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Barnacle Barricade


Guest BGMCANN0N

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Guest BGMCANN0N

Barnacle Barricade
[Normal Trap]


Equip this card to a Fish, Aqua, or Sea Serpent monster you control. The equipped monster gains 500 ATK. If the equipped monster would be destroyed by battle or by card effect, destroy this card instead. When this card is sent to the GY: Target 1 monster your opponent controls; activate 1 of these effects.

  • The target's ATK becomes 0.
  • The target's effects are negated.
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Hmm, more Banifish support?

 

It has limited targets that actually want this, or really need it (I think Mermails / Atlantean don't need the protection too much given what they can do already; mentioning them because of viability stuff). But...it doesn't hurt to get more in the event of rogue Raigeki or some other removal this card does not block. GY effects are fine, considering either of them helps regardless. I think the effect negation will do more in the long run, but nothing wrong with making the opponent go to zero ATK.

 

I mentioned Banifish above, but you certainly have more options than just that. Question is whether/not those Decks in question actually have space for this card in light of their own supports, even if targeting immunity and a "shield" from other removal is good on its own.

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Are you and Black D'Sceptyr making a generation fish archetype for the DPR? Wonder what that would even do. I'm thinking really weird chain beat that focuses on returning to the field at the end of the Battle Phase instead of start of Standby Phase. I'd rather return "at the end of the phase" but I feel an entire archetype with that kind of effect would be overkill. Oh wait I'm reviewing a card.

 

 

The card itself is fine, being able to trigger if you banish the fish. However, not many of the Generation Fish actually banish themselves. Instead of protecting them from battle/card effects, maybe it could have a Quick Effect to banish the fish, which in turn sends it to the GY, and then activates 1 of the effects that way. Otherwise I might improve the power level a bit. It's a Trap, and unless it's going to prodice actual levels of advantage (especially in Generation Fish) you may have to do something more drastic for the end effect, like a search or a Special Summon.

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Guest BGMCANN0N

Are you and Black D'Sceptyr making a generation fish archetype for the DPR? Wonder what that would even do. I'm thinking really weird chain beat that focuses on returning to the field at the end of the Battle Phase instead of start of Standby Phase. I'd rather return "at the end of the phase" but I feel an entire archetype with that kind of effect would be overkill. Oh wait I'm reviewing a card.

 

 

The card itself is fine, being able to trigger if you banish the fish. However, not many of the Generation Fish actually banish themselves. Instead of protecting them from battle/card effects, maybe it could have a Quick Effect to banish the fish, which in turn sends it to the GY, and then activates 1 of the effects that way. Otherwise I might improve the power level a bit. It's a Trap, and unless it's going to prodice actual levels of advantage (especially in Generation Fish) you may have to do something more drastic for the end effect, like a search or a Special Summon.

Well actually this card intent is less about supporting Gen Fish... And more of Fish, Sea Serpent, and Aqua support card that lives more up to flavor than anything else (name and theme wise).  The Gen Fish response from Sakura is, I am assuming, as result of speculation of trend from the previous card I made, Sailsword.

 

You don't have to add this to DPR. This is more of my occasional whims to create a card for the sake of creating a card which may or may not broaden my creative output in the future.

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It's an okay card. A Trap that gives a small boost, like Rare Metalmorph. The effects that activate in the Graveyard are fine. Enough to hinder an opponent's monster, but not too much that your opponent can't resolve. With its destruction exchanging effect, you could activate it. Or alternatively you could use Foolish Burial Goods to activate those Graveyard effects, too.

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While you have to get this in GY preemptively before an opponent's monster activates its effect to negate it, IMO it is important to note that the effect negation is written as permanent, and thus on a different level to other monster effect negation Traps. Not to mention you can mill it with Foolish Burial Goods and that milling Paleozoic. The alternate effect further adds its flexibility. Really, I like this card more from its GY effects, while I see the first effects are more of bonuses.

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