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Destruction Punch Kangaroo (When Jaw-Jacking Goes Right...Right Hooks, That Is)


Black D'Sceptyr

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[spoiler=Destruction Punch Kangaroo: Info]

 

DARK/Beast-Type Effect Monster/Level 4/1500 ATK/1700 DEF

 

Lore: When this card is Summoned in Defense Position: All non-Beast monsters currently on the field lose 1000 ATK, also those monsters cannot attack this turn, except to attack this card. If this card is attacked by a monster with less ATK than this card's DEF, before damage calculation: Destroy that attacking monster. If this card is sent to the GY: You can Special Summon 1 Level 4 or 8 Beast monster from your Deck, but it cannot attack. You can only use each effect of "Destruction Punch Kangaroo" once per turn.

 

 

 

So, back we go to the week of DARK fighting monsters, started with Mandy Slammer and now continuing with this rework of Chumley Huffington's rare non-Koala or Otter Beast monsters. This doesn't Summon anything on its own, but oh, that last effect does so remind a person of Gokipole, doesn't it?

 

That's really what's gonna save this card, especially considering how little support Beast-type has gotten that actually addresses whether or not they can put down stuff on the board without.....well, ANOTHER Chumley special card, Ayers Rock Sunrise. 

 

Speaking of which, my Koalas in Action set over on Mutltiples has a nifty new interaction with that Spell, and well, since this card allows you to pump out Beasts for, say, Heraldic Beasts, Gladiator Beasts, and Forest monsters, mayhaps one could swing by, give it a look-see?

 

Ad-libbing over with, reviews, revelry, you know the drill.

 

BD'S, signing off.

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I mean, you do have stuff like Beast Soul Swap or Return to the Frontlines (or w/e said card is called) to make it go into Defense Position on summon; plus Ayer's Rock because that doesn't specify what battle position you set this in. 

 

But besides the above, honestly you really don't have much mileage on making the effect actually work (and a lot of it is due to Konami being shitty at giving Beasts actually good cards, however it works to this card's advantage for now). Stat drop is fine and forcing the opponent to attack, but as mentioned above, opponent could just skip their BP and they don't lose monsters. To make this good, you gotta summon it during the opponent's turn and the first two cards I mentioned here can do it, but Traps are slow in 2018 apparently.

 

At least it floats into something if it either dies or gets used as material for something, but to be really serious, what Level 4 or 8 Beasts are you summoning that are workable in this era? Former least gives you the Rescue series and Bujingis, but I don't think Bujins in their present state would even bother with this card (or make space for it). As for the Level 8 Beast pool, uh, you have Mosaic Manticore and 3,000 Needles, but that's it. (Danger! Bigfoot is also a target, but it does nothing for you). If you were making this a Chumley thing, Big Koala is a Level 7

 

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This should be obvious, but I did not take into consideration the Koala stuff you made in the Single/Archetype game or the repost (but iirc those were Fusions and can't be summoned when this goes). 

 

Now if only this could be treated as original "Des Kangaroo" for Master of Oz stuff q_q.

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At least it floats into something if it either dies or gets used as material for something, but to be really serious, what Level 4 or 8 Beasts are you summoning that are workable in this era? Former least gives you the Rescue series and Bujingis, but I don't think Bujins in their present state would even bother with this card (or make space for it). As for the Level 8 Beast pool, uh, you have Mosaic Manticore and 3,000 Needles, but that's it. (Danger! Bigfoot is also a target, but it does nothing for you). If you were making this a Chumley thing, Big Koala is a Level 7

 

Well, this can float into another Destruction Punch Kangaroo, in order to get the stat drop in effect. Mainly however, this is to get out the other Level 4 monsters that Chumley has at disposal-Des Kangaroo, and for the sake of Bazoo Reincarnate, Vampiric Koala. 

 

 

It does not force the attack. So just someone skip bp for that turn. It also have to flash it during their turn in defense position some how. It does stuff but it is not a self starter.

 

Seems balanced but also underwhelming

 

No it doesn't force the attack, but de facto ending a Battle Phase where one would normally have to worry about being robbed of large portions of LP is hardly that much of a downside. It's one fewer way to strike at your board, at least.

 

I do admit, there were less appealing targets for the Level 8 summon pool for Beasts than I thought, but I was at a bit of an impasse at this point in the effect-once I made sure it could bring out another copy of itself, the options were limited for how else I could make the card better without outright breaking it-making it a stat-dropping handtrap was kinda a moot point, considering a Level 4 DARK Beast I made not too long ago did that better. And I've got some more stuff lined up for the rest of the week in terms of supporting Beast plays. 

 

As it is, this works better if looked at as a way to turn a Foolish Burial into, say, more Heraldic Beasts or Glad Beasts on the board.

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  • 2 weeks later...

this floats into rescue cat, and it's just on sent to grave, so that works with foolish burial effects, or just using it as link material. Not sure what sakura is on about with rescue cat not being workable in this era, seeing as how the card is amazing.

 

It just feels like some weird battle stuff tacked onto a broken floater.

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I was referring to Bujin(gi) being iffy as a viable float target for this card, NOT the Rescue series along with them. Cat is fine. Rabbit still has its usages somewhere and IDK about Ferret/Hamster at the moment.

 

Also yeah, I probably overlooked that this does float into another copy of self too, so that works out enough to trigger the stat drop.

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