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[Written] Executor Knight Parshath - want help for fixing it


Darj

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Executor Knight Parshath
Attribute: LIGHT
Type: Fairy/Link/Effect
Rating: 2
Link Markers: middle-left, bottom-right
ATK: 1900
2 LIGHT monsters, including at least 1 Fairy monster
While this card is on the field or in the GY, you can activate Counter Trap Cards from your hand during your turn. If "The Sanctuary in the Sky" is face-up on the field, you can also activate them during your opponent's turn. If the LP of either player is reduced: You can draw 1 card. You can target 1 Spell/Trap you control: Destroy it, and if you do, Special Summon 1 Fairy monster with 1900 or less ATK from your Deck or GY. You can only use each effect of "Executor Knight Parshath" once per turn.

 

So after the Parshath Link monster posted recently I decided to make my own take on it. Everything was going fine, until I got this. I thought it would be a potent addition for Counter Fairies... until I realized Trickstars would have a lot of fun with it, and most likely not in a fair way.

I'm not comfortable with how the card currently is, but my issue is that I like the 3 effects and IDK which of those I can take out and/or water down to better tailor it for Counter Fairies, without messing too much with Trickstars. I definitely want it to keep the first one, since it's what sparked my idea on a Link Monster for Counter Fairies, while the other 2 are equally good IMO, but problematic when combined. I guess the question is which of the 2 is the more appropriate effect to keep, and the other one can be either watered down, removed, or replaced for a minor effect.

 

To elaborate a bit more on the effects, the first effect is intended to patch up the inherent slowness of Counter Fairies, when they go second and sometimes have to face an already established board. The second effect is intended to reward you when you inflict battle damage as a nod to the Level5 Parshath, as well as when you pay LP for your cards, including the Solemn traps. Of course, this would also end up giving you a card through the burns from Trickstars. The third effect is mainly intended to make Ariadne float, also make use of otherwise dead copies of Sanctuary of the Sky, and Counter Traps that were drawn a bit too late to stop the opponent and you want a more active play by turning it into a monster. It also gives it some potential as a semi-splashable tech in LIGHTs decks with a handful of Fairies.

Also keep in mind this is Summonable by the Parshath Counter Trap.

 

Any suggestions?

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Okay then, I'll be blunt with my first verdict of this card; the last effect of this card is what'll do more to speed up Counter Fairies than anything else on the card. Most of my main issues with this Deck is getting out enough monsters early enough for it to matter-second you have the monsters on the field, the cycle repairs itself. And considering the synergy that last effect has with Guiding Ariadne, there's especially good consideration (well, more so than usual) for placing in the Dracoslayer Luster Pendulum, since it can now also moonlight as material for this. 

 

Its the first two effects that I think could be changed more. Counter Traps, especially if they're fast enough, don't need more ways to protect them, and activating them from the hand basically only serves to do that. It's running into the same issues Magibullets did-having a removal-proof backrow only works if you have enough protection or stun on hand for the backrow to hurt and they don't have that. Counter Fairies have slightly more thanks to the Parshath Counter Trap, but the main issue remains-getting out your front line and doing so in a fast enough fashion that you can sit pretty and let the negation chains wear your opponent dry. 

 

Which ties into the last problem of making Counter Fairies more consistent: NOBODY will want that. It's the epitome of "Go first or go home" when you've got a deck that can reliably pump out Spell Speed 3 negation and monsters that can stand up to the lightest sneeze-that's how Airblade and Crystal/Titanic/Sieg come to be and why we're never gonna see Stratos again-the lacking consistency and durability of the monster line-up is what's currently keeping Counter Fairies tolerable. Unbricking that is....not something I'd like to be caught with doing, lest the pitchforks and torches start getting pointed my way.

 

I happen to not care of what's best for me though, so here's the suggestion anyway YOLO NO RE

 

I humbly suggest you take out the effects of getting better when Sanctuary's on the field, and give it two different effects, one of which actually ADDS a "Sanctuary" card from the Deck or GY to the hand. That's been the missing point for Counter Fairies anyways, backrow-wise: if they don't draw into Sanctuary of Parshath, they're boned. It'd go a lot more further in protecting your backrow than allowing them to work from the hand. And for the second effect, maybe allow something that allows you to protect monsters, either Parshath the Link (Though I do hope it sticks to that card) then to the lesser Fairy monsters, something with less ATK than Parshath, perhaps. 

 

Point is to keep the protection to either the Link or the FAiries while Sanctuary is on the field, but not both. That way, your opponent has a pipeline to break the board so the Deck doesn't hit Tier 0 status, but still keeps your opponent's removal efforts to a certain few areas where you can use the Counter Traps to snipe at them and gain utility with the Fairies. 

