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- - - - - Reactors Legacy support

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#1
Arkars

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Ok, so I was recently rewatching the legacy of the worthless series of RANK10ygo on youtube, and the episode on reactors inspired me. to summarize, Reactors have a really cool design and an interesting mechanic, but they are wasted on crappy effects that are the monster equivalent of "MST negates" and neglectable burn damage, with their boss monster being Valkyrion 2.0 in terms of how difficult it is to summon in the archetype. They also have a total of six cards, including a synchro,but no archetypal tuner to summon it.

So I decided to design a bit of legacy support, here are the cards.

 

monster

 

Spells

 

Trap



#2
Arkars

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Added the field spell and the trap.



#3
Flash Flyer - Sakura

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Alright, let's see.
 
Reactor SF: The Special Summoning and Level modulation effect is alright, but the monsters it's supposed to work with are really not going to see play even with this thing buffing them. Flattop isn't particularly great either, even if it does revive SKY FIRE and whatnot. So yeah, support card is fine, but what it's supposed to be helping is still bad.
 

Makes SK easier to summon without Tributing, but that isn't saying much.

Blueprint: You're not searching SKY FIRE with this as it's not worth it over Reactor SF. The support cards are acceptable for searching. Dumping stuff is okay if you want to combo it with Flattop, but that requires you to actually SUMMON said Flattop in first place. 
 
Aircraft Hangar - Haven: Just a sidenote that most cards in this game do not have more than 3+ effects, and well, most Fields tend to limit the amount of stuff they do. Right now, this is basically amounting to a Swiss army knife (if you know where I'm going with this), even if Reactors legitimately suck right now.
 

Once per turn: You can discard 1 card, and if you do, add 1 "Reactor" monster from your Deck to your hand.

 

This is okay, considering their lack of searching power. Though, recall that Greiger.dek (well, you know Reactors are his stuff, right?) was made in an era where every Deck did not have access to their equivalent of Stratos.

 

You can choose in response to which Summon to activate the effect of "Summon Reactor ● SK" you control.

 

As far as the current game goes, 800 burn is nothing. Most this does is just prevent the opponent from playing a bait monster to force the activation and destroy it with negation (see Strike). It's nice to have control over it, but in the long run, won't accomplish too much.

 

If the effect of a "Reactor" monster you control would activate in response to an opponent's Spell/Trap card activation or monster(s) Summon, it can also negate the effect(s) of the card until the End Phase (if in response to a Spell or Trap card) or destroy it (if in response to a Monster(s) Summon). You can activate this effect of "Aircraft Hangar - Haven" once per card type (Monster, Spell or Trap) per turn.

 

Should be alright for the most part, as destroying the S/T card doesn't stop them from activating (barring Continuous stuff and Pendulums for most part). With monsters off SK, it does amount to a slower but costless version of Strike/Warning. Also ties into the first effect, which is okay.

 

The first time a "Flying Fortress SKY FIRE" monster(s) you control would be destroyed each turn, it is not destroyed.

Protection is always welcome for boss monsters (most of the time), so yeah. 

 

You can banish this card from the GY: Shuffle into the Deck, from your hand, field or GY, 3 DARK Machine "Reactor" monsters with different names, then Special Summon 1 "Flying Fortress SKY FIRE" from your hand or GY, ignoring its Summoning conditions (it is treated as being properly Special Summoned by the effect of "Summon Reactor ● SK").

 

Major issue that you need to consider here is that you still need to actually HAVE the 3 original Reactors to summon SKY FIRE because the Tuner you made doesn't count as such. If we had more of them, then might make it easier to get out. Yes, Blueprint can dump one of them into the GY for stuff, but it isn't saying much.

 

Engine Overheat: You're essentially playing "protect the castle" at this point with the Field (considering what it's doing). To be honest though, no one really runs BoM [probably due to Links being more prevalent / cannot be flipped face-down] and hand bouncing seems to be generally rare (unless people start teching Compulsory in multiples again). The last two effects aren't particularly useful right now; well, least the damage halving thing. Like I mentioned earlier, 800 burn isn't really much and cutting down isn't helping. The added ATK is nice, but you won't be running over common monsters with it too much. Last effect would be nice if Flattop actually counted as a Reactor (or you had more than the original 3 that are actually workable in Link format) so you could get better mileage out of it except for ones that are bad. 

