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Alchemy Archetype (19/19)


TheTrueSaiyan

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We had 1 card Xyz (Zoodiac), and 1 card Links (Sky Striker), now get ready for 1 card Fusions (unless you count the fusion spell of course)

 

This Archetype operates by banishing the main deck monsters when they are sent to the GY with the Spell/Traps to add the Spell/Traps to your hand. Then when the main deck monsters are banished they increase your LP which in turn boost the fusion monsters.

 

Monsters
 
The Alchemic Beast
Level 2
Beast-Warrior - DARK
If this card is in your hand or GY: You can reveal 1 "Alchemic" Spell/Trap in your hand; Special Summon this card, but shuffle it into your Deck if it was summoned from the GY by this effect when it leaves the field.
You can tribute this card; Special Summon 1 "Alchemist" monster from your Deck whose name is different from every monster you control.
0 / 0
[spoiler=Notes]The archetype is split into "Alchemist" and "Alchemic".  "Alchemist" are all monsters and this is the only "Alchemic" monster, the rest are Spell/Traps. Gives it some synergy with "Alchemic Materials" if you're wondering how that's relevant

 
The Novice Alchemist
Level 2
Spellcaster - DARK
If this card is Normal or Special Summoned: You can add 1 "Alchemist" card from your Deck to your hand. You can only use this effect of "The Novice Alchemist" once per turn.
If this card is banished: Gain LP equal to the total levels of Banished "Alchemist" monsters x 300
800 / 600
 
The Harbinger Alchemist
Level 2
Psychic - DARK
Once per turn: You can Special Summon 1 banished "Alchemist" monster. You can only use this effect of "The Harbinger Alchemist" once per turn.
If this card is banished: Gain LP equal to the number of banished "Alchemist" monsters with different types x 500.
1000 / 200
 
The Swindler Alchemist
Warrior - DARK
Level 3
You can tribute this card; Shuffle up to 2 banished "Alchemist" monsters into your deck, then draw the same number of cards. You can only use this effect of "The Swindler Alchemist" once per turn.
If this card is banished: Gain LP equal to the half the total original ATK of Banished "Alchemist" monsters.
200 / 2000
 
The Corrupted Alchemist
Winged-Beast - DARK
Level 3
During your Main Phase you can Normal Summon 1 "Alchemist" monster in addition to your Normal Summon/Set (You can only gain this effect Once per Turn).
If this card is banished: Gain LP equal to the half the total original DEF of Banished "Alchemist" monsters.
1300 / 300
 
The Disaster Alchemist
Wyrm - DARK
Level 3
If this card is Normal Summoned: You can Special Summon 1 "Alchemist" monster from your Extra Deck, but its effects are negated and its ATK/DEF becomes 0.
If this card is banished: Gain LP equal to the number of Banished "Alchemist" monsters x 700.
1000 / 1000
 
Spell/Traps
 
Alchemic Transmutation
Spell - Continous
Once per turn: You can Fusion Summon 1 Fusion monster from your Extra Deck using a monster(s) from your hand, field as Fusion Material(s). If you would Summon an "Alchemist" Fusion monster you can instead banish 1 "Alchemist" Fusion monster from your Extra Deck as Fusion Material. You can only use this effect of "Alchemic Transmutations" once per turn.
If this card is in the GY: You can banish 1 "Alchemist" monster from your GY; Add this card to your hand.
[spoiler=Notes]The first Fusion Spell

Summoning restriction loosened so you can summon Starving Venom and is a decent play starter since you can use materials from the extra.

 
Alchemic Exchange
Spell - Normal
Fusion Summon 1 "Alchemist" Fusion monster from your Extra Deck using a monster from your opponent's field as Fusion Materials to your opponent's side of the field. You can only use this effect of "Alchemic Exchange" once per turn.
If this card is in the GY: You can banish 1 "Alchemist" monster from your GY; Add this card to your hand.
[spoiler=Notes]"Alchemist Chimera Fachtna" is designed for this card, which is basically the only use for it so take a look at if you want to know how good it is

 
Alchemic Arts 
Spell - Normal
Fusions Summon "Alchemist" Fusion monster(s) from your Extra Deck using monster(s) from your hand or field as Fusion Material(s), then Draw cards equal to the number of monsters Special Summoned to a zone an "Alchemic" Link monster points to. You can only use this effect of "Alchemic Arts " once per turn.
If this card is in the GY: You can banish 1 "Alchemist" monster from your GY; Add this card to your hand.
[spoiler=Notes]The second Fusion Spell, can do a lot but requires setup, the Trap certainly helps with that though

