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[CIBR-EN] New F.A. Cards


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https://ygorganization.com/acircuitneedforoffroadspeed/

 

 

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F.A. Whip Crosser
Level 4/WIND/Machine/Effect
Gains ATK equal to its Level x 300. Your opponent must pay 300 to activate the effect of a monster whose original Level/Rank is lower than this card’s Level. Each time a “F.A.” Spell/Trap Card or effect is activated: You can increase this card’s Level by 1. If this card is Level 7 or higher, your opponent cannot discard or send cards from their hand to the GY to activate an a card effect.

0/1000

 

F.A. Turbo Charger
Level 6/WIND/Machine/Effect
Gains ATK equal to its Level x 300. Your opponent’s monster whose original Level/Rank is lower than this card’s Level cannot target monsters for attacks, except this one. Your opponent cannot target monsters, except this one, with the effects of monsters whose original Level/Rank is lower than this card’s Level. Each time a “F.A.” Spell/Trap Card or effect is activated: You can increase this card’s Level by 1. If your “F.A.” monster battles while you control this Level 7 or higher card, your opponent’s monsters cannot activate their effects until the end of the Damage Step.

0/1500

 

F.A. Off-Road Grand Prix
Spell/Field
Increase the Levels of all “F.A.” monsters on the field by 2 during the Main Phase only. You can only use each of the following effects of “F.A. Off-Road Grand Prix” once per turn.
• When a “F.A.” monster you control is destroyed by by battle: You can discard 1 random card from your opponent’s hand.
• If this face-up card on the field is destroyed by a card effect: You can add 1 “F.A.” card from your Deck to your hand, except “F.A. Off-Road Grand Prix”.

 

F.A. Pit Stop
Spell/Quick-Play
Target 1 “F.A.” monster you control; reduce its Level by 2, and if you do, draw cards equal to the number of “F.A. Pit Stop” in your GY +1. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 “F.A.” monster in your GY; Special Summon it. You can only use each effect of “F.A. Pit Stop” once per turn.

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 Field Spell is pretty good too, discarding cards from your opponent's hand (screw people saying they have to destroy monsters by battle it almost happens every game at some point). Bummer it says "when this card is destroyed by a card effect" so we can't cheese it like with Geartown.

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Bummer it says "when this card is destroyed by a card effect" so we can't cheese it like with Geartown.

Honestly the real bit that kills it is that it has to be face up, Set Rotation synergy would be nice.

 

And ahem Pit Stop? And archetypal Good Goblin Housekeeping? wtf it has self-asynergy too. Should have just be "once while this card is in the GY", but no drawing more than 1 card would be too good for F.A. And really with the HOPT+Wait-A-Turn? Neither SPYRAL Rescue nor Trickstar Reincarnation have a HOPT or a wait-a-turn, although they are traps and are therefore slightly harder to get in the GY (esp Reincarnation because no discard costs, but who cares because its field effect is actually good)

 

Also Whip Crosser vs loldinomischus is funny, but not a complaint, just me celebrating my favourite cards.

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I feel like with enough names you could have a cheese build with Ties and all that sort of stuff, but for now this is still kinda ehhhhhhhh. Pit Stop is delicious, and Whip Crosser seems scary potentially on paper, but I don't think it's enough for right now. I'm trying not to laugh, but this is getting embarrassing at this point.

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I don't think I'll ever use the on-field effect of Pit Stop, if I'm honest. It has asynergy with the almost objectively better Graveyard effect, and hurts the monsters, as well.

 

The second Field Spell (we Tramids now) is just kinda lame. "Make your opponent plus when they kill your sheet, unless you lucked out into having your archetypal Dark Law out!" Its floating effect is pretty neat (as someone else said, ohai Ancient Fairy Dragon), but what this archetype really needs is (I can't believe I'm saying this) an archetypal Galaxy Cyclone, maybe as a Quick-Play, that doesn't shoot you in the foot to use it. Maybe something that re-activates the Field Spells from the Graveyard? An Infernity Barrier would be nice, but I don't see it happening.

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What's the issue with Pit Stop, again? Looks good enough to me. I mean, you can play it along Foolish Burial Goods to mill Pit #1 and play Pit #2 for x2 draws, and the -2 Level on F.A. shouldn't be that punishing. And of course the grave effect is sweet despite the turn delay.  Plus Quick-Play + grave effect lets it increase the Levels of other F.A.s by 2.

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The only really good card here is pit stop

 

It only really lowers by a single level for upstart goblin at worst, which feeds into revival

 

Boohoo one monster loses a single level and you get to filter

 

It has options with reviving or holding out for more power, but it's fine as a cantrip.

 

The field is awful, outside of AFD popping it off of... set rotation?

 

The 6 is bad because you never summon it.

 

4 gives ties of the brethren access so that's cool

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The problem with Pit Stop is that you lose momentum when you need it most- when you're drawing, ie setting up- and given that F.A. only really function when their Levels are very high, any cost in Levels needs to be counterbalanced by a decent effect . . . not crappy draw power no one ever used when it was generic.

 

Couple this with the fact that it has a self-banishing effect that revives a monster- something you're gonna need a lot- and you're not going to get much mileage out of its draw effect at the best of times.

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You can't exactly compare this with Housekeeping: as a Quick-Play Spell, this is faster (think of Upstart vs. Jar of Greed), and unlike Housekeeping, it doesn't put a card from your hand into the Deck; also it may or may not be feasibly searchable, depending on if they get more F.A. card searching effects, and/or ways to trigger the Off-Road Field Spell. I feel you underestimate the deck thinning/draw power that Pit Stop is offering.

