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The Bright Lagoon of Mist Valley (Wash All Your Handfixing Sorrows Away)


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Alright, time for a (brief) detour from the Masks of BD'S Past, and let's have us a look at a...familiar card to the 1v1-playing demographic on this here forum, brought to life once more. 

 

the_bright_lagoon_of_mist_valley_by_bdsc

 

[spoiler=The Bright Lagoon of Mist Valley: Info]

Field Spell Card

 

Lore: Once per turn: You can add 1 Level 5 or lower "Mist Valley" monster from your Deck to your hand. Once per turn, if you Synchro Summon using a non-Tuner WIND monster you control, the other materials can be "Mist Valley" monsters in your hand. During each of your End Phases, you can return 1 monster you control to the hand. If you do not, shuffle this card into the Deck, and if you do, you can activate 1 "Mist Valley" Field Spell from your hand or Deck, except "The Bright Lagoon of Mist Valley".

 

 

 

This is more my tempo for now, anyway; a strictly beneficial Field Spell that makes a trio where was once a duo of Mist Valley Field Spells. However, due to both of the others ranging from middling-yet-lethal-with-the-right-cards-AKA-Yosenjus-and-Harpies, and the other being.....a decade late and a dollar short, this going into them may not be optimal, but CAN be beneficial if you're looking to squirrel away something good for your upcoming Terraforming and Ancient Fairy Dragon Metaverse to spring on the opponent at the first sight of trouble next turn or so.

 

Plus, there's a bit of a play that can be done with certain Pendululm Decks that can afford a free slot in the Field Spell Zone for this, have Scales that go up to 8, and aren't xenophobes in the Pendulum Zones (coughApexAviancoughjesusImadeLesserMajespecterUnicornKirinSEARCHABLEcough)

 

So yeah, easing up Synchro Summoning and a cost that Thunderbird essentially pays for free.

 

What's not to love, right?

 

I'll be back on the Lumis/Umbra lowkey support wagon tomorrow, and until then, reviews and revelry placed below here are like a Publisher's Clearinghouse check; always welcome.

 

BD'S, signing off.

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Doesn't look good enough, IMO. For Mist Valley Field Spells, Divine Wind takes the crown. Although you can play this, then follow up with Divine Wind, in that case this merely acts as a searcher and Synchro facilitator, but it isn't really generating any advantage in a vacuum, and that's something Mist Valleys need as the undersupported archetype that they are.

I can think a couple of things you can do for this card. One of those things is Summoning the Mist Valley monster directly instead of adding it to the hand. That way it becomes a sort of field presence engine not unlike the upcoming Castle of Stromberg, and whose drawback is running Mist Valleys, most of which are inherently suboptimal. Then, this effect shines more with its "use material from hand for a Synchro Summon" effect since it would let you drop a Synchro before spending any Normal Summon, but its bound to having a Mist Valley in the hand. After than, then sure, feel free to swap this for Divine Wind and open more combos.

Another idea is making the last effect activate on MP, so that it can at least grab Divine Wind right away.

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