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Flash Flyer - Sakura

Flash Flyer - Sakura

Member Since 05 Feb 2009
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#7011947 Disruptive Ripples

Posted by Flash Flyer - Sakura on Today, 03:43 PM

Considering how often search-type effects occur in this game, this effectively blocks stuff from getting popped via common removal (well, most target first anyway), which will probably be useful for a while. At the same time, it does lock off certain Decks for a while, at least stuff that relies on destroying things to function (i.e. certain Pendulum decks). It goes two-ways, so if you search and get your Deck shuffled, yeah, no going after the opponent until later.

 

So yeah, let's see what will set this off:

  • Any form of searching effect / returning stuff to the Deck.
  • Foolish Burial-esque stuff
  • Card Shuffle (if anyone still runs this even in casual matches)

(First two will definitely occur at some point in matches, so this will generally trigger often)




#7011735 Aromage Moluccella

Posted by Flash Flyer - Sakura on Yesterday, 09:43 PM

I know I saw Draconus viewing this thread, but no reply out of him. But let's see what you made. 

 

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Looking at what Aromas have right now, revival and faster summoning is something they need a lot of (since Jasmine only helps with the NS game). It requires you to have more LP for a free summon (self), but I think they can keep that requirement most of the time. As much as I'd say this would need an OPT on said self-summon, I don't think you'll get 2 copies in hand in most cases. So yeah, reviving stuff like Bergamot, Rosemary and even another copy works out (suppose you can revive a recently killed monster once Garden triggers). 




#7011620 ITT: 俺は意見を与える

Posted by Flash Flyer - Sakura on Yesterday, 01:04 PM

What is your opinion on medieval siege engines operating off of counterweights, capable of hurling a 90 kilogram projectile over 300 meters?

 

Probably could see some use nowadays in a modified form, but likely obsolete technology at this point due to the time required to launch said projectile (also accuracy problems) and existence of more streamlined stuff. 

 

It's interesting to see how they could work with primitive technology in those days and actually succeed.

 

Ube is a purple yam, my dude

 

Then I don't know about this one; yam isn't something commonly available in this state (or I don't eat it). Probably in the supermarket somewhere, but haven't seen any type of yams the last time I went shopping.




#7011421 Weak-Minded Control

Posted by Flash Flyer - Sakura on 25 May 2017 - 05:04 PM

I take it this is either a follow-up to the last thing you posted, or counter against Skill Drain stuff. So yeah, using some of the possible ways to trigger the last card: Breakthrough Skill, Forbidden Lance to steal something with a slight power boost and so forth. For Beast-Warrior stuff, I guess you could steal an opponent's monster that got negated via Tiger King (assuming you're not playing mirror matches, but you shouldn't have to deal with that much nowadays). While you could steal something that's already Fiendish Chain'd, it won't do you anything except act as Tribute/ED fodder (or in the case of Links, open up more zones to summon ED).

 

It's limited in what it can steal, but there are cards that can force the conditions for this to work (a few of which are commonly used), so yeah.




#7011324 Pokemon Number Game!

Posted by Flash Flyer - Sakura on 25 May 2017 - 04:14 AM

247

Pupitar

 

Not my favorite, but double 2x SE against Magby.




#7011183 Contagious

Posted by Flash Flyer - Sakura on 24 May 2017 - 01:03 PM

I guess this penalizes the opponent from trying to negate your effects on activation (i.e. Strike/Divine Wrath, Quasar, etc), but at the same time, it also screws you over if there are no other monsters on the field (even if you kill off grave triggers). Not sure how often the other effect will come into play, unless you count that one True King Trap that lowers ATK or something in terms of common plays. 

 

Negation effect is fine though, but yeah, not really seeing how often the other effect will come in unless you chain this to ATK lowering effects. As much as I want to say combo this with Great Ogre in Gouki, I don't think they have space for this (would work though).




#7011122 Support an Archetype Contest [JUDGING / NOT ACCEPTING ENTRIES]

Posted by Flash Flyer - Sakura on 24 May 2017 - 05:17 AM

In the future, you probably should change the thread title to say [JUDGING / NOT ACCEPTING ENTRIES].

 

But that being said, Bellringer, have you found time to grade the other participants that you haven't already gotten to at the time of your last post or do you require someone else to look over the rest? Would rather not see this contest drag on for more than a month because lack of grades. That being said, Bellringer hasn't logged on since Sunday, so...

 

(If he doesn't show up within a week or something, then you may have to just use your own grades as the final.)




