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#1
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DBMF-JP027 Hikari no Generaid Mardöll (Mardoll, Generaid of Light)
Level 9/LIGHT/Plant/Effect
You can use the (2)nd effect with this card’s name only once per turn.
(1) You can control only 1 “Mardöll, Generaid of Light”.
(2) If this card is Normal or Special Summoned: You can add 1 Plant monster or 1 “Generaid” card from your Deck to your hand, except “Mardöll, Generaid of Light”.
2400/2400
 
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DBMF-JP028 Tsurugi no Generaid Fraudýr (Fraudir, Generaid of the Sword)
Level 9/WIND/Warrior/Effect
You can use the (2)nd effect with this card’s name only once per turn.
(1) You can control only 1 “Fraudir, Generaid of the Sword”.
(2) (Quick Effect): You can Tribute any number of “Generaid” monsters and/or Warrior monsters, then target that many monsters on the field; destroy those monsters, then your opponent can draw cards equal to the number of the monsters they controlled that were destroyed by this effect.
2500/2000
 
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DBMF-JP029 Kurogane no Generaid Dvergs (Dvergs, Generaid of Iron)
Level 9/EARTH/Machine/Effect
You can use the (2)nd effect with this card’s name only once per turn.
(1) You can control only 1 “Dvergs, Generaid of Iron”.
(2) (Quick Effect): You can Tribute any number of “Generaid” monsters and/or Machine monsters; Special Summon in Defense Position the same number of of “Generaid” monsters and/or Machine monsters from your hand that have different names from each other and all of the Tributed monsters.
1500/2500
 
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DBMF-JP030 Hono’o no Generaid Naglfar (Naglfar, Generaid of Flames)
Level 9/FIRE/Beast-Warrior/Effect
You can only use the 2nd effect of this card’s name once per turn.
(1) You can only control 1 “Naglfar, Generaid of Flames”.
(2) If a card(s) you control would be destroyed by battle or by card effect, you can destroy 1 “Generaid” monster or Beast-Warrior monster you control instead.
3100/200
 
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DBMF-JP031 Ko’ori no Generaid Níðhǫggr (Nidhogg, Generaid of Ice)
Level 9/WATER/Wyrm/Effect
You can only use the 2nd effect of this card’s name once per turn.
(1) You can only control 1 “Nidhogg, Generaid of Ice”.
(2) When your opponent would Special Summon a monster(s) (Quick Effect): You can Tribute 1 “Generaid” monster or Wyrm monster; negate that Special Summon, and if you do, destroy that monster(s).
2100/2600
 
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DBMF-JP032 Shi no Generaid Hel (Hel, Generaid of Death)
Level 9/DARK/Zombie/Effect
You can only use the 2nd effect of this card’s name once per turn.
(1) You can only control 1 “Hel, Generaid of Death”.
(2) (Quick Effect): You can Tribute 1 “Generaid” monster or Zombie monster, then target 1 “Generaid” monster or Zombie monster in your GY with a name different from the Tributed monster’s; Special Summon it in Defense Position.
800/2900
 
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DBMF-JP033 Tokoshie no Generaid Jörmungandr (Jormungandr, Generaid of Eternity)
Rank 9/EARTH/Reptile/Xyz/Effect
2+ Level 9 monsters
You can only use the 3rd effect of this card’s name once per turn.
(1) You can only control 1 “Ohrmungandr, Generaid of Eternity”.
(2) This card’s original ATK and DEF are equal to the number of Xyz Materials attached to this card times 1000.
(3) (Quick Effect): You can detach 1 material from this card; each player draws 1 card, then each player that drew chooses 1 card that is in their hand or on their field and you attach the chosen cards to this card as Xyz Material.
?/?
 
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DBMF-JP034 Generaid Stage
Spell/Field
You can only use the 2nd effect of this card’s name once per turn.
(1) Once per turn, if your opponent adds a card from the Deck to the hand: You can Special Summon 1 “Generaid” monster from your Deck.
(2) During your opponent’s turn, if you Special Summon a “Generaid” monster: You can Special Summon, in Attack Position, as many “Generaid Tokens” (Fairy/LIGHT/Level 4/ATK 1500/DEF 1500) as possible, but destroy them during this turn’s End Phase.
 