 

 

Put bluntly, the support is generally fine but again, the Reactors themselves are still terrible due to lack of Main Deck monsters to really benefit off of these cards and no real cohesive strategy except "burn the opponent when they do stuff". Yes, you gave them a way to better access Flattop via the Tuner, but it doesn't help their summon speed into getting it (unless you draw it).

 

Another idea would've been to go the Magnet Warrior route and design a whole new class of Reactors + Main Deck boss (not that it resulted in the original 3 and Valkyrion being run, but it was more efficient at doing what it needed to do).


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#4
Arkars

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Thanks for the rewiew! Let's see

Reactor SF: The Special Summoning and Level modulation effect is alright, but the monsters it's supposed to work with are really not going to see play even with this thing buffing them. Flattop isn't particularly great either, even if it does revive SKY FIRE and whatnot. So yeah, support card is fine, but what it's supposed to be helping is still bad.

 

Makes SK easier to summon without Tributing, but that isn't saying much.

Fine enough, after all one of my first draft had it named "Carrier" instead of "Prototype" because it is what it was supposed to do for the entire deck.

Blueprint: You're not searching SKY FIRE with this as it's not worth it over Reactor SF. The support cards are acceptable for searching. Dumping stuff is okay if you want to combo it with Flattop, but that requires you to actually SUMMON said Flattop in first place.

I agree, its mostly there for versatility, I don't know, maybe trade-in shenanigans or something. On the other hand I had already made the tuner a WIND, so might as well capitalize on it. The only use I can think of is the off chance that you want to summon the boss with the GY effect of the field spell but you don't have it in the hand or GY already. Same for the mill, either the random flattop summon or get the last piece for the field spell summon.

 

Yeah, the field spell is pretty bloated. I mean, having it on the field is basically your win-con so I couldn't afford to make just a fancy tenki

Once per turn: You can discard 1 card, and if you do, add 1 "Reactor" monster from your Deck to your hand.

 

This is okay, considering their lack of searching power. Though, recall that Greiger.dek (well, you know Reactors are his stuff, right?) was made in an era where every Deck did not have access to their equivalent of Stratos.

 

Speaking of who just got unbanned. Given that there are a grand total of 12 reactors maximum if we include my tuner I couldn't rely only on blueprint for the search so instead of a bunch of monsters I decided to go the HERO route: still few monsters but a bunch of searcher cards.

You can choose in response to which Summon to activate the effect of "Summon Reactor ● SK" you control.

 

As far as the current game goes, 800 burn is nothing. Most this does is just prevent the opponent from playing a bait monster to force the activation and destroy it with negation (see Strike). It's nice to have control over it, but in the long run, won't accomplish too much.

I know right? :laugh: Initially I didn't even notice it, guess it dind't matter if it was just about getting the burn damage. It's really only there to give you control over the destruction.

If the effect of a "Reactor" monster you control would activate in response to an opponent's Spell/Trap card activation or monster(s) Summon, it can also negate the effect(s) of the card until the End Phase (if in response to a Spell or Trap card) or destroy it (if in response to a Monster(s) Summon). You can activate this effect of "Aircraft Hangar - Haven" once per card type (Monster, Spell or Trap) per turn.

 

Should be alright for the most part, as destroying the S/T card doesn't stop them from activating (barring Continuous stuff and Pendulums for most part). With monsters off SK, it does amount to a slower but costless version of Strike/Warning. Also ties into the first effect, which is okay.

Ah, the bulk of the field spell. Nothing to say except that the summon reactor destroys the monster but doesen't actually negate the summon, so its not exactly at solemn level.

The first time a "Flying Fortress SKY FIRE" monster(s) you control would be destroyed each turn, it is not destroyed.

