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[CYHO] Zirdras, the Magicrystal Dragon


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CYHO-JP021 Mashouryuu Zirdras / Zirdras, the Magicrystal Dragon
Level 6 DARK Dragon Effect Monster
ATK 2200
DEF 1200
You can only use this card name’s effect once per turn.
(1) If this card is in your hand or GY, if a Spell/Trap Card(s) you control leaves the field by an opponent’s card and is sent to the GY or banished: You can Special Summon this card, then you can Set 1 Spell/Trap Card to your field, from your banished cards or your GY. If this card was Special Summoned this way, banish it if it leaves the field.
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So it is pretty much an insurance for the removal of your Spell/Traps, and even will work vs. stuff like Cosmic Cyclone, neat. Looks good enough to me, at least as a side deck card or meta call. I find amusing how getting it in the GY first makes it indirectly a plus, but at the same time it is revealed to the opponent, giving him/her the chance to bait or play around it.

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It doesnt protect FF, I wouldt still pop FF even if it means facing this card. True it can get ot back but its another turn you gain before the massive milling

I phrased that poorly, it would make Future Fusion more likely to resolve?

 

Although, if we're being honest, you're significantly better of making Dark Matter Dragon off 2 Chaos Emperor Dragons or the like

 

It's nice however that this card is a lv6 so it can work somewhat well with Light Pulsar

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As for the card... I have no interest in a niche effect that relies on the opponent doing a specific thing to work at all.

 

I don't think that's an accurate way to describe this card. If you went for that description, then you wouldn't play Ash Blossom or Ghost Ogre either, since they rely on the opponent doing something as well.

Instead, I see this as an inverse hand trap of sorts, in that it doesn't negate the effect that removes your Spell/Trap, but it brings it back, and with the plus of having a 2200/1200 body. Of course, this wouldn't apply vs. mass Spell/Trap removal, in which case you would only be able to bring back a single Spell/Trap, but those aren't as prominent anyway.

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I don't think that's an accurate way to describe this card. If you went for that description, then you wouldn't play Ash Blossom or Ghost Ogre either, since they rely on the opponent doing something as well.

Instead, I see this as an inverse hand trap of sorts, in that it doesn't negate the effect that removes your Spell/Trap, but it brings it back, and with the plus of having a 2200/1200 body. Of course, this wouldn't apply vs. mass Spell/Trap removal, in which case you would only be able to bring back a single Spell/Trap, but those aren't as prominent anyway.

for the ghost girls to fit my description, the "specific thing" would have to be "play Yu-Gi-Oh"

 

The conditions for their use are far more prominent than S/T removal, and even as you said, all this does it recover what was removed, rather than do something about what did it.

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for the ghost girls to fit my description, the "specific thing" would have to be "play Yu-Gi-Oh"

 

The conditions for their use are far more prominent than S/T removal, and even as you said, all this does it recover what was removed, rather than do something about what did it.

this triggers on ANY removal though (banish, pop, send, trap eater, ect). and gives you ANY S/T from your grave or banished zone. not just the card that got hit, but ANY S/T card that you have used prior. all the while giving your field a new body. if you run a deck with valuable continuous S/T, or even valuable normal S/T, this card can be your insurance on them, and it can kick from hand or grave, so there's little if any risk involved. cards like CDI, master peace, that one pendulum magician, ghost ogre, whatever else your opponent might use to remove your card, this gives you back any S/T in your grave or banished. that's definitely prominent enough to warrant a second look.

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for the ghost girls to fit my description, the "specific thing" would have to be "play Yu-Gi-Oh"

 

The conditions for their use are far more prominent than S/T removal, and even as you said, all this does it recover what was removed, rather than do something about what did it.

 

Also, the main Deck around is Zarcgicians, why wouldn't a player going against them try to remove their backrow? Hence, this comes in to bring it back. And this card also allows for both the benefit of destruction effects of your Spells/Traps triggering and you getting it back to possibly play again. 

 

Anyways, I do think the card has its niche, especially for Decks relying on crucial cards that remain face-up on the field to maintain advantage (coughSPYRALscoughQliscough)

 

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It's good because it works from the GY. IMO it would probably be not worth playing if it could only summon itself from the hand. But you're free to discard it for whatever you want, and it can still work in a deck playing Card of Demise.

 

Anyways, I do think the card has its niche, especially for Decks relying on crucial cards that remain face-up on the field to maintain advantage (coughSPYRALscoughQliscough)

 

Just sayin, this would be terrible in Qli since you won't be able to Special Summon it if you control a Qliphort Pendulum Scale.

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