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DBMF-JP036 Generaid Reward
Spell/Continuous
You can only use the 2nd effect of this card’s name once per turn.
(1) While you control a Token, your opponent cannot target “Generaid” Effect Monsters for attacks.
(2) If a “Generaid” Effect Monster is destroyed by battle: Your opponent draws 1 card.
 
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DBMF-JP035 Generaid Quest
Spell
You can activate a card with this card’s name only once per turn.
(1) Reveal 1 “Generaid” monster in your hand, and if you do, add to your hand up to 2 “Generaid” Spells and/or Traps from your Deck with different names , except “Generaid Quest”, then place the revealed card on the bottom of your Deck.
 
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DBMF-JP037 Generaid Battle
Trap
You can activate a card with this card’s name only once per turn.
(1) Activate 1 “Generaid” Field Spell from your Deck or GY, then your opponent draws 1 card.
 
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DBMF-JP038 Generaid Territory
Trap/Continuous
You can only use the 1st effect of this card’s name once per turn.
(1) When your opponent activates a card or effect in response to your activation of a “Generaid” card and/or effect: You can discard 1 card; that opponent’s effect becomes “Each player draws 1 card”.
 
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DBMF-JP039 Generaid Bite
Trap
You can activate a card with this card’s name only once per turn.
(1) Tribute any number of “Generaid” monsters, then target 1 Xyz Monster you control; choose an equal number of “Generaid” monsters, except the Tributed monsters, from your hand, field, and/or GY, and if you do, attach them to the targeted monster as Xyz Material.
 

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#2
Dr. Jolly Glot the III

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ummm....ok

 

main deck member somewhat has has decent effects that happen to be generic so it can splashed on in decks with same typing. the only "bad" ones being Beast- warrior and Warrior

 

ok they also have drawing gimmick...and happen to give more draws to opponent too. i kinda iffy about this unless they get their own Dark Law or any hand-punish effect

 

xyz is is an extremely weakened Apoqli Killer.

 

Stage is ok but its bug me to no end that this is the only few of cards that help to summon the main deck guys and this is way reactionary (same case for the token generation too)

 

reward is trash

 

quest is decent since you rather summon them from your deck with stage

 

they have their own fucking Metaverse with self-trigger the field. aight

 

Territory is situational, but atleast its technically a omni-negate so kinda forgiven

 

bite is trash

 

----------------------------------------------------------------------------------------------------------------------------------------------------------

 

duel links level-archetype until konami pulled out "surprise ultra good support" move


Edited by Dr. Jolly Glot the III, 15 July 2019 - 01:31 PM.


#3
AstralStarZero

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Reminds me of MMORPG Bosses

#4
The Highlander

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Mardoll, Generaid of Light: Brickable Stratoses are not exactly remotely as great, plants might support it, however not in this archtype and not even being like Toon Red-Eyes to continue getting these bricks of is mediocre for the archtype.

 

Fraudir, Generaid of the Sword: At the very least this thing can tribute itself to interrupt, although raigeki-breaks, which tribute themselves and are bricks are not exactly amazing.

 

Dvergs, Generaid of Iron: Maybe the closest to a saving grace, in that the tokens generated by the field spell can become channeling for bricked members in the hand.

 

Naglfar, Generaid of Flames: Forgetable, (I do not know the exact ruling, however I assume it cannot even stop Raigeki) and does nothing pro-active and let us be real, purely defensive, situational bricks are not exactly amazing.

 

Nidhogg, Generaid of Ice: This seems nice, as one would expect from a Wyrm, it could actually be a neat tech to use itself as a banishing black horn, however for its archtype it does too little too late.

 

Hel, Generaid of Death: One that can actually use the tokens from the field spell for something similar to a (+1).

 

Jormungandr, Generaid of Eternity: No protection, no interruption, no plusing, just an oversized body (at the very least it growing by continuously consuming is kind of flavorful).

 

Generaid Stage: And here we are, the only card in the entire archtype that can actually start a play and it is limited to summon a single one per turn.

                           Do not get me wrong, the card is amazing, however not even remotely enough to justify the every single monster being a brick.

 

Generaid Reward: A terrible way of trying to protect the monsters summoned with Stage from battles (and not even from effects) and triggering the field spell, in case one already has one of the members out and it gets

                             destroyed by a battle of all things.

