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[FLOD] Destroymare Everiese


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FLOD-JP017 夢幻崩界イヴリース Destroymare Everiese (Destroymare Iblee)

Level 2 DARK Cyberse Effect Monster ATK 0 DEF 0

 

You can only use this card name’s (3) effect once per turn.

 

(1) When this card is Normal Summoned: You can target 1 Link Monster in your GY; Special Summon it to your field linked to this card, but its ATK becomes 0 and its effects are negated.

 

(2) This card’s controller cannot Special Summon monsters, except Link Monsters.

 

(3) If this card is sent from your field to the GY: You can Special Summon this card to your opponent’s field in Defense Position.

 

Recurring Link fodder that could lock your opponent out of different summons. But with Needlefiber in a lot of decks effect 3 isn't as potent as it may first seem.

 

Effect one can help you ladder pretty quickly though. For example, bringing back a decode talker can create firewall

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Effect one can help you ladder pretty quickly though. For example, bringing back a decode talker can create firewall

I don't think that would be possible, seeing as it says it must be linked to the card, so only cards that point left or right at least would work with it. Still, that is quite powerful, and the lock can be useful for sure too.

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Just replace Decode Talker with the Gaia Link and it should be fine.

Also you didn't mention anything about the card's flavor. Going to the source it highlights that this girl is a merge of Ib with Lee. It's cool to see more Legacy storyline cards. Most likely it's the aftermath of True Depths of the World Legacy. Turning into a Cyberse may explain why Auram turns into a Cyberse as well. I don't get why its stats become 0/0 or loses its Link Monster type, though. I wonder if Destroymare is the next Legacy archetype, possibly the DARK one.

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Recurring Link fodder that could lock your opponent out of different summons. But with Needlefiber in a lot of decks effect 3 isn't as potent as it may first seem.

 

If you could get it on your opponent's field first turn, wouldn't they have to hard-draw and Normal Summon a tuner to get to Needlefiber though?  I mean, yeah the ghost girl hand traps, but that's you holding back on hitting whatever board they make to get out from under a floodgate they put under you.  Kinda a lose-lose situation imo.

 

 

Besides Needlefiber, it feels like you'd be forced to make sub-optimal plays to get out from under this unless you're playing a deck that actively Link Summons a ton since your opponent has to be able to get rid of it twice using only 1 Normal Summon.  Definitely a card that looks like it could be a nice Side Deck tech as long as Konami refrains from making a generic Link 1 that can be summoned during the MP1.

 

Anyways... Something something, perhaps it has use for first turn Mekk-Knight plays?

 

...As for myself, I think I'll stick to screwing people over by using this alongside something like Gozen Match/Rivalry of Warlords and make it impossible for them to summon anything.

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If it was level 1, it'd be easy for the opponent to get rid of though.

 

Ah damn, that's true. I would say that by then you already set up a board with the Knights, or you can destroy it by battle if it's not Turn 1, but in the latter case chances are the opponent got cards on its board that enable the Knights already.

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If you could get it on your opponent's field first turn, wouldn't they have to hard-draw and Normal Summon a tuner to get to Needlefiber though? I mean, yeah the ghost girl hand traps, but that's you holding back on hitting whatever board they make to get out from under a floodgate they put under you. Kinda a lose-lose situation imo.

 

 

Besides Needlefiber, it feels like you'd be forced to make sub-optimal plays to get out from under this unless you're playing a deck that actively Link Summons a ton since your opponent has to be able to get rid of it twice using only 1 Normal Summon. Definitely a card that looks like it could be a nice Side Deck tech as long as Konami refrains from making a generic Link 1 that can be summoned during the MP1.

 

Anyways... Something something, perhaps it has use for first turn Mekk-Knight plays?

 

...As for myself, I think I'll stick to screwing people over by using this alongside something like Gozen Match/Rivalry of Warlords and make it impossible for them to summon anything.

Umm, doesn't it say it has to go from your field to grave to ss to opps field? Feel like thats an important part.
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Umm, doesn't it say it has to go from your field to grave to ss to opps field? Feel like thats an important part.

 

That is quite an important part.  Guess I skimmed over that.  Disregard any points on opponent having to get rid of it twice, but most everything else stands.

 

It partially hurts my double floodgate idea, but at least it still does look to be a good side deck card a la Flying "C".

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Oh, right, it can help Jack Knights! If only it was Level1 to use it for Linkuriboh and enable an Knight right away.

 

Ventriloquists Clara and Lucika might help Iblee for that Link laddering then-and since that'd be a first-turn play, that Main Phase 2 restriction wouldn't hurt you. 

 

Seriously, this is for Jacknights what Invoked Raidjin was for Subterrors. 

 

P.S. Think Mr. Melon got as close to my approximation of Iblee's potential as I would, but let me explain further. 

 

Seeing Iblee-when it's Summoned to your opponent's field via its effect-as a stun mechanic is missing the forest for the trees-it's control in every way that the "C" Archetype is, closest pairing being Counterattacking "C". S'not specifically supposed to wholly shut down stuff, its meant to make your opponent work their Extra Deck/future plays to accommodate it instead of their own strategies, and is an unwieldy Level 2 monster-unless you're running Cyberse or generic Links, which again, may not be what you wished to use your first turn on, especially if the far more usable Gofu is in your hand and your field is suddenly not empty.

 

Basically its suboptimalplaymaker.waifubait.card, and Link Synchron in a can. I can see this, much like Kozmo Darkplanet, being a 3-or-none in the builds which can afford it, a good reason to segway the Brilliant Engine into Jacknights (y'know, besides feeding Skulldeat) to NORMAL SUMMON MOAR since you've a way to recoup Links now, and a good playmaker for the Troymares.

 

P.P.S. also you do realize this means your opponent can't Kaiju over your links rite

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