 
Alchemic Materials
Excavate cards from the top of your deck until you excavate an "Alchemist" monster, Special Summon that monster and send all revealed "Alchemic" cards to the GY, shuffle the remainder into the deck. You can only use this effect of "Alchemic Materials" once per turn.
If this card is in the GY: You can banish 1 "Alchemist" monster from your GY; Add this card to your hand.
[spoiler=Notes]Here is the synergy with Beast, you can get it in the GY if you're lucky with your excavation since it isn't an "Alchemist" monster

 
Alchemic Improper Disposal
Trap - Normal
Special Summon any number of banished "Alchemic" monster(s). You can only use this effect of "Alchemic Improper Disposal" once per turn.
If this card is in the GY: You can banish 1 "Alchemist" monster from your GY; Add this card to your hand.
[spoiler=Notes]A big power card for the deck and a Trap to compensate. Forces you to use them useful if you don't want them shuffled back and only some of the Alchemist have on field effect that doesn't trigger off Normal Summon

 
Alchemic Procurement
Spell - Normal
Send "Alchemic" monsters from your Hand, field to the GY, or Banish up 2 "Alchemic" Fusion monsters from your Extra Deck, then Special Summon 1 "Alchemic" Link monster whose Link Rating equals the number of monster(s) used (This Special Summon is treated as a Link Summon). You can only use this effect of "Alchemic Procurement" once per turn.
If this card is in the GY: You can banish 1 "Alchemist" monster from your GY; Add this card to your hand.
 
Alchemic Ethics
Spell - Quickplay
Tribute 1 "Alchemic" monster you control; Destroy 1 card your opponent controls. You can only use this effect of "Alchemic Ethics" once per turn.
If this card is in the GY: You can banish 1 "Alchemist" monster from your GY; Add this card to your hand.
 
 
Extra Deck Monsters
 
Links 
 
Alchemist Master Dagda
DARK - Fairy / Effect
Link 2
2 Alchemist monsters
BL, BR
When this card is Link summoned: You can send 1 "Alchemic" Spell/Trap to the GY. You can only use this effect of "Alchemist Master Dagda" once per turn.
If an "Alchemist" monster(s) is Special Summoned to a zone this card points to: Gain LP equal to the original DEF of that monster(s).
Any damage you would take, gain that amount instead.
1400
[spoiler=Notes]The last effect is just there to compensate for the main weakness of the deck, namely if your opponent uses something like "Bad Reaction to Simochi" you start killing yourself instead

 
Alchemist Master Neasa
DARK - Fiend / Effect
Link 3
2+ Alchemist monsters
BL, B, BR
Each time an Alchemist monster(s) is Special Summoned to a Zone this card points to, gain LP equal to the original ATK of that monster(s).
If an "Alchemist" is targeted by a card effect: You can banish 1 "Alchemist" card in your hand or GY; Negate the activation and if you do destroy that card.
If this Link summoned card leaves the field by an opponents card (by battle or card effect): You can Special Summon 1 Banished "Alchemist" monster.
2400
 
Fusions
 
Alchemist Chimera Myrna
DARK - Sea Serpent / Fusion / Effect
Level 2
1 Level 2 monster
Each time you gain LP by an "Alchemic" card effect, increase this card's ATK/DEF by the same amount.
Once per turn: You can Banished 1 "Alchemic" monster from your Deck. During your next Standby Phase add it to your hand. You can only use this effect of "Alchemist Chimera Myrna" once per turn.
If this card leaves the field by an opponent's Spell/Trap effect: inflict damage equal to this card's ATK while it was on the field to your opponent.
800 / 1400
 
Alchemist Chimera Ruadh
DARK - Plant / Fusion / Effect
Level 3
1 Level 3 monster
Each time you gain LP by an "Alchemic" card effect, increase this card's ATK/DEF by the same amount.
Quick Effect: Target 1 card on the field, except this card; You can banish 1 "Alchemic" monster from your hand or GY, and if you do "Alchemist" monsters you control are unaffected by that card's effects until the end of the turn. You can only use this effect of "Alchemist Chimera Myrna" once per turn.
If this card leaves the field by an opponent's monster (by battle or monster effect): inflict damage equal to that monster's ATK or DEF (whichever is higher) to your opponent.
1400 / 800
 