 

Generaid Quest: And here we get the amazing searcher, it unbricks and fetches 2 Spell/Traps from the archtype as a (+/-0).

 

Generaid Battle: Useful in that it gets the field out and immediately triggers it (given that the field only works during the opponent's turn anyways this being a trap is not even an issue).

 

Generaid Territory: A continuous, once per turn, (-1) negation, sounds alright, too bad that it only works on effects chained to the archtypal members, so it is disappointing.

 

Generaid Bite: An anime style (-X) card that noone in their right mind would play, especially since the Xyz is not even scaling with materials, outside of mere stats, but hey it can refuel better Xyzs.

 

To sum it up, the entire archtype is awful and without further support almost competing with Guardians for being the least pleasant archtype to be played.

The members are at best good outside of the archtype, the gameplan is slow, easy to interrupt and does not even lead to anything meaningful.

Unless they suddenly get insane support this archtype should be almost unplayable I overlooked the fact the field spell triggers of a normal draw during the draw phase and Dverg is even better than I assumed in getting out otherwise bricked main deck monsters (I made the mistake of simultaneously considering bricked monsters to be awful and Dverg to use good cards in a mediocre way, rather than it making up for "bricking" these cards).

Too bad though that Naglfar cannot protect against mass removal and with Raigeki at 1 and Dark Hole at 3 ...



#5
CraneMonk

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Did they want an archetype that NEEDS that level 9 support world legacy card to function?   Also Calamities is a much better rank 9 to go into and to use Bite with if you wish to.


Did they want an archetype that NEEDS that level 9 support world legacy card to function?   Also Calamities is a much better rank 9 to go into and to use Bite with if you wish to.



#6
The Highlander

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Did they want an archetype that NEEDS that level 9 support world legacy card to function?   Also Calamities is a much better rank 9 to go into and to use Bite with if you wish to. [...]

Yes, however re-filling Calamity means that you got its effect twice and I am unsure if you really need to (-3) refuel 2 materials or something like that.

Monstrosity (in case you meant that one) is however awful at starting plays and when extending forces to use these monsters immediately as fodder, contradicting the main deck monsters aims, the card helps them, however does not magically make them function.



#7
vla1ne

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While i like them, they aren't all that good in their own archetype. Some of them seem like decent generics to put out, but they lack real cohesion and resource gaining. That being said, appropriate seem to be one of the best existing cards to run in this deck, as the S/T lineup gives your opponents free draws off of pretty much everything you use. True Draco and World Legacy support are probably mandatory for this deck to work as well.


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#8
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How love how these suggest  they can support other Types and not just their archetype... It leaves me pondering on these suggestions. Is their name a portmanteau of "general" or "generic + "aid"?


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#9
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I'm just gonna refer to 'em by type.

 

I love how they specifically made the Plant one work with "Rose Bell of Revelation".  That (alongside Lonefire) might be necessary if one wants to make a pure variant of the deck work.

 

Machine one is interesting and it being EARTH allows it to be used alongside Infinitrack.  That said, it doesn't have any stats that help it (even 2100 ATK/DEF would've been nice to use alongside CyDra Nachster!) and it is a straight minus.  Much like the most of the rest of the cards.

 

Beast-Warrior is fine.  It's a blanket destruction protection effect.  It just feels a bit... lacking.  200 DEF for that sweet FIRE synergy is always nice and 3100 ATK means it can beat over most conventional bosses.  Getting it out onto the field without minusing hard is the issue.

 

The Wyrm one actually has potential.  Summon it alongside the Warrior (via World Legacy Monstrosity) actually gives some decent disruption.  Of course, because it is Wyrm though, it cannot be Monstrosity'd off of a True King.

 

Thinking about it, Mama Zombie is surprisingly super unhelpful for Zombies.  If you're summoning her, you could've already summoned something else with more value.  The only thing it has going for it within its type is being a monster you control that can trigger Doomking as a quick effect if you don't control Zombie World, which is... really specific.  Otherwise, she alongside the plant one are the best in-archetype enablers.

 

The backrow seems pretty self-explanatory.

