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[SAST] Neospace Connector


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Neospace Connector

Level 4 LIGHT

Warrior/Effect

When this card is Normal Summoned: You can Special Summon 1 “Neo-Spacian” monster or 1 “Elemental HERO Neos” from your hand or Deck in Defense Position. You can Tribute this card, then target 1 “Neo-Spacian” monster or 1 “Elemental HERO Neos” in your GY; Special Summon that target in Defense Position. You can only activate each effect of "Neospace Connector" once per turn.

ATK/800 DEF/1800

 

Well this card by itself has fixed a lot of Neos Decks main issues.

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This is a mistranslation. Here is the actual effect.

 

When this card is Normal Summoned: You can Special Summon 1 “Neo-Spacian Aqua Dolphin" from deck. Use Aqua Dolphin's effect to rip hand traps out of your opponents hand. Make Isolde with Neospace Connector and Aqua Dolphin. Proceed to Extra Link Phase.

Though why would one's opponent not use Effect Veiler, Ghost Ogre, Impermanence or Ash Blossom against this or Dolphin ?

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Though why would one's opponent not use Effect Veiler, Ghost Ogre, Impermanence or Ash Blossom against this or Dolphin ?

Because they can hit something more important? Or this baits hands traps as well? What kind of whack ass question is this

 

Also why list Ghost Ogre here lmao. Ghost Ogre this and you are straight up booty. That's an instant loss

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I'm glad that they're steadily giving Neo-Spacians more support to make them viable. Still a lot of work to do, but this is certainly a nice addition.

 

I get that this does help grab Aqua Dolphin, though my main issue with this is that it's designed more for getting out a standard Contact Fusion, when you'd get more value out of a Triple Contact Fusion.

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((Replying to @@Phantom Roxas 'cuz the browser I'm currently using won't let me properly quote him.))

 

As Thomas Zero mentioned, Convert Contact(s) + Contact Gate + this nets you a Triple Contact with ease, assuming you get all 3 in the hand/draw(s), and even then, Triple Contacts are a double-edged sword that you wouldn't want to make T1. 

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Maxx c doesn’t exist tho

 

Also, yeah, this will get ashed... but there’s one ash per turn, which means something more valuable might not be Ashed.

 

It’s not like this is the only ashable play you’ll make

Or Effect Veiler or Impermanence, not like it is the only handtrap.

 

Though I agree luring out a handtrap is nice, however losing one's normal summon is also unpleasant.

Depends on the deck.

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Sounds like you're investing a lot of cards to make sure ash fails lol

 

Yes. I'm investing one card that triggers off of Connector's summon that chainblocks you from Ashing me. This nets me Aqua Dolphin which then proceeds to rip x hand trap so you cant hit my Isolde. Even if Connector or Aqua Dolphin get hit with Infinite/Veiler I still can make isolde due to Butterspy. So I'm not really understanding your point of view here. All of these cards are good in warriorgoodstuff which is a very very strong deck in the TCG. These arent really investments rather than cards that already work together with the benefit of funking my opponent.

 

 

Or Effect Veiler or Impermanence, not like it is the only handtrap.

 

Though I agree luring out a handtrap is nice, however losing one's normal summon is also unpleasant.

Depends on the deck.

The deck you play this in does not care for the normal because of extenders like butterspy, junk forward etc.

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Next you guys will tell the dark level 2 YZ is good since it forces out negates

but jiaotu was good for its time

 

Nevermind how bad a comparison that is, considering it’s a discard 2 that leaves you ducked if it doesn’t resolve, given the deck it fits in

 

Whereas this fits in a deck with lots of chances to throw extra bodies onto the board and doesn’t cost a discard unless it goes through, at which point you accomplish what you set out to do

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Next you guys will tell the dark level 2 YZ is good since it forces out negates

The difference is that this is a vanilla body that forces out a handtrap, whereas the dark Yang Zing (jiaotu I assume it gets called) is a vanilla body that "forces out a handtrap" and leaves you at an additional (-2), which is really painful.

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Next you guys will tell the dark level 2 YZ is good since it forces out negates

You're really bad at comparisons. Black and Highlander pretty summed up the differetences, but if this gets negated you still have other plays. If it doesnt get negated well that's funking fantastic. Also the fact that you can run cards that go off and also prevent you from even negating this card in first place.

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being vulnerable to hand traps doesn't make cards bad, especially when they essentially force the activation.

 

Exactly. "This card can be negated by a card specifically designed to negate it, therefore it sucks" is a fairly weak critique. As pointed out, there are other plays you can still make, but this can still successfully bait your opponent. If your opponent decides to negate this, you've at least managed to make them waste an activation while ideally minimizing the net cost to yourself.

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You're really bad at comparisons. Black and Highlander pretty summed up the differetences, but if this gets negated you still have other plays. If it doesnt get negated well that's funking fantastic. Also the fact that you can run cards that go off and also prevent you from even negating this card in first place.

You're burning your normal on it. You're going to need stuff like speeder and the one butterfly card you keep tryna push. If you get 2 card combos to resolve a simple effect, at the very least you need to give your opponent those same options. If you're doing all this to snip hand-traps, it's just not worth it

you play IRL right, why even bother about a card that wont be TCG legal for a format

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You're burning your normal on it. You're going to need stuff like speeder and the one butterfly card you keep tryna push. If you get 2 card combos to resolve a simple effect, at the very least you need to give your opponent those same options. If you're doing all this to snip hand-traps, it's just not worth it

you play IRL right, why even bother about a card that wont be TCG legal for a format

it is a 3-1 engine that fits into a deck that will already run rota and already had the option of techning dolphin

 

this gives you a +0 isolde that also ghas the chance to snipe a card. It's a 1-card combo on its own, but it also has ways to keep it from being outplayed, which is in no way bad, just a point that makes it slightly better

 

The point is that goodstuffs already exist, and this fits into that perfectly, so the card is good in that context.

 

I don't see why thinking ahead is bad, either.

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You're burning your normal on it. You're going to need stuff like speeder and the one butterfly card you keep tryna push. If you get 2 card combos to resolve a simple effect, at the very least you need to give your opponent those same options. If you're doing all this to snip hand-traps, it's just not worth ityou play IRL right, why even bother about a card that wont be TCG legal for a format

All I read is "why do people run armageddon knights its a one card extra link but it wastes your normal"

 

Idk how it's possible to be so short sighted on something like this lol

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