Alchemist Chimera Cliodhna
DARK - Dragon / Fusion / Effect
Level 6
1 "Alchemist" Fusion or Link monster
Each time you gain LP by an "Alchemic" card effect, increase this card's ATK/DEF by the same amount.
If this card is Fusion Summoned: You can destroy cards your opponent controls up to the number of your banished Fusion monster(s).
If this card leaves the field by an opponent's card (By battle or card effect): You can Special Summoned 1 "Alchemist" Link or Fusion monster from your Extra Deck, except "Alchemist Chimera Cliodhna".
2000 / 2000
 
Alchemist Chimera Fachtna
DARK - Zombie / Fusion / Effect
Level 1
1 monster your opponent controls.
Each time your opponent's gains LP by an "Alchemic" card effect, decrease this card's ATK by the same amount and take damage equal to this card's lost ATK.
You cannot Special monsters from your Extra Deck, except "Alchemist" monsters.
This card cannot attack or be attacked by "Alchemist" monster(s), but does not prevent "Alchemist" monster(s) from attacking directly
3000 / 0
[spoiler=Notes]While it looks like it only has a purpose to summon to your opponent, you can summon this guy with Cliodhna and have a 3000 beater as soon as it hits the field if you have no way to boost your other monsters since none of the effects really hurt you unless you're in a mirror. Clogs your opponents EMZ and once it's down to 0 your opponent can't even crash it to get rid of it

 

 

EDIT: Lots of changes so I'll list them here:

  • Harbinger not longer banishes as a cost
  • Clarified Corrupted
  • Increased Disaster's LP gain since it was straight worse than Novice
  • Remove Summoning clause from fusions
  • Materials SS instead of adding to hand.
  • Novice Triggers on Special Summon
  • Transmutation is now a continuous Spell
  • Dagda (Link 2) sens a Spell/Trap to the GY on Link Summon instead
  • GY effect of Spell/Traps reworded due to lack of precedent of trigger GY Spell effects
  • Removed shuffle and Summoning restrictions on the Trap
  • Myrna (level 2 fusion) has a new Gold Sac eff
  • Ruadh (Level 3 fusion) now protects all "Alchemist" monsters
  • Neasa (Link 3) now has a protection Eff instead 
  • Neasa now require 2+ moaterials instead of 3
  • Neasa now has a floating effect instead of a siilar searching effect to Dagda
  • Gave Myrna and Ruadh HOPT

  

  

 

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So, immediately triple Tenki for Alchemic Beast. No HOPT, easy Summoning, recyling, Lonefire clause...it's quite the powerful card, but it's not quite too much. The recycling portion hurts potential loops, and it can't Summon itself, so it works. I really like it is a "key card" within an archetype. I don't understand the name limit on Harbinger's SS; it's not like you can SS the monsters banished from your Extra Deck anyway. On your Fusion monsters, you have "Must first be Fusion Summoned", meaning the actual effect has to Fusion Summon, also Harbinger is not an Alchemic card anyway. You could replace Fusion Summoned with Special Summoned to make your life easier with your means of getting around the basic Fusion Spell, but your call. Corrupted should have a "During your Main Phase" on the NS effect akin to Seraphinite and similar cards, just to avoid any potential confusion on how the effect works. Disaster should have "You can Special Summon 1 "Alchemist" monster from your Extra Deck, but its effects are negated and its ATK/DEF become 0. (This Special Summon is treated as a Fusion Summon by an "Alchemic" card.)" as you need to fulfill the aforementioned double condition of Fusion Summoning and being Summoned by an Alchemic card or effect. It's also a shame that Disaster's on-banish LP gain is definitely worse than Novice's; the total number of your banished monsters is almost always less than and never more than their total level.

