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Grand Carrier, Thunder Ark


Thomas★Zero

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[spoiler=Effect]3 Machine Monsters

Once per turn, during the Battle Phase (Quick Effect): you can Special Summon as many Machine Monsters from your hand or GY to zones this card points to. The Monsters summoned by this effect are destroyed at the end of the Battle Phase. If this card would be destroyed by battle or by card effect, you can banish 1 Machine Monster in your GY instead.

 

 

So Grand Carrier is a Link 3 Machine that needs 3 Machine Monsters to be summoned but during the Battle Phase summon Machine Monsters from hand or grave to generate a massive onslaught onto your opponent but can also be used to protect your LP during your opponents turn where at the end of that Battle Phase they are destroyed. In addition this card can also protect itself by banishing Machine Monsters in your graveyard which in turn balances out its effect to summon Monsters from the grave during the Battle Phase.

 

In Machine decks that can summon a lot of Monsters this card can use it to summon itself and have a set of monsters that it can use to attack with and protect itself.

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Thomas maybe special summon banished machines so it has synergy with the destruction protection.

 

Just so you know, you do need to write more in Advanced under Advanced Clause (40 words min, and a better analysis of the card in general). Please keep this in mind for next time, because this isn't Casual.

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Sorry Sakura I'll keep that in mind. Do you agree though, that the effect should summon banished machines as opposed to hand or graveyaRd for synergy. It would work as when you get 'Thunder Ark" on board use foolish burials to send your good machine to the Graveyard then banish it for protection then summon it back with the summon effect. You wouldn't have to replace the whole effect persay but more that you should summon banished machines as well otherwise your banish recurrable resources.

 

Other than that tid bit yhe monster is great. Level stats, good protection and an alright summoning effect.

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ATK is too high for generic Link 3 (Mekk-Knights one is justifiable being archetype spesific and harder (if not being unwanted) to summon.

 

Wouldn't be if you revive something that can avoid effect destruction its basically can be use further at the very least as a Mat? Especially they got to summon with its effects usable and all

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You also have the Dinowrestler one being a Link 3 with 3K ATK and its archetype isn't exactly hard to summon out unlike Mekk-Knights in terms of Levels and stuff, but yeah, for a generic Link 3 for Machines; ATK needs to be lowered a bit. Yes, it does require 3 Machines to make, however I don't think it's that particularly hard to do nowadays (Hornet Drone spam notwithstanding). 2600-2700 should be fine, but given this card's other effects, you may want to go a bit lower.

 

As for Krawler's question, summoning from the current locations (hand and GY) should be proficient enough. To be fair, only Decks that would want to summon banished stuff back is ABCs (Orphegels do this too, but the Links recycle them to do stuff so counterproductive). As for the other thing about Machines that can avoid getting destroyed by card effects, only ones that come to mind are the MPB Main Decks with Tokens out already (or I suppose you can use Dress to protect one of the monsters you summoned, if Dress is even used nowadays). 

 

Protection effect is fine, but it's the Battle Phase one that raises concerns; especially because it's a Quick Effect and nothing is stopping you from reviving monsters again. Even if it weren't a Quick Effect [and this is still limited to usefulness in the EMZ], it's still questionable.  

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