 

 

The archetype is bad and can't play through the smallest amount of interruption, but hey, it's more Level 9 support so that's always cool.  I think I'ma post a card list soon.


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#10
Zaziuma

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This is fascinating, their Field Spell Generaid Stage ensures that they fill up on Tokens for their Tributes instantly, then you just put all your other guys on the field from the hand or GY depending on the situation, can pull out some serious beafy monsters, but you gotta wait for it, which can be especially risky, since they have no way of putting anything up on their own, though you can use World Legacy Monstrosity to do that I suppose. It's just too bad that they suffer from high Level syndrome, if the monsters had some way of getting what they need into their hand, even if you had to go -1 or something, that would be nice. I suppose that Generaid Quest is their attempt to fix this, and yeah, that card is great for doing that, but you really gotta limit what you put in this Deck if you don't want to brick easily. Interesting that Generaid Battle can get other Field Spells, so maybe they'll get an alternative method of getting things out. I love that we are getting a Level 9 Archetype though, unless you count the Level 9 World Legacy, which I suppose is kind of their own thing with how different they are from the other World Legacy.



#11
Ryusei the Morning Star

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Is it just me or does this seem like a brickfest that will clog


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#12
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How love how these suggest  they can support other Types and not just their archetype... It leaves me pondering on these suggestions. Is their name a portmanteau of "general" or "generic + "aid"?

 

I believe it's meant to be "Genesis" + "Raid".  As in, the monsters are all Raid Bosses in an MMORPG and the support cards reference Game mechanics, especially Stage (Boss Battle Area + Mooks with the Tokens) and Reward (Loot given as reward for clearing a Quest/defeating a Raid Boss).  The "Genesis" part could also reference how the monsters are entities from Norse Mythology.



#13
Black D'Sceptyr

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I believe it's meant to be "Genesis" + "Raid".  As in, the monsters are all Raid Bosses in an MMORPG and the support cards reference Game mechanics, especially Stage (Boss Battle Area + Mooks with the Tokens) and Reward (Loot given as reward for clearing a Quest/defeating a Raid Boss).  The "Genesis" part could also reference how the monsters are entities from Norse Mythology.

 

Yeah, that looks close to it. I'm thinking that this is a grab bag of support that so happens to fit with World Legacy Monstrosity. The closest comparison I can think of-in terms of Archetypes like that - would, ironically enough, be yet ANOTHER Level 9 - centric archetype. Y'know, the True Kings. Would be a bit hard for them to work pure - especially with one of their members gone, and the others requiring different Attribute triggers to even come out and do stuff-but it focuses on Attribute support rather than Type support (since they're all Wyrms.) 

 

With that in mind, how do the Generaids stack? I'll try to be a bit more forgiving, but...they're middling, not gonna lie. 

 

611_20190710031514_img_1_AcGxAP4P39kSDCV

 

Mardoll is a Rose Bell target, and its Summon gets you another Plant or Generaid. Not the best, but it's obvious what was intended for this, more than I can say for the other Generaids. Since its their primary monster searcher, however, 6.5/10 should do for it.

 

 

611_20190710031514_img_2_AcGxAP4P39kSDCV

 

Fraudir? Quick effect destruction is the nadir with this card, but unlike another crucial turn-2 board wrecker I could mention (coughPankratopscough) it can't self Summon, and it lets your opponent draw. I'll mention this in cards past, but there are ways around this, and I'll list them off one by one with every other card in this set-with the first one being, as @vlaine suggested, Appropriate. You getting 2 cards off of each draw your opponent does seems like some free real estate, but putting more situational hard-to-use cards in to make your primary situational hard-to-use cards tolerate was never a sustainable part of the game. 6.1/10.

 

 

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whoa mama Gurren Lagann when'd you get here?

 

But seriously, Dvergs propagates new Generaids and Machine monsters from the hand, and Level 9, so it actually works, not only with Rock Anchor and Pegasus Stampede, but especially so with Urgent Schedule. Wish it did so at less cost for itself though, because a certain Level 9 B.E.S. is starting to look not only like a side option for this card, but a replacement.

 

7.2/10, that synergy might make this card useful.