 

I like the slower means of recovery on the Fusion Spells, and how its actually on all of the monsters. It doesn't inherently prevent chaining the effect, but the cost means that you're only going to be able to activate 1 at a time, unless you get Raigeki'd or something. It does seem to be forcing a theme where there is none, as there's none of that in archetype save for 2 of the actual spells themselves, but I guess it does allow you to choose what Spell Card you want to use at any given time.  This is MR4 we're talking about, but I don't think they differentiate themselves enough anyway to warrant them as individual spells. They all Fusion Summon, and they all do provide different advantages...but there has to be more to them than that. Gem-Knights have 4 Fusions, for instance; their basic Spell, one that uses Material from the Deck, one that can search and Fusion Summon, and a Trap. You have one that can only Summon 1 of your monsters, and while the other two are more different, I think the benefits of the draw one are outweighed by the fact that you need to have Summoned Link monsters beforehand...which you can't even use as Materials themselves anyway, which is a shame. Not really seeing the point of Materials. I mean, yes, mechanics-wise it gets out Alchemic Beast...but that's all it does. I also don't see how its setting up your GY, as there isn't very much GY play in this archetype all. I mean, I wouldn't complain if you dealt much with banishing from the GY or SSing from there, but you seem to deal in sending to the GY and SSing from the banished zone. Disposal is all right, as more Summoning is always good, but I don't feel you have tipped the scales enough in regards to the banishing so that a mass recovery is good. Procure, despite its extreme helpfulness in regards to setting up your plays for your monsters, suffers from its cost requirements. At least you can use your Extra Deck if you want to...but there's already a lot eating up the ED, and not that many ways to either return it to the ED or SS it (due to your current Fusion monster's wording)It's nice to have removal in the form of Ethics, but the archetype can't currently afford to deal with losing more field presence. At least it helps works with the Spells' adding effects.

 

Your ED itself doesn't provide enough support to fix the issues with getting them out initially, so I can't comment on them for the moment. The main issue is a lack of support altogether, as although the monsters are alright on their own, the amount of field presence this archetype needs (surprising for a 1-mat Fusion Deck) combined with the fact that the archetype's thematics sort of jump a bit all over the place mean it's not very fast. I want to give this one another look, but I think the main problem is the lack of a fixated theme.

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So, immediately triple Tenki for Alchemic Beast. No HOPT, easy Summoning, recyling, Lonefire clause...it's quite the powerful card, but it's not quite too much. The recycling portion hurts potential loops, and it can't Summon itself, so it works. I really like it is a "key card" within an archetype. I don't understand the name limit on Harbinger's SS; it's not like you can SS the monsters banished from your Extra Deck anyway. On your Fusion monsters, you have "Must first be Fusion Summoned", meaning the actual effect has to Fusion Summon, also Harbinger is not an Alchemic card anyway. You could replace Fusion Summoned with Special Summoned to make your life easier with your means of getting around the basic Fusion Spell, but your call. Corrupted should have a "During your Main Phase" on the NS effect akin to Seraphinite and similar cards, just to avoid any potential confusion on how the effect works. Disaster should have "You can Special Summon 1 "Alchemist" monster from your Extra Deck, but its effects are negated and its ATK/DEF become 0. (This Special Summon is treated as a Fusion Summon by an "Alchemic" card.)" as you need to fulfill the aforementioned double condition of Fusion Summoning and being Summoned by an Alchemic card or effect. It's also a shame that Disaster's on-banish LP gain is definitely worse than Novice's; the total number of your banished monsters is almost always less than and never more than their total level.

 

Thanks for the tips on Beast, but just realized that Cannon Soldier + Beast + any "Alchemic" Spell/Trap is an OTK since beast summons himself from the GY but doesn't have to be shuffled when it leaves the field. Want to keep the GY summoning since that's what gives it synergy with Materials. Changed it a bit so it doesn't loop and it can set you up for the Link 2 since you can normal it, get it's effect then revive it and get another monster.

 

Harbinger banish was meant to fill up the Banished zone to make the LP gain more significant rather than some actual form of cost. The name limit was just to tie it into summoning effect. Removed it thought since there are lots of other ways to banish from the Extra Deck.

 

The "Must first be Fusion Summoned by an "Alchemic" card." part was just to work around Instant Fusion, but now that I think of it, it might be fine to just to allow Instant Fusion to summon them since the deck has trouble getting monster on the field and setting up. Removed that clause so I think Instant is now a staple in this deck as well now.

