Jump to content

[Written] Metalfoes support


TheTrueSaiyan

Recommended Posts

Been a while since Metalfoes were relevant (outside the Link monster) so I wanted to give them some cards:

 
Metalfoes Resilience
Spell - Continuous
You can add Face-up "Metalfoes" monsters from your Extra Deck to your hand equal to the number of "Metalfoes" cards in your pendulum zones. You can only use this effect of "Metalfoes Resilience" once per turn. You can only activate 1 "Metalfoes Resilience" per turn.
 
[spoiler=Notes]
Recycles your resources and then can be used as a target to Destroy with the pendulum effects to set another card

 
Metalfoes Retrieval
Spell - Equip
Equip only to a Psychic-Type monster. 
① The equipped monster gains 700 ATK/DEF.
② If the equipped monster is a non-Effect monster it gains this effect:
• Once per turn (Quick Effect): You can target 1 card you control and 1 card your opponent controls; Destroy them.
You can only activate 1 "Metalfoes Retrieval" per turn.
 
[spoiler=Notes]Turns a normal "Metalfoes" into a somewhat formidable monster, also a target to destroy for the pendulum effects and its own effect.

 
Metalfoes Revolution
Trap - Normal
① Target 1 "Metalfoes" card you control; it is unaffected by your opponents card effects, also, if it is a monster, it gains 400ATK/DEF. These effects last until the end of this turn.
② If this card was not sent to the GY this turn: You can target 1 face-up card you control; destroy it, then Set this card from your GY to your side of the field. If this card was set by this effect it can be activated this turn.
You can only use each effect of "Metalfoes Revolution" once per turn.
 
[spoiler=Notes]Protects your "Metalfoes" cards and can give them a small boost during battle if you are having some difficulty getting over some monsters.

 
You'd mostly set these cards with the pendulum effects then activate them and I think these cards would open up a lot of new plays for Metalfoes
Link to comment
Share on other sites

Metalfoes Resilience: Nice card; at first, I thought this was a +2 from your Main Deck every turn, in which case I was like "whoa overpowered", but since this is from your Extra Deck, in which the mechanics of Pendulum Summoning already allow you to spam-summon them from that location if your scales are right, this card doesn't really seem broken to me. Like you said, a good card for recycling.

 

Metalfoes Retrieval: Ooh, I like this idea, turning the Metalfoes vanillas into basically effect monsters, which I'm assuming was meant to benefit Alkahest and his equip effect? The double-destruction effect is cool and works with Metalfoes, allowing you to nuke your opponent's cards and your own, consequently triggering their own effects.

 

Metalfoes Revolution: First effect, ATK boost is fine but I wonder if you were aware of the conflict between this card and Metamorformation? This card would simultaneously weaken your monster since the field already protects them from opponent card effects, while this protects them from any card effects, nullifying Metamorformation and making it incapable of being affected by your own cards. Not sure if this was intentional, just noting this is a less-favorable circumstance that I don't necessarily think would take away from the card if you were to replace it with another beneficial effect. Second effect, not bad that it can recycle itself and once again do the whole "hurting but helping myself" combo with Metalfoes, but shouldn't this clarify from where it can be set? Graveyard, hand, both? Just thought I'd point that out before someone else mentions the idea of this potentially being able to be played from the Deck (which I'm not even sure would be possible).

Link to comment
Share on other sites

Metalfoes Resilience: Nice card; at first, I thought this was a +2 from your Main Deck every turn, in which case I was like "whoa overpowered", but since this is from your Extra Deck, in which the mechanics of Pendulum Summoning already allow you to spam-summon them from that location if your scales are right, this card doesn't really seem broken to me. Like you said, a good card for recycling.

 

Metalfoes Retrieval: Ooh, I like this idea, turning the Metalfoes vanillas into basically effect monsters, which I'm assuming was meant to benefit Alkahest and his equip effect? The double-destruction effect is cool and works with Metalfoes, allowing you to nuke your opponent's cards and your own, consequently triggering their own effects.

