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ABC-style Fusions with X-Head Cannon


Darj

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AX-Cannon Core
LIGHT/Machine/Fusion/Effect
Level: 6
2400/1700
"A-Assault Core" + "X-Head Cannon"
Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control and/or from your GY. (You do not use "Polymerization".) Unaffected by your opponent's monster effects. (Quick Effect): You can target 1 face-up monster on the field; banish it. During your opponent's turn (Quick Effect): You can Tribute this card, then target 1 of your banished LIGHT Machine Union monsters; Special Summon 1 of your banished LIGHT Machine Normal monsters that would be an appropriate target for that Union Monster's effect, and if you do, equip the Union Monster to that monster. Also, that target gains this effect (even while it is treated as a Monster).
• A monster equipped with this card gains 600 ATK and 200 DEF.
You can only use each effect of "AX-Cannon Core" once per turn.


BX-Drake Head
LIGHT/Machine/Fusion/Effect
Level: 6
2200/1900
"B-Buster Drake" + "X-Head Cannon"
Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control and/or from your GY. (You do not use "Polymerization".) Unaffected by your opponent's Spell effects. (Quick Effect): You can target 1 face-up Spell/Trap card on the field; banish it. During your opponent's turn (Quick Effect): ou can Tribute this card, then target 1 of your banished LIGHT Machine Union monsters; Special Summon 1 of your banished LIGHT Machine Normal monsters that would be an appropriate target for that Union Monster's effect, and if you do, equip the Union Monster to that monster. Also, that target gains this effect (even while it is treated as a Monster).
• A monster equipped with this card gains 400 ATK and DEF.
You can only use each effect of "BX-Drake Head" once per turn.


CX-Wyvern Cannon
LIGHT/Machine/Fusion/Effect
Level: 6
2000/2100
"C-Crush Wyvern" + "X-Head Cannon"
Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control and/or from your GY. (You do not use "Polymerization".) Unaffected by your opponent's Trap effects. (Quick Effect): You can target 1 Set card on the field; banish it. During your opponent's turn (Quick Effect): You can Tribute this card, then target 1 of your banished LIGHT Machine Union monsters; Special Summon 1 of your banished LIGHT Machine Normal monsters that would be an appropriate target for that Union Monster's effect, and if you do, equip the Union Monster to that monster. Also, that target gains this effect (even while it is treated as a Monster).
• A monster equipped with this card gains 200 ATK and 600 DEF.  
You can only use each effect of "CX-Wyvern Cannon" once per turn.

 

 

I have had in my mind for a while to make ABC-type Contact Fusions of the ABC monsters with X-Head Cannon, which stands out from the XYZ series due to being a Normal Monster. I have finally defined something for the idea.

The intent is not so much to support the ABC boss, but instead encourage a variant that runs X-Head Cannon plus Normal monster support like Dai, Rabbit, etc. The idea is to trade ABC for a toolbox of 2-material contact fusions that have no discard cost for their removal effect in exchange of stats and more restricted removal coverages. Needless to say, it would still be able to access the ABC boss. I can't tell if this strategy would actually be better than current ABC boss strategies, but it's not my goal to empower current ABCs, as they are currently top tier in OCG and thus IMO they don't deserve any further support.

That's one of the reasons I post this in Casual instead of Advanced. The other reason is that I'm still unsure about some aspects of the cards, and this is where I ask for feedback and suggestions.

 

As for flavor hints, I tried to avoid using the "Assault", "Buster" and "Crush" words in their names to spice things up a bit, and their stats are based on X-Head Cannon and played around with increments of 200, 400 and 600:

AX: +600 ATK, +200 DEF, due to A's higher ATK in contrast to its DEF.

BX: +400 ATK/DEF, since B's stats are the most balanced of the 3, plus it's the same boost value provided by the Union effect of Y-Dragon Head, which could be said is its XYZ  counterpart.

CX: +200 ATK, +600 DEF, due to C's higher DEF.

Also each effect sports monster/Spell/Trap immunity as a nod to the Union effects of the ABC monsters. Also these effects assist them with their removal effects. For instance, the immunity to monster effects allows AX to disrupt monsters without being affected by them. Likewise, CX's immunity to Traps allows it to threat backrow with less risks of falling to any Set Trap it attempts to banish.

 

 

Thoughts, suggestions, ideas,etc. are welcomed and appreciated.

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  • 4 weeks later...

bump

I edited them by restricting the Summoned monster to a LIGHT Machine Normal monster, otherwise they would lead to silly plays since ABCs can equip to any LIGHT Machine and their intended play is to bring X Cannon back.

 

Also, I take this chance to request if these can be moved to Advanced Multiples. After doing the polishing, IMO they are now fit for that section.

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  • 2 weeks later...

It's very interesting seeing how your removal strength somewhat, at least for me, ties into the strength of the og ABCs; Buster Drake is probably the most versatile, having a decent protection effect and searching being always good, and yet its' Fusion possibly the worst here with having a limited range of targets. Also, do love how you tied each one's immunity into the removal as well, with Buster again having the widest range of face-up targets for its immunity. (Continuous/Pendulum/Field Spell as opposed to Continuous Traps) ATK/DEF gain, despite not being much, is there, and really, all you need to Summon is 1 monster to take advantage of Union Hangar, so the immediate equipping is neat, setting up a potential wall with protection or leaving you with a beater on your turn. Not as strong as ABC's tag out, nor should it be.

 

Speaking of its actual meta playability, I haven't really played or seen much of ABCs personally post-MR4, but I would think that the Rescue Rabbit + Actual options to go into if you don't manage to get all pieces of Exodia ABC makes it rather worth it. Of course, the actual main play with ABC nowadays as far as I see is to introduce it after your Kightmare Link board as the final part of the puzzle, and with Rescue Rabbit, if you happen to have 2 free Zones you'll be able to make two of these bosses, but there's not really much with X-Head that you really need.

 

tl;dr good for simple ABC.dek, not so good for ABC splashed cores.

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Thanks for the review.

Indeed, these cards are intended to stand as it own deck, as opposed to be "enginizable" along the ABCs. And even then, one could be funny and splash X Cannon and Normal support plus B Drake in Union decks, since Drake can grab any Union, and BX would provide a floaty remover with decent punch.

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