 

611_20190710031620_img_2_Rh1ZPn5VcucnD88

 

Naglfar  and its synergy is obvious: Typing, Attribute and effect leads toward Onslaught of the Fire Kings, (and them in general), 200 DEF leads to the freshly re-legalized Rekindling, and finally, Level 9 means Monstrosity shenanigans. Primary play protector (or as close as you're getting) for this Archetype, so 7.4/10.  Also, might be the second (or third) most powerful non-Kaiju monster I've seen with no restrictions on its Summon. Getting antsy there, Super Conductor Tyranno?

 

Now for another card that might cut into the drawing you give your opponent for these cards: Droll and Lock stops your opponent's benefitting real quick. Best used after Jormungandr de la Xyz does its thing so they can't profit.

 

NEXT.

 

 

611_20190710031755_img_1_FbpQMKd1bQ1MJyo

 

GOOD GOD, WHY IS THIS NOW GONNA BE THE SECOND BEST WATER WYRM I CAN THINK OF, WHY

 

But anyways Nidhogg is basically Solemn Strike on a stick. Being a Wyrm means the Tenyi might be able to make it their new B.F.F. with Dragon Sage, and it's generally a good thing to use especially with the field Spell. Level's the only concern and its adhering to a gimmick I don't entirely dislike. 8.4/10.

 

 

611_20190710031755_img_2_FbpQMKd1bQ1MJyo

 

*Looks at Hela, then slowly looks at the Hela he made 3 years ago with the same Level and Attribute*

SUSPECT

 

Also hey look, it Summons stuff from the GY as well. This may yet be their evasion alongside Naglfar, and I'm actually not that cold on it. Especially with it being a Zombie, because goodness does that Archetype have its ways to Summon big threats. Thinking Glow-Up Bloom might be a quick way to search Hela.

 

For the draw issues, don't worry: this next pick will be a left-fielder: Shared Ride. Easy to go 1-for-1 with your opponent on the backrow, and its a Quick-Play, allowing for some first turn set-up too.

 

7.7/10.

 

 

611_20190710031944_img_1_B7DKoGDuku3PDBi

 

Let's not throw Jormungandr out with the bath water-this Xyz is the equivalent of taking a dollar and doubling it every day, and the first turn opportunity basically translates into your opponent being forced to give a combo piece/stopper to you. May look like nothing compared to True King of all Stunlocks, but that building ATK and combo interruptus translates if you do the stuff early enough-or at a crucial moment. Not many Rank 9s work on the opponent's turn and this gets stronger for doing so.

 

However, the lack of protection is what chaps my hide, and for that, Jor gets a solid 7.0. Which is still higher than I'd place the Kaiju-wannabe Jormun of Archetypes past, mind.


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#14
Tinkerer

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Mardoll is a Rose Bell target, and its Summon gets you another Plant or Generaid. Not the best, but it's obvious what was intended for this, more than I can say for the other Generaids. Since its their primary monster searcher, however, 6.5/10 should do for it.


> "more than I can say for the other Generaids"
> Proceeds to give it the second lowest rating.

"Nani?"

Jokes aside, Mardoll searches CARDS not just other Generaid monsters. I dunno, might you be undervaluing it a bit?
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#15
goodfusion

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I want to like these but I don't. Giving your opponent draws is an interesting gimmick, however the only benefit for doing so is their field spell, Generaid Stage. Maybe they'll get something else that works with it.

 

Stage itself reminds me a lot of Pacifis, the Phantasm City. Basically 'if your opponent does something they're going to be doing anyway, get card advantage'. The fact is, you can use it just to summon Nidhogg in your opponent's Draw Phase and ignore the rest of the archetype completely. I don't know if that would be the best way to play the deck, but the fact it could work that way is annoying.

 

The multi-type thing is cool but the only ones that would be worth using it with are Mardoll and Nidhogg thanks to Lonefire Blossom and the True Kings. Hel is pretty cool but I'm not sure if Zombies need it.


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#16
The Highlander

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I want to like these but I don't. Giving your opponent draws is an interesting gimmick, however the only benefit for doing so is their field spell, Generaid Stage. Maybe they'll get something else that works with it.

 

Stage itself reminds me a lot of Pacifis, the Phantasm City. Basically 'if your opponent does something they're going to be doing anyway, get card advantage'. The fact is, you can use it just to summon Nidhogg in your opponent's Draw Phase and ignore the rest of the archetype completely. I don't know if that would be the best way to play the deck, but the fact it could work that way is annoying.

