate the card. If you searched the card, the opponent can read for themselves how to avoid it; if not, they can probably still expect if they aren't just playing terribly because they don't remember anything about Crystal Beasts, which is a different issue. Leaving out a Crystal Beast on the field just makes it painfully obvious what you are trying to do and tells opponent to just summon things in Def or do regular disruption until they can get rid of the Trap or suppress it (which, as mentioned, is surprisingly not that difficult). Ramming is straight-up bad and again prone to disruption, and can be avoided by aforementioned summoning in Def or sitting on something like Utopia Lightning.

The card gets a fun boost from Links not being able to be changed to Defense, anyways, and I guess you have Kaiju to use.

 

It's prooooobably not as bad as the thread's general sentiment but like

It's basically just like Crystal Abundance

Which is also bad

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I keep hearing "Spell is good, Trap is bad" but what I fail is to see anyone talking about the HECTUPLE FOOLISH BURIAL for Crystal Beasts we have here, which not only GIVES YOU A 4K Fusion that can SHUFFLE ALL CARDS ON THE FIELD TO THE DECK IN THE SAME TURN but also SETS UP RAINBOW DRAGON, and then ITS SEARCHABLE.

 

I get Crystal Beasts aren't that great, but GUYS WTF ARE YOU TALKING ABOUT? That effect is worth waiting a turn.

 

Sure, but it relies on battle destruction, requires you to run the 7 different Crystal Beasts, and the grave effect depends on the opponent's removal effect...

The card is better than nothing, yes, but it could have been so much better.

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Sure, but it relies on battle destruction, requires you to run the 7 different Crystal Beasts, and the grave effect depends on the opponent's removal effect...

The card is better than nothing, yes, but it could have been so much better.

Honestly, the grave effect is mostly fine in that context because there aren't as many non-effect removal options for Rainbow Dragon anyways (if you somehow manage to have other Crystal Beast monsters, you can even prevent them from running you over with Utopia Lightning by Rainbow Dragon's quick effect, or Rainbow Dark Dragon's permanent ATK gain).

The real issue is that the regular effect requires you HAVE a Rainbow Dragon out, and that it's not the new Fusion Tributing itself

Running any Rainbow Dragons increases the number of cards you absolutely don't want to draw to AT LEAST the same number of the Trap, and cards that can only trigger when you already have your impractical win condition out are even more impractical than said win conditions. At that point, requiring effect removal is just for emphasis.

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Honestly, the grave effect is mostly fine in that context because there aren't as many non-effect removal options for Rainbow Dragon anyways (if you somehow manage to have other Crystal Beast monsters, you can even prevent them from running you over with Utopia Lightning by Rainbow Dragon's quick effect, or Rainbow Dark Dragon's permanent ATK gain).

The real issue is that the regular effect requires you HAVE a Rainbow Dragon out, and that it's not the new Fusion Tributing itself

Running any Rainbow Dragons increases the number of cards you absolutely don't want to draw to AT LEAST the same number of the Trap, and cards that can only trigger when you already have your impractical win condition out are even more impractical than said win conditions. At that point, requiring effect removal is just for emphasis.

 

Exactly. Requiring Rainbow Dragon on the field is enough of a hassle, but then the Trap requires it to be removed by an effect to activate, and as if that wasn't enough, it must be an opponent's effect; that last part is what I meant to highlight. If it was any effect, you could have a bit more of control over the activation of this Trap's 2nd effect, but... nope, it depends on an opponent's card/effect.

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Bridge is cool, however should have been able to search the pendulums, though it is still good.

The trap may be called slow, however is the only thing even slightly similar to a strategy and something CBs cannot really turn down, given that, while this card is situational, CBs are even more niche and even worse.Funnily enough CBs cannot turn down the trap given they badly need the setup.

 

Too sum it up, Bridge should have been able to target the pendulums and the second card should lose both restrictions and instead be able to use its grave effect while one does not control a rainbow dragon monster.

Though all in all I am satisfied, these cards are a step in the right direction, being a necessary searcher and a trap, which fixes several issues at once.

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