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[DANE] Assault Reboot


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Assault Reboot

Normal Trap Card

Tribute 1 “/Assault Mode” monster; Special Summon 1 “/Assault Mode” monster with a different name from your Deck in Defense Position, ignoring its Summoning conditions. You can banish this card from your GY, then target any number of cards with different names in your GY that are either “Assault Mode Activate”, or cards that specifically list the card “Assault Mode Activate” in their text, except “Assault Reboot”; shuffle them into the Deck. You can only activate each effect of "Assault Reboot" once per turn.

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Other one got me thinking of Danger!, Summoner Monk, Foolish Burial Goods, and plenty else, but this...

 

Being a trap hurts. I get why, because when it's activated it really does push for heavy, but I think the delay holds this back from truly being useful, even in the casual decks that would make use of /Assault Mode monsters.

 

At the very least, it would be nice if it destroyed, so it could plus.

 

In any case, it gives decks with /Assault Mode access to any /Assault Mode. This means raigekiduster from arcanite, which is pretty decent, I'd say. While others still have useful effects (most notably Colossal Fighter and Doomkaiser Dragon) it just makes more sense to summon them properly.

 

So, while the other card is probably useful, albeit underwhelming, I think this one is just plain bad, even in the decks it was specifically made for. Even though the deck that wants this already would be running temple of the kings, it would have already used the early activation on the archetype's signature trap.

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Other one got me thinking of Danger!, Summoner Monk, Foolish Burial Goods, and plenty else, but this...

 

Being a trap hurts. I get why, because when it's activated it really does push for heavy, but I think the delay holds this back from truly being useful, even in the casual decks that would make use of /Assault Mode monsters.

 

At the very least, it would be nice if it destroyed, so it could plus.

 

In any case, it gives decks with /Assault Mode access to any /Assault Mode. This means raigekiduster from arcanite, which is pretty decent, I'd say. While others still have useful effects (most notably Colossal Fighter and Doomkaiser Dragon) it just makes more sense to summon them properly.

 

So, while the other card is probably useful, albeit underwhelming, I think this one is just plain bad, even in the decks it was specifically made for. Even though the deck that wants this already would be running temple of the kings, it would have already used the early activation on the archetype's signature trap.

I mean, Assault Mode Activate is a Trap too, so you are still gonna have to wait anyway. It's not like Assault Mode would ever be able to really do much anyway, I don't much if it was a Trap or not.

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This would be really nice, but Most decks i know of only ever run 1 type of assault mode monster. The two most likely to be paired imo are stardust/archfiend. the 2nd effect is what's really good, it refreshes some of your /AM support cards if you somehow haven't lost already run out. hopefully we get 2-3 really good ones to make this worth testing.

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I meant in comparison. The 1st effect is absolutely terrible, as it hurts your build to even be capable of running that effect. But the 2nd effect at least puts /AM monsters back where they belong and doesn't force you to run your build in a absolutely suboptimal manner.  You're running assault mode aready, why make it worse?

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So, uh... why is there 0 draw on the second effect?

 

Neither effect is good because the first just asks for more clogging and the second just makes your deck fatter without giving you any sort of compensation.

You are completely right about that if we do not get any new Assault Mode monsters, there is not even a second good Assault Mode monster you could be running, given that this is a trap and Doomkaiser -> Stardust sounds silly.

That same argument also means that shuffling them back means nothing if you have no incentive to even recycle, the only good Assault Mode (Doomkaiser is something you could argue for, though there are cards like Soul Charge that do the same for less investment and do not expect to run a horrible amount of bricks) would be Stardust Dragon/Assault Mode and that one basicly comes down to:

a) Win by preventing your opponent from doing anything and pray they do not/did not draw Called by the Grave.

b) Lose because a) did not happen.

There is no incentive to plan ahead, given just how narrow minded the Assault Mode monsters are to begin with.

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I meant in comparison. The 1st effect is absolutely terrible, as it hurts your build to even be capable of running that effect. But the 2nd effect at least puts /AM monsters back where they belong and doesn't force you to run your build in a absolutely suboptimal manner.  You're running assault mode aready, why make it worse?

I wasn't replying to you, I was just commenting on the card.

 

Putting /AM in the deck doesn't mean much, because running this card is suboptimal in and of itself.

 

I'm really just ticked off that there's no draw here. You're running bad cards, you should be rewarded, not receive the bare minimum.

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