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[SAST] Witching Hour


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Would be neat if it ignored the Summoning conditions, but as it doesn't, seems like a waste when you could just use any other card that's both faster and can target more stuff. Since this is mostly for Extra Deck monsters, as Main Decks are rarer for that, you would probably be using other kinds of monsters, so you want as many as possible. I don't see this as a good card.

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It should be a Quick Play Spell, as things stand there is no reason to use it, it being a simple (non-pseudo-quickplay) Trap card kills it, given that Call of the Haunted, Back to the Front and even Spring of Dragon Souls outclasses it.

If one really wants revives I would say maxing out Monster Reborn, Soul Charge and even Survivors of the World Legacy is far better (and in case of Spell Speed 2 the above outclass it).

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Ideally this looks like it would be a way of getting your Links back on the field where this could be ideal in a Cyberse Deck.

But... how is this better than other generic options? Again, there's Monster Reborn, Soul Charge, and World Legacy Succession.

 

There's just not enough payoff for its slowness and specificity.

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It should be a Quick Play Spell, as things stand there is no reason to use it, it being a simple (non-pseudo-quickplay) Trap card kills it, given that Call of the Haunted, Back to the Front and even Spring of Dragon Souls outclasses it.

If one really wants revives I would say maxing out Monster Reborn, Soul Charge and even Survivors of the World Legacy is far better (and in case of Spell Speed 2 the above outclass it).

 

2 of those examples nuke the monster when they're destroyed-which may as well be waving a flag on them saying 'hit me with your Knightmare Phoenix first' and the middle one doesn't work on Links, of which the parent Archetypes in this picture have two. 

 

You've a point on the Spells tho, speed revival  is as speed revival does, most every generic revival Spell outclasees this. But I am not sure any revival TRAP does.

 

Longform: this card's niche is in generically springing back stuff without strings attached to whats on your field-or what you need to keep on the field-in a way other Traps seldom do. The closest card I can think of in this regard is Super Team Buddy Force Unite, and EVEN THEN it demands specific resources on your board. This requires no links, no attachments to field-clogging Cont. Traps, just targeting of a powerful ED monster and voila. 

 

Example- Thinking of siding a couple of these for T.G.s now, for my above reasons and the fact that T.G.s run through Synchros and Links like water.

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Heh, I originally skipped reading this card because of the art. I thought "Oh Shiranui support? Next" xD
I also didn't expect it to have a Japanese priestess by the name...

 

It's neat that unlike Call of the Haunted, it isn't prone to removal that can destroy the revived monster, and it doesn't have to be in Defense Position like most of the Normal Traps that do this we've had. It is also good that it has no costs like the FLIP revival that takes 2000 LP, or some cards that need discards (when involving banished targets). My first thought was "oh so only semi-nomi monsters" but actually it can get Rituals, Fusions, Synchros, Xyzs, and Links too.

 

However, many of those mechanics don't give you much of a reason to revive them in favor of just Summoning something else properly from the same mechanic and having all uses live. At this point I would expect a card like this to either;

-Revive (up to?) 2 monsters instead of 1.
-Have support that searches and/or recycles it in some way.
-Have a GY banishing bonus effect.

-Be a Normal or Quick Play Spell instead.

 

Have 2+ of the above wouldn't be too far fetched...
 

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Heh, I originally skipped reading this card because of the art. I thought "Oh Shiranui support? Next" xD

I also didn't expect it to have a Japanese priestess by the name...

 

It's neat that unlike Call of the Haunted, it isn't prone to removal that can destroy the revived monster, and it doesn't have to be in Defense Position like most of the Normal Traps that do this we've had. It is also good that it has no costs like the FLIP revival that takes 2000 LP, or some cards that need discards (when involving banished targets). My first thought was "oh so only semi-nomi monsters" but actually it can get Rituals, Fusions, Synchros, Xyzs, and Links too.

 

However, many of those mechanics don't give you much of a reason to revive them in favor of just Summoning something else properly from the same mechanic and having all uses live. At this point I would expect a card like this to either;

-Revive (up to?) 2 monsters instead of 1.

-Have support that searches and/or recycles it in some way.

-Have a GY banishing bonus effect.

-Be a Normal or Quick Play Spell instead.

 

Have 2+ of the above wouldn't be too far fetched...

 

You could add to the items, to ignore the summoning conditions. That should immediately make an internal debate whether this card is worth using or not (depending on the deck). 

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