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Flames of Destrcution F.A. Support


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These are the new cards to be released in Flames of Destruction, information from the Konami of Euorpe's facebook page. 

 

https://www.facebook.com/YuGiOhTCGEU/posts/1201852033290266 

 

What are the odds that despite the support being pretty good they still end up as all commons?

 

F.A. Dark Dragster

Level 7 / Dark / Machine / Effect

0 attack / 2000 defense

 

Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by having a Level 7 or higher "F.A." monster on the field, but no "F.A. Dark Dragster" in your Monster Zone. gains ATK equal to its Level x 300. Each time a "F.A." Spell/Trap Card or effect is activated: You can increase this card's level by 1. Once per turn: You can target 1 card on the field; reduce this card's level by 3, and if you do, destroy that target.

 

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F.A. Dawn Dragster

Level 7 / Light / Machine / Synchro / Effect

1 Tuner + 1+ non-Tuner Monsters

 

Gains ATK equal to its level x 300. If this card attacks a Defense Position monster, inflict piercing battle damage. Each time a "F.A." Spell/Trap Card or effect is activated: You can increase this card's level by 1. Once per turn, when your opponent activates a Spell/Trap Card or effect (Quick Effect): You can reduce this card's level by 2, and if you do, negate that activation, and if you do that, destroy that card

 

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F.A. Winners

Spell - Continuous 

 

If you control a "F.A." monster, this card cannot be destroyed by your opponent's card effects. When your "F.A." monster whose Level is at least 5 higher than its original Level battles an opponent's monster and inflicts battle damage to them: You can banish 1 card from your hand, field, or GY. You can only use this effect of "F.A. Winners" once per turn. If 3 of your "F.A." Field Spells with different names are currently banished, and were all banished by the effect of "F.A. Winners", you win the duel.

 

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F.A. Dead Heat 

Trap - Continuous 

 

When an opponent's monster declares a direct attack: You can Special Summon 1 "F.A." monster from your Deck. You can only use this effect of "F.A. Dead heat" once per turn. Once per battle, if your "F.A" monster battles an opponent's monster, before damage calculation, You can have both players roll a six-sided die. If your result is higher, increase the level of your battling monster by 4 until the end of this turn (even if this card leaves the field). If your result is lower, destroy your battling monster. If this result is a tie, both players roll again.

 

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F.A. Overheat

Trap - Normal

 

If only your opponent controls a monster: Special Summon 1 "F.A." monster from your hand, and if you do, increase its Level by 3 until the end of this turn. If this card is in the GY, and you control no cards in your Field Zone: You can banish this card from the GY; activate 1 "F.A." Field Spell directly from your hand or GY. You can only use this effect of "F.A." Overheat" once per turn.

 

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If I should rank these from best to worst, I would say Overheat, Dark Dragster, Dead Heat, Dawn Dragster, Winners. That being said, they are very similar in how I feel about them, Overheat is a great way to get a monster out with more Levels, and a Field Spell revive is good too, but also is only from the hand, is a Trap and the increase doesn't last forever. Dark Dragster is a relatively easy Special Summon, but is Special Summon only, while it has a good effect, it can be dead easily as well. Dead Heat is nice to get out any monster, but it is on a direct attack, so it's slow, and because of the random chance that also destroys, it is quite risky. Still, from the Deck can be very handy. Another Synchro Monster is nice, but it's just another Synchro Monster, I feel that their Main Deck needs more of a tune-up, Extra Deck is a bonus. It is nice to have another option, sure, but that's really all I can say about it. Winners is cute, but it's a very slow alternate win condition that needs a lot of factors to actually do.

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The first card (F.A. Dark Dragster) is amazing, given how easily it is sto summon, having 1 of the main phase boost field spells and any level 4 F.A. suffices to get this out, which is basicly a cheap additional F.A. that can add removal.

The second card (F.A. Dawn Dragster) sounds promising, negating spells and traps has always been a solid effect to have. (And is far easier to get out than their level 10 synchro)

The third card (F.A. Winners) is a crappy, unnecessary, situational wincon noone asked for.

The forth card (F.A. Dead Heat) is an unecessary gamble without real upside if one gets lucky (I guess the first effect can situational be tolerable ... though it does not make the card tolerable).

The fifth card (F.A. Overheat) is basicly a card with a mediocre field effect and an amazing grave effect, which means foolish burial of belongings just became an additional source for Terraformings.

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Darn, (temmie) is right, the synchro is generic ... which is scary, given that this is a far easier to summon Norito.

This changes about everything about these cards, so more importantly than 3 solid cards for an archtype we get a benchmark synchro, which notably increases the expectations for a card being a generic level 7 synchro.

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The destruction effect of Dark Dragster should have been a Quick Effect :v

Dawn Dragster seems great.

Winners and Dead Heat don't look that good.

And Overheat's GY effect looks good enough if only for its GY but I'm no F.A. player so IDK if they would actually appreciate or play it.

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Soooooo... are we allowed to discuss Number 42's viability in F.A. yet?  I know at this point, it is not anywhere near optimal, but it seems like its so easy to Summon now.

 

I don't know why, but the fact that Dark Dragster has any Nomi clause on it at all really bugs me...

 

[spoiler=An aside on F.A. Winners]

Despite everything, I really like Winners.  It seems like it is actually one of the easier instant win conditions to achieve from what I can tell: it is searchable and the win condition is not tied to a single card (i.e. if your first Winners gets removed, your second Winners can still fulfill the win condition using the Field Spells banished by the first Winners).  It's obviously still not viable, but if you think about it, its effect helps compound on itself (an F.A. monster 5 levels over its original level triggers Winners' effect, which then triggers all your F.A.s to gain a level and get closer to being 5 levels over).  Further, the fact that Marshalling Field jumps the level 4s to 9 instantly enables Winners and Winners being activated in the first place puts the level 4s in range of Marshalling Field's effect.  It's actually a really clever design.  Gotta give 'em props.

 

 

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assuming you activate winners turn 2, you could feasibly win turn 3, so long as you maintain control, which the deck is rather well built for. you can also foolish goods the fields, or seatch then via terraforming/metaverse. meaning it may only take 2 turns, to actually get the wincon. that's better than most wincons in the game.

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that's better than most wincons in the game.

and yet worse than counting to 8000

 

The problem with cards like winners is that you still need to play the game normally to go for it. If you are already attacking, you shouldn't need and additional spell for it to become a win condition. Not to mention that it doesn't work with direct attacks.

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@ So, I suppose this makes it something of a Vennominaga paradox then? In that while it would be cool to win with her effects, odds are you'll win with her huge ATK stat instead right? So the same principal applies here in that while you could take three turns to apply an automatic win, you can just as easily beat face and win in one or two turns.

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and yet worse than counting to 8000

 

The problem with cards like winners is that you still need to play the game normally to go for it. If you are already attacking, you shouldn't need and additional spell for it to become a win condition. Not to mention that it doesn't work with direct attacks.

while true, it also provides an additional means for victory that isn't all that hard to achieve, all the while protecting itself from removal as well. that's more than enough incentive to run one or two copies of it in the deck. sure you will likely win via beating face with monsters, but winning via winners, is another method that could very well be met faster than regular LP damage. it's less viable than standard battle, but since a level 9 monster is are all you really need  to set it off (in most cases). it's still a good enough wincon to try out.

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