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You don't need mileage from the draw. You need a cantrip that revives a card.

 

No one uses goblin housekeeping because it's a -1 that only tops out at +1. This is a +0 with the potential to +2. Stop making bad comparisons.

 

Cantrip that turn into revival aren't bad, especially when you can set it and flip it in opp's EP for extra copies value.

 

Having options isn't bad. You're neither required to keep it in the grave nor throw it away. It's a good card.

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crappy draw power no one ever used when it was generic

Good Goblin Housekeeping and this aren't really comparable at all.

 

This is a spell, is raises the levels of all the FA monsters aside from the one it targets, and doesn't make you put anything back. Assuming you have an FA on board, this card at its very worst is HOPT, spell speed 2 upstart goblin that only lowers the level by 1, can generate card advantage in multiples, and sets up a decent grave effect. Oh, and it doesn't give 1000 LP, for what it's worth.

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whip crosser's first effect is adorable, but somewhat pointless unless it manages to get to at least level 8 really fast, nobody's gonna care about paying life points when the monster making them do so, can be easily run over by just about any standard Level 4 monster. the preventing of discards might come in handy in the eventual counter fairy matchup, but outside of that (and even in that, since ariadne exists) i don't see it being useful, maybe twin twisters, but again, it's liable to get run over before the effect becomes a problem.

 

turbo charger seems pretty good to me, not great, but decent enough, considering it prevents most monster based BP effects, thus removing the fear of swinging into things that float.

 

no way of saying it nicely, off-road grand prix is pretty much trash. if it were a continuous spell, it might be remotely decent, but as a field spell, it's already competing with it's brethren, the circuit grand prix, and circuit at least gives you a draw 1 and searches when popped. this is just disappointing, to say the least.

 

thanks to marshaling field, pit stop cutting 2 levels is irrelevant early game (assuming you activated just about any F.A. card before using it), and if the deck manages to carry any momentum, it will be irrelevant mid/late game as well. two levels for a draw 2, in a deck that jumps levels with every card used, is not really too big of a drawback. the revival is nice as well, the hard OPT is somewhat off-putting, but it is still a draw and revival bundled into 1 card, nothing to laugh at, and in most other decks, it'd be twice as formidable.

 

apart from the field, it's pretty decent stuff. not great, but i like it.

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Whip Crosser is the new god of this Deck. That, plus the Dark Law effect one of the other ones had . . . all we really need is a few more good Quick-Play Spells and this Deck will be rolling.

This is gonna be one of my biggest gripes with the new cards, but Whip Crosser doesn't actually do much that Hang On Mach doesn't. For what it's worth, you can still activate Ghost Ash while under a Dark Law effect, but most other hand traps are already locked out since they have to be sent to the grave, and Hang On Mach is already immune to a lot of discard effects anyways. Ash Blossom negates another chunk of things Whip Crosser is supposed to (like Pendulum Call, One For One, or Destiny Draw-likes) a lot more effectively than Whip Crosser can block them, and Hang On Mach is also immune to a bunch of effects that discard to activate as well (Coral Dragon, for a quick example).

 

 Field Spell is pretty good too, discarding cards from your opponent's hand (screw people saying they have to destroy monsters by battle it almost happens every game at some point). Bummer it says "when this card is destroyed by a card effect" so we can't cheese it like with Geartown.

Destroying monsters by battle happens every game at some point, but so does S/T removal before the Battle Phase

Cosmic Cyclone still best waifu

 

Whip Crosser may as well say "f*** off ravine and quickfix.

Again gonna take a moment to note that Hang On Mach also says that to both

 

Off-Road Grand Prix, relatively speaking, actually has a really important use: It increases levels by 2 in the Main Phase instead of the Battle Phase like its cousin. It's kinda shitty that this is really the only reason it's worth playing at all, but a Dark Law in Main Phase is, despite the utility of banishing during battle, a helluva lot better than a Dark Law in Battle Phase.

 

Also, Destrudo was already mandatory in this deck IMO for allowing you to get straight to Fields from Ravine and trigger their floats AND actually field more than 1 monster on a turn where you for some reason can sacrifice your Battle Phase, but it's even more mandatory now for being able to switch between Battle and Main Phase level increase.

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Oh sheet, just realized something about Off-Road- it gives two extra permanent Levels per turn when its "Level up during the Main Phase" effect activates. It can essentially just straight-up negate the cost of using Pit Stop, and that's why they released the two together. Then, if it lives through your opponent's Battle Phase, that's two more Levels, and your board is all Level 8. That's considerably more utility than I thought it had.

 

Run it as a 1 or 2-of.

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Oh s***, just realized something about Off-Road- it gives two extra permanent Levels per turn when its "Level up during the Main Phase" effect activates. It can essentially just straight-up negate the cost of using Pit Stop, and that's why they released the two together. Then, if it lives through your opponent's Battle Phase, that's two more Levels, and your board is all Level 8. That's considerably more utility than I thought it had.

 

Run it as a 1 or 2-of.

That's not an activating effect. Same for the other Field increasing levels during Battle Phase only. I'd still run it anyways to get Hang On Mach live during the Main Phase via Metaverse or Ancient Fairies or Terraformings, but that's not a utility it has.

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