Thanks, good to hear they worked well with rest of the deck

 

 

Metalfoes Revolution: First effect, ATK boost is fine but I wonder if you were aware of the conflict between this card and Metamorformation? This card would simultaneously weaken your monster since the field already protects them from opponent card effects, while this protects them from any card effects, nullifying Metamorformation and making it incapable of being affected by your own cards. Not sure if this was intentional, just noting this is a less-favorable circumstance that I don't necessarily think would take away from the card if you were to replace it with another beneficial effect. Second effect, not bad that it can recycle itself and once again do the whole "hurting but helping myself" combo with Metalfoes, but shouldn't this clarify from where it can be set? Graveyard, hand, both? Just thought I'd point that out before someone else mentions the idea of this potentially being able to be played from the Deck (which I'm not even sure would be possible).

I'll admit, I did not even know Metamorformation existed. Couldn't think of a better more creative effect so it just does what Metamorformation does for normal monsters instead.

 

Thanks for the review!

Link to comment
Share on other sites

Resilience is helpful, with immediate payoff if you manage to set double scales. Considering we have Counter and Electrum, it may not have been warranted before MR4, but now that the monsters in the ED are worth much less than they used to, restocking your hand is a major boon. Not really much to say in regards to this card, other than it dodges Konami's new rules really well.

 

Really torn in regards to the usefulness of Retrieval. I mean, there's no immediate consistency gain, and it's only really good on the monster's you've just Pend Summoned. There's no real benefit to popping it, or the monster it's equipped to, so you don't want to be setting it from your deck while you're comboing. However, it does provide SS2 popping, both to your cards and your opponent's cards, easily popping your probably previously Set whatever the continuous Trap that grants you a search is called. I think if it applied to non-effect monsters as well, such as most of their Fusions, it would give it just the extra shove it needed to be playable. Also, just OCG tip, (Quick Effect) goes before the colon of effects, i.e. the condition/activation timing, not the semicolon.

 

You have both Graveyard and GY on Revolution's second effect :P Should probably be rephrased to "If this card was not sent to the GY this turn: You can target 1 face-up card you control; destroy it, then Set this card from your GY to your side of the field." as all Trap effects are automatically Quick Effects. I think the immediately activating that turn is a bit much, considering you can Belongings it, then when your opponent's about to ABC or something, quickly set it using your Pend Scales (draw 1 off Electrum), and then they ded...actually that's not too terrible. Probably fine as is. As for the actual main effect, nobody plays Metamorformation anyway, and considering this card works on all monsters, it might be a nice card to Set with your scales instead of Counter.

Link to comment
Share on other sites

Resilience:

Unsure about it as a Continuous Spell because it can be repeatedly popped by a Metalfoe scale, activated (you can still activate it without using the effect AFAIK) and popped again for whatever nefarious purposes, something that isn't possible with their current Spell/Trap support. Perhaps if it had a "you can only activate 1 per turn" clause.

 

Retrieval:

First, Quick Effects are for monsters only. Quoting: "... is a type of monster effect that is Spell Speed 2 (and is the only Spell Speed 2 monster effect)".

http://yugioh.wikia.com/wiki/Quick_Effect

You can patch it up with a "during either player's turn" clause though, although Konami has discontinued Spell Speed 2 effects on non-Quick-Play Spells, you have Rainbow Ruins as precedence.

That aside, looks really good to me. The fast effect removal should be welcomed, and if an first turn you can make it the last Metalfos card to search trhough the scales, equip it to something and suppress the opponnet's plays during its turn. I imagine it being played in a similar way to an Abyss-scale.

 

Revolution:

Solid card, IMO. Opens plays with Foolish Burial of Belonging or fuels combos. Good stuff. Addind to the text fix above, IMO it's better to specify that if it's a Monster card, then in gains the stats.

Target 1 "Metalfoes" card you control; it is unaffected by your opponents card effects, also, if it is a monster, it gains 400ATK/DEF. These effects last until the end of this turn.

Link to comment
Share on other sites

Unsure about it as a Continuous Spell because it can be repeatedly popped by a Metalfoe scale, activated (you can still activate it without using the effect AFAIK) and popped again for whatever nefarious purposes, something that isn't possible with their current Spell/Trap support. Perhaps if it had a "you can only activate 1 per turn" clause.

 

 

Yes, definitely agree with this. I didn't mention it because all I thought of was bringing it back from the GY after initially popping it, which Metalfoes can't do, but even though just using your scale pops wouldn't really be able to get through these cards quickly, the rest of their support and yours could create quite a broken combo. I think leaving it as a continuous Spell is fine, as it still leaves your options open for SS2 popping.