Protection is always welcome for boss monsters (most of the time), so yeah.

As RANK10ygo said it: "The definition of an anime boss monster: Big! Strong! Burn damage! and no protection whatsoever"

I maybe could've made it a OPT individual protection for each copy of SKY FIRE like diagram instead of once per turn in total, but given it also protects from effect destruction and the field spell already has a lot of stuff going on for it...

You can banish this card from the GY: Shuffle into the Deck, from your hand, field or GY, 3 DARK Machine "Reactor" monsters with different names, then Special Summon 1 "Flying Fortress SKY FIRE" from your hand or GY, ignoring its Summoning conditions (it is treated as being properly Special Summoned by the effect of "Summon Reactor ● SK").

 

Major issue that you need to consider here is that you still need to actually HAVE the 3 original Reactors to summon SKY FIRE because the Tuner you made doesn't count as such. If we had more of them, then might make it easier to get out. Yes, Blueprint can dump one of them into the GY for stuff, but it isn't saying much.

Same as before. Not exactly game breaking but at least it should make SKY FIRE somewhat viable.

Engine Overheat: You're essentially playing "protect the castle" at this point with the Field (considering what it's doing). To be honest though, no one really runs BoM [probably due to Links being more prevalent / cannot be flipped face-down] and hand bouncing seems to be generally rare (unless people start teching Compulsory in multiples again). The last two effects aren't particularly useful right now; well, least the damage halving thing. Like I mentioned earlier, 800 burn isn't really much and cutting down isn't helping. The added ATK is nice, but you won't be running over common monsters with it too much. Last effect would be nice if Flattop actually counted as a Reactor (or you had more than the original 3 that are actually workable in Link format) so you could get better mileage out of it except for ones that are bad.

I have this weird mental image of  the field spell being the spiritual successor of bujin yamato now. I tried to not make the card too overblown since it is a searchable protection for the field spell, which makes it slightly better by proxy i think. The protection for the monsters is there most as a bonus than anything, since as much as I want to improve Reactors I surely don't want them to become the next SPYral Sleeper-Last Resort-Resort lock. The GY effect is because SKY FIRE is one of those monster that should have some way to float into its materials. The attack boost best use is probably just powering up SKY FIRE or at worst SK, since even a single activation of SKY FIRE's effect puts him above most boss monsters in terms of attack, but maybe its still too low. Should I change it to completely convert the 800 damage in ATK value?

Put bluntly, the support is generally fine but again, the Reactors themselves are still terrible due to lack of Main Deck monsters to really benefit off of these cards and no real cohesive strategy except "burn the opponent when they do stuff". Yes, you gave them a way to better access Flattop via the Tuner, but it doesn't help their summon speed into getting it (unless you draw it).

 

Another idea would've been to go the Magnet Warrior route and design a whole new class of Reactors + Main Deck boss (not that it resulted in the original 3 and Valkyrion being run, but it was more efficient at doing what it needed to do).

That's actually my greatest fear about this. Making a complete retrain of the original cards that are supposed to work with the older ones... and end up with the ABC and Electromagnet warrior problem, where the deck is just better off without the older cards. So I preferred to try to cook up some ways make the originals less shitty instead of scraping them altogether, while leaving space for other engines and tech choices instead of filling the space with new monsters.



#5
Flash Flyer - Sakura

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You could probably get away with converting the entire burn thing to ATK boosting, but ultimately, it's your design.

 

As for the last part, yeah, ABC / Electromagnets did make the originals useless (unless you really wanted to go crazy and make the 40/40 bosses). You could try to make more Main Decks that could enable them (or even treat themselves as the originals, but this one essentially means "don't bother running the older ones except for fun.") Granted, SF does have other targets to Synchro with except the original Reactors, but given the restrictions, you're not running it elsewhere.

 

===

You can try to make stuff that can at least incorporate the originals, however you do have to consider how much the game changed since their release and what they can do to be good. Sometimes, that does require that you overhaul the design and rebuild from scratch. (Or you could remake the originals so they're functional, which is permitted in this section.)


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