 

My last suggestion is, if you don't want to go the uber-defensive route, then finding a way to replicate the Counter Fairies' benefits on the field could work too. Maybe have Executor Knight gain the effects of all Level 4 Fairy monsters it points to! Then you can Summon stuff to the backrow and really benefit! It may get out of hand with stuff like Bountiful Artemis, but that's an alternate option to gain more out of your otherwise light monster lineup. 

 

Anyway,s that's my $0.02, take of it what you will. I do hope you do well by the Fairies regardless. 

 

BDS, signing off.

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Thanks for your replies.

 

Make the LP reduction=Draw exclude effect damage i suppose since i cant really think off other fairy deck that utilize burn except maybe Athena deck which definitely not relevant

 

Agreed, something like that seems like the fair thing to do.

 

 

Okay then, I'll be blunt with my first verdict of this card; the last effect of this card is what'll do more to speed up Counter Fairies than anything else on the card. Most of my main issues with this Deck is getting out enough monsters early enough for it to matter-second you have the monsters on the field, the cycle repairs itself. And considering the synergy that last effect has with Guiding Ariadne, there's especially good consideration (well, more so than usual) for placing in the Dracoslayer Luster Pendulum, since it can now also moonlight as material for this. 

 

Its the first two effects that I think could be changed more. Counter Traps, especially if they're fast enough, don't need more ways to protect them, and activating them from the hand basically only serves to do that. It's running into the same issues Magibullets did-having a removal-proof backrow only works if you have enough protection or stun on hand for the backrow to hurt and they don't have that. Counter Fairies have slightly more thanks to the Parshath Counter Trap, but the main issue remains-getting out your front line and doing so in a fast enough fashion that you can sit pretty and let the negation chains wear your opponent dry. 

 

Which ties into the last problem of making Counter Fairies more consistent: NOBODY will want that. It's the epitome of "Go first or go home" when you've got a deck that can reliably pump out Spell Speed 3 negation and monsters that can stand up to the lightest sneeze-that's how Airblade and Crystal/Titanic/Sieg come to be and why we're never gonna see Stratos again-the lacking consistency and durability of the monster line-up is what's currently keeping Counter Fairies tolerable. Unbricking that is....not something I'd like to be caught with doing, lest the pitchforks and torches start getting pointed my way.

 

I happen to not care of what's best for me though, so here's the suggestion anyway YOLO NO RE

 

I humbly suggest you take out the effects of getting better when Sanctuary's on the field, and give it two different effects, one of which actually ADDS a "Sanctuary" card from the Deck or GY to the hand. That's been the missing point for Counter Fairies anyways, backrow-wise: if they don't draw into Sanctuary of Parshath, they're boned. It'd go a lot more further in protecting your backrow than allowing them to work from the hand. And for the second effect, maybe allow something that allows you to protect monsters, either Parshath the Link (Though I do hope it sticks to that card) then to the lesser Fairy monsters, something with less ATK than Parshath, perhaps. 

 

Point is to keep the protection to either the Link or the FAiries while Sanctuary is on the field, but not both. That way, your opponent has a pipeline to break the board so the Deck doesn't hit Tier 0 status, but still keeps your opponent's removal efforts to a certain few areas where you can use the Counter Traps to snipe at them and gain utility with the Fairies. 

 

My last suggestion is, if you don't want to go the uber-defensive route, then finding a way to replicate the Counter Fairies' benefits on the field could work too. Maybe have Executor Knight gain the effects of all Level 4 Fairy monsters it points to! Then you can Summon stuff to the backrow and really benefit! It may get out of hand with stuff like Bountiful Artemis, but that's an alternate option to gain more out of your otherwise light monster lineup. 

 

Anyway,s that's my $0.02, take of it what you will. I do hope you do well by the Fairies regardless. 

 

BDS, signing off.

 

The activation from hand it's not about protecting the Traps, but more about activating them during your turn. I could use a "Counter Traps you control can be activated during the turn they are Set" instead for the same effect, but assumed the difference wouldn't be as significant.

 

I don't really see how searching for the Parshath Sanctum would help. It just protects your backrow, but if you can activate you Counter Traps from the hand with the first effect, then it's not as important anymore. And Sanctuary in the Sky has plenty of Field Spell support already.

 

Seems to me that an effect-copying effect could get messy in combination with Artemis and who know what else. Copying Lycoris, anyone? I would rather not mess with such effect.

 

Your ideas are good but what you suggest sound like would turn it into a different monster entirely, almost a complete overhaul xD

At that point it may as well be a second Parshath Link monster.

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