Link to comment
Share on other sites

Resilience is helpful, with immediate payoff if you manage to set double scales. Considering we have Counter and Electrum, it may not have been warranted before MR4, but now that the monsters in the ED are worth much less than they used to, restocking your hand is a major boon. Not really much to say in regards to this card, other than it dodges Konami's new rules really well.

 

Really torn in regards to the usefulness of Retrieval. I mean, there's no immediate consistency gain, and it's only really good on the monster's you've just Pend Summoned. There's no real benefit to popping it, or the monster it's equipped to, so you don't want to be setting it from your deck while you're comboing. However, it does provide SS2 popping, both to your cards and your opponent's cards, easily popping your probably previously Set whatever the continuous Trap that grants you a search is called. I think if it applied to non-effect monsters as well, such as most of their Fusions, it would give it just the extra shove it needed to be playable. Also, just OCG tip, (Quick Effect) goes before the colon of effects, i.e. the condition/activation timing, not the semicolon.

 

You have both Graveyard and GY on Revolution's second effect :P Should probably be rephrased to "If this card was not sent to the GY this turn: You can target 1 face-up card you control; destroy it, then Set this card from your GY to your side of the field." as all Trap effects are automatically Quick Effects. I think the immediately activating that turn is a bit much, considering you can Belongings it, then when your opponent's about to ABC or something, quickly set it using your Pend Scales (draw 1 off Electrum), and then they ded...actually that's not too terrible. Probably fine as is. As for the actual main effect, nobody plays Metamorformation anyway, and considering this card works on all monsters, it might be a nice card to Set with your scales instead of Counter.

Fixed the Quick effect thing and I agree it should also count the non-effect fusion so I changed it. Adamante will definitely get a boost from that. 

 

 I like your wording for the grave effect of Revolution is much neater so I changed it. Mixed on your opinion of the GY effect but ultimately decided to included since belongings would be a -1 in card advantage and not sure this card is good enough to run Belongings since they had Fusion before and still didn't run it

 

 

Resilience:

Unsure about it as a Continuous Spell because it can be repeatedly popped by a Metalfoe scale, activated (you can still activate it without using the effect AFAIK) and popped again for whatever nefarious purposes, something that isn't possible with their current Spell/Trap support. Perhaps if it had a "you can only activate 1 per turn" clause.

 

Retrieval:

First, Quick Effects are for monsters only. Quoting: "... is a type of monster effect that is Spell Speed 2 (and is the only Spell Speed 2 monster effect)".

http://yugioh.wikia.com/wiki/Quick_Effect

You can patch it up with a "during either player's turn" clause though, although Konami has discontinued Spell Speed 2 effects on non-Quick-Play Spells, you have Rainbow Ruins as precedence.

That aside, looks really good to me. The fast effect removal should be welcomed, and if an first turn you can make it the last Metalfos card to search trhough the scales, equip it to something and suppress the opponnet's plays during its turn. I imagine it being played in a similar way to an Abyss-scale.

 

Revolution:

Solid card, IMO. Opens plays with Foolish Burial of Belonging or fuels combos. Good stuff. Addind to the text fix above, IMO it's better to specify that if it's a Monster card, then in gains the stats.

Target 1 "Metalfoes" card you control; it is unaffected by your opponents card effects, also, if it is a monster, it gains 400ATK/DEF. These effects last until the end of this turn.

Resilience definitely isn't supposed to be used that way so I added the "you can only activate 1 per turn" clause as you suggested.

 

The effect isn't on the equip spell card but rather the monster gains that effect so I hope that gets around it. I'd rather use the most updated version of "(Quick effect)" rather than "During either player's turn".

 

Metalfoes never really played Belonging even when they had Fusion as a fantastic target so I don't this card will suddenly make Belonging see play in Metalfoes. Updated to include your phrasing since it's a bit clearer, thanks! 

Link to comment
Share on other sites

Ah, you are right. Misread as the Equip gaining the effect if it was equipped to the monster. Kinda wish it worked on any Metalfoe, but it should be fair in its current way.

And yes, if they didn't play Belongings before, Revolutions may encourage to do so.

Link to comment
Share on other sites

Ah, you are right. Misread as the Equip gaining the effect if it was equipped to the monster. Kinda wish it worked on any Metalfoe, but it should be fair in its current way.

And yes, if they didn't play Belongings before, Revolutions may encourage to do so.

I feel working on any Metalfoe would be too much but If you needed this cards effect you could just make Adamante and equip it from there

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...