 

I'll update Corrupted to be clearer, thanks

 

Bumped Disaster's LP gain so it's not straight worse than Novice

 

I like the slower means of recovery on the Fusion Spells, and how its actually on all of the monsters. It doesn't inherently prevent chaining the effect, but the cost means that you're only going to be able to activate 1 at a time, unless you get Raigeki'd or something. It does seem to be forcing a theme where there is none, as there's none of that in archetype save for 2 of the actual spells themselves, but I guess it does allow you to choose what Spell Card you want to use at any given time.  This is MR4 we're talking about, but I don't think they differentiate themselves enough anyway to warrant them as individual spells. They all Fusion Summon, and they all do provide different advantages...but there has to be more to them than that. Gem-Knights have 4 Fusions, for instance; their basic Spell, one that uses Material from the Deck, one that can search and Fusion Summon, and a Trap. You have one that can only Summon 1 of your monsters, and while the other two are more different, I think the benefits of the draw one are outweighed by the fact that you need to have Summoned Link monsters beforehand...which you can't even use as Materials themselves anyway, which is a shame. Not really seeing the point of Materials. I mean, yes, mechanics-wise it gets out Alchemic Beast...but that's all it does. I also don't see how its setting up your GY, as there isn't very much GY play in this archetype all. I mean, I wouldn't complain if you dealt much with banishing from the GY or SSing from there, but you seem to deal in sending to the GY and SSing from the banished zone. Disposal is all right, as more Summoning is always good, but I don't feel you have tipped the scales enough in regards to the banishing so that a mass recovery is good. Procure, despite its extreme helpfulness in regards to setting up your plays for your monsters, suffers from its cost requirements. At least you can use your Extra Deck if you want to...but there's already a lot eating up the ED, and not that many ways to either return it to the ED or SS it (due to your current Fusion monster's wording)It's nice to have removal in the form of Ethics, but the archetype can't currently afford to deal with losing more field presence. At least it helps works with the Spells' adding effects.

 

I understand that them all being normal spells doesn't make them seem different so I made Transmutation a continuous spell where you can fusion once per turn. Does that work?

 

Edited Cliodhna so you can summon it with Links, also can summon a link when it leaves the field which should make that card a bit better.

 

I thought Materials would help load up the GY and get a monster so that you don't end up with a monster in the GY since your couldn't banish it with an "Alchemic" Spell/Trap, such as went you Link away with monsters you want them to be banished. The Spells/Traps (and Beast) want to be in the GY so what's so bad about this card being able to send a bunch of them to the GY.

 

Also about the SS from the Banished zone, if the deck is working correctly the monsters will be banished so what's bad about summoning from there? 

 

I guess the Archetype need more field presence, I'll make Materials SS the monster instead of adding it to the hand.

 

 

Your ED itself doesn't provide enough support to fix the issues with getting them out initially, so I can't comment on them for the moment. The main issue is a lack of support altogether, as although the monsters are alright on their own, the amount of field presence this archetype needs (surprising for a 1-mat Fusion Deck) combined with the fact that the archetype's thematics sort of jump a bit all over the place mean it's not very fast. I want to give this one another look, but I think the main problem is the lack of a fixated theme.

 

I'll try to speed it up a bit then, listed on the changes at the bottom or original post 

 

-------------------

 

Also, I just realized that GY trigger effects on Normal Spells (or Spells for that matter) hasn't been done before so there might be a problem with that so I make them act like other normal ignition Spell GY effects (The Trap can still be activated then though)

 

I guess I'll take through some combos to see where the deck is at right now:

[spoiler=Combo 1: Beast and Arts]

Hand: Beast, Arts

Field:

GY:

Banished:

>> Reveal Arts, SS Beast

Hand: Arts

Field: Beast

GY:

Banished:

>> Tribute Beast, Sumon Novice

Hand: Beast

Field: Novice

GY: Beast

Banished:

>> Activate Novice, Search Disaster

Hand: Arts, Disaster

Field: Novice

GY: Beast

Banished:

>> Normal Disaster, summon lv 6  Cliodhna (eff negated, 0/0)

Hand: Arts

Field: Novice, Disaster, Cliodhna

GY: Beast

Banished:

>> Activate Beast from GY, reveal Arts, SS Beast

Hand: Arts

Field: Novice, Disaster, Cliodhna, Beast

GY:

Banished:

>> Activate Beast, shuffle it back into the deck, SS Harbinger

Hand: Arts

Field: Novice, Disaster, Cliodhna, Harbinger

GY:

Banished:

>> Link Cliodhna and Novice for Dagda (Link 2), send Materials with eff

Hand: Arts

Field: Disaster, Dagda, Harbinger

GY: Novice, Cliodhna, Materials

Banished:

>> Activate Material, banish Cliodhna, add to the hand

Hand: Arts, Materials

Field: Disaster, Dagda, Harbinger

GY: Novice

Banished: Cliodhna

>> Activate Material (and say you got 0 mills) SS an Alchemist

Hand: Arts

Field: Disaster, Dagda, Harbinger, [some alchemist]

GY: Novice, Materials

Banished: Cliodhna

>> activate Harbinger, SS Cliodhna

Hand: Arts

Field: Disaster, Dagda, Harbinger, [some alchemist], Cliodhna

GY: Novice, Materials

Banished:

>> Activate Art, Fusion Disaster, and Harbinger into Ruadh and Myrna (level 2 fusion) and Draw 2 off eff

Hand: [2 Draws]

Field: Ruadh, Dagda, Myrna, [some alchemist], Cliodhna

GY: Disaster, Materials, Novice, Harbinger, Arts

Banished:

>> Activate Myrnas, banish a monster and gain LP

Hand: [2 Draws]

Field: Ruadh, Dagda, Myrna, [some alchemist], Cliodhna

GY: Disaster, Materials, Novice, Harbinger, Arts

Banished: [2 "alchemist"]

>> add Materials and Art back to hand, by banishing, Novice and Harbinger, gain more LP

Hand: Arts, Materials, [2 Draws]

Field: Ruadh, Dagda, Myrna, [some alchemist], Cliodhna

GY: Disaster

Banished: [2 "alchemist"],  Novice, Harbinger

>> Link Alchemist from Materials and Dagda into Neasa (Link 3)

Hand: Arts, Materials, [2 Draws]

Field: Ruadh, Neasa, Myrna, Cliodhna

GY: Disaster, [Alchemist from Materials], Dagda

Banished: [Alchemist from Myrna],  Novice, Harbinger

 

So now we have

  • a LInk 3 that gives protection to our monsters,
  • 3 fusions that have been boosted by some amount by banishing 3 monsters
    • 1 Banished monster will return to your hand next turn, 
    • Protection from Ruadh and Neasa
  • Arts, Materials in hand for next turn

 

Edit, may need to check combo again, something doesn't seem right

^^ Yep, forgot about the monster summoned off Materials, fixed now

 

That should be fast enough now, let me know if it's too fast or not fast enough.

 

Was going to do more, but screw that this took long enough

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It's not really a review here, as your changes...are fine, really. The current state of the archetype is fast enough, and you have fixed almost all of the issues I raised. I still don't like you having a full card in your Deck that can only Summon 1 monster in your ED, but I guess it provides a means of removal that is rather unique and functional.
 

I thought Materials would help load up the GY and get a monster so that you don't end up with a monster in the GY since your couldn't banish it with an "Alchemic" Spell/Trap, such as went you Link away with monsters you want them to be banished. The Spells/Traps (and Beast) want to be in the GY so what's so bad about this card being able to send a bunch of them to the GY.
 
Also about the SS from the Banished zone, if the deck is working correctly the monsters will be banished so what's bad about summoning from there?

 

Sorry, I am bit confused about your response in regards to Materials, but I do see the benefits of milling Spells/Traps now; I thought it just said "Alchemist" both times, so it's probably fine.

 

There's nothing wrong with SSing from the banished Zone; I was just concerned you doing a lot of GY play with your Fusion/Link Summoning, without much banishing in the GY, and that your actual banishing wasn't enough to support the SSing from banished zone.

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It's not really a review here, as your changes...are fine, really. The current state of the archetype is fast enough, and you have fixed almost all of the issues I raised. I still don't like you having a full card in your Deck that can only Summon 1 monster in your ED, but I guess it provides a means of removal that is rather unique and functional.

 

 

Sorry, I am bit confused about your response in regards to Materials, but I do see the benefits of milling Spells/Traps now; I thought it just said "Alchemist" both times, so it's probably fine.

 

There's nothing wrong with SSing from the banished Zone; I was just concerned you doing a lot of GY play with your Fusion/Link Summoning, without much banishing in the GY, and that your actual banishing wasn't enough to support the SSing from banished zone.

 

Thanks for your help, pretty happy with it myself now

 

That confusion makes sense, the names are pretty similar, sorry about that confusion on my end as well. The banishing beforehand was a trigger effect so that card would have been much worse anyways.

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