 

The multi-type thing is cool but the only ones that would be worth using it with are Mardoll and Nidhogg thanks to Lonefire Blossom and the True Kings. Hel is pretty cool but I'm not sure if Zombies need it.

Thing is the Field Spell can always tutor Dverg, so if you ended up drawing 1 or more of the maindeck monsters you can just tutor all of them out with Dverg.

 

Let's not throw Jormungandr out with the bath water-this Xyz is the equivalent of taking a dollar and doubling it every day, and the first turn opportunity basically translates into your opponent being forced to give a combo piece/stopper to you. May look like nothing compared to True King of all Stunlocks, but that building ATK and combo interruptus translates if you do the stuff early enough-or at a crucial moment. Not many Rank 9s work on the opponent's turn and this gets stronger for doing so.

 

However, the lack of protection is what chaps my hide, and for that, Jor gets a solid 7.0. Which is still higher than I'd place the Kaiju-wannabe Jormun of Archetypes past, mind.

Actually this is the equivalent of trying to scam someone, while they hold a loaded gun at you.

They will give you the worst combo piece they end up with (the only argument leading to "they will lose a combo piece to you" is the same argument for the missconception that Pot of Desires would be bad).

The problem is that there is a clearly better rank 9 with the exact same summoning conditions, which has high enough ATK and is not a sitting duck and which does not rely on growing in case the opponent has no answers anyways.



#17
Black D'Sceptyr

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> "more than I can say for the other Generaids"
> Proceeds to give it the second lowest rating.

"Nani?"

Jokes aside, Mardoll searches CARDS not just other Generaid monsters. I dunno, might you be undervaluing it a bit?

 

I meant that its identity, and what it's supposed to do for its parent Type, is clearly established for this card; searching out critical cards and combo pieces, something the Predaplants, Sylvans and Aromages could all use. 

 

However, I've been playtesting these cards, and you're right: in terms of getting out the linchpin cards of the Generaid, this is actually pretty good, if limited in use. So Imma up it to a 7.6/10.

 

 

Actually this is the equivalent of trying to scam someone, while they hold a loaded gun at you.

They will give you the worst combo piece they end up with (the only argument leading to "they will lose a combo piece to you" is the same argument for the missconception that Pot of Desires would be bad).

The problem is that there is a clearly better rank 9 with the exact same summoning conditions, which has high enough ATK and is not a sitting duck and which does not rely on growing in case the opponent has no answers anyways.

 

+1 both players and then reimbursing the cost into something else's development is literally the reason Danger! Mothman's rising in the ranks with the semi-limit triple play Danger! suffered. And unlike Mothman, this doesn't feed the opponent's GY. It's low-rent Time Thief Redoer, but the other Generaids do an adequate job of protecting it proper. 

 

Also you're damn right Jor's like trying to extort someone packing heat-in fact, specifically like this, with the similar result.

 

ea4ad15e3b0e375434cd59452357e37b88456434

 

Certainly. I'm willing to lower it to 6.0, to make up for the boost I gave Mardoll, @The Highlander. But saying saying your opponent's GY-necessary resources are being taken out of the hand and into someplace that's not the GY - and considering what was originally holding up the top tiers, this last part is important - is something not to be underestimated.


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Certainly. I'm willing to lower it to 6.0, to make up for the boost I gave Mardoll, @The Highlander. But saying saying your opponent's GY-necessary resources are being taken out of the hand and into someplace that's not the GY - and considering what was originally holding up the top tiers, this last part is important - is something not to be underestimated.

Yes, I understand your point however the opponent will draw 1 card and then give you the worst from their hand, at best this is the same as Time Thief Redoer + bettering your own hand, only that this has more difficult materials and has no interruption effect.

Not every card one will have in their hand will be useful in the graveyard.

If the worst card is the top card of their deck they will give you that, if it is not they will give you something worse, that is literally Redoer's passive effect, only potentially worse.

I am not saying this card does absolutely nothing or you should lower your opinion of it, however I am saying it is either a winmoar card, because you can only safely play it if you completely stunned your opponent already or it won't help you to improve your gamestate all too much.






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