#7011013 Magical Mirror Manor

Posted by Flash Flyer - Sakura on 23 May 2017 - 05:14 PM

If Super Poly were still legal, you could use this to steal stuff from the opponent's field for Fusions and whatnot (or make stuff that require duplicates of the same name). I had forgotten about Number 18 for a while; not sure if Heraldic Beasts want to use this over Augmentation (though in generic R4 spam, could be worth looking into). As for VFD, this + it means opponent is screwed over hard (though they're already screwed without this helping it because most Decks are Archetypal / mono-Attribute). Then again, it's still searchable via Terraforming and a lot of other stuff, so that's something to help this card out. 

 

Card is fine overall.




#7010505 Hunter's Improvisation

Posted by Flash Flyer - Sakura on 21 May 2017 - 03:32 PM

I'm partially iffy on this being another Temple of the Kings clone, but at the same time, you can probably use it to shuffle out Traps you don't want at the moment. (i.e. some random Trap for Dimensional Barrier, etc). That, and still vulnerable to getting sniped if you go second and/or don't have valid targets. IDK, I guess you could use this in response to opponent sniping said Trap you were going to shuffle anyway.

 

So, it's generally fine.




#7010286 Battle Detour

Posted by Flash Flyer - Sakura on 20 May 2017 - 03:26 PM

At least you can force your opponent to ram into something that'll cost them LP/their monster or otherwise get another monster on board for later and trigger effects. At least this sort of alleviates the need for Tribute fodder in certain Decks if you can't generate enough. That, and another option for reviving ED 'mons (and yeah, Links that point L/R). It's a battle trap, so effects that cut off activating stuff during the BP (*cough Armades, AGs*) make this useless.

 

As a whole, card is fine. (I would say this is a better Shift, but this one requires you have an open monster zone to summon something, whereas the other card requires another existing monster).




#7009943 [Sakura AGM] Dragon Firefighter (12/12)

Posted by Flash Flyer - Sakura on 19 May 2017 - 05:56 AM

 

"Think Ally of Justice . . . except better. And dragons.

Specifically, this archetype is WATER Dragons designed completely to fight FIRE archetypes, mostly by killing off the more popular tactics and design details of FIRE archetypes. They achieve this by not only getting battle boosts and lockdown tactics against FIRE monsters, but also by OPT blocking Normal Spells (like, say, Rekindling) and a few effects that slaughter anything with 1000 or less DEF (most FIRE monsters in general, especially if they want to use Rekindling).
They really, really like their Xyz Summon, and their Xyz monsters can stack atop one another freely (think somewhere between the Galaxy-Eyes ED engine and Zoodiac in intent, and more the former in speed- they mostly do it to keep a boss with mats on the field at all times).
Because of their design, they do their job very well, and can even kill the occasional Deck they weren't explicitly designed to fight, like Monarchs (low DEF) or slower Fusion builds (reliance on a single Normal Spell)."

 

 

Main Deck

 

Extra Deck

 

Support cards

 

 

Design stuff

 

====

I will add more support cards later, considering there is still a bit this Archetype is lacking in at the moment.

 

With that being said, you know what to do with this.

Reps will be given for good reviews given under the Advanced Clause.




#7009843 Draconus's AGM Legacy Support Thread!

Posted by Flash Flyer - Sakura on 18 May 2017 - 04:48 PM

So Oracle and Golden Mirror, then? Alright, give me a few minutes to review them.

 

Oracle

 

Outside summoning Night or me (because you know they can't be summoned with a lone 10, I suppose it does alleviate the summon costs needed for the other mods). Works well with Duality Mirror though, if you can reveal enough cards. IDK, it's helpful but trying to find a spot for it. Revival effect is nice though for added Ritual fodder.

 

Golden Mirror

 

And now there's an option to Kaiju the opponent's monsters for our summons (albeit requiring Graveyard setup and no hitting on Links/Xyz); cool. Assuming you do it right, probably will be able to trigger it off the discards and search stuff. Iffy on Mirror's Tribute requirements, though most of the time, it shouldn't matter too much because you usually will use 2 monsters max to summon stuff (but, it's a lot less restrictive on Levels; don't need to be exact). Search effect is fine; they need another one that doesn't banish their own stuff like the first two Mirrors do.

 

=====

Because you know who the Main Deck bosses are named after (which is, yes, the staff at the time the idea was conceived), I'll just mention their normal names.




#7009822 Superheavy Samurai Tenjin [Written]

Posted by Flash Flyer - Sakura on 18 May 2017 - 03:43 PM

I remember saying this to another user long ago, but last time I checked, Level 4 is not something that Superheavies are capable of making without going into obscure combos that aren't ideal. Granted, this does give Superheavies their own MST (if I remember correctly, only other option they have is Thief for doing this, but that one is more consistent). Also the fact that it lacks the standard "use its DEF for damage calculation".

 

To be honest, you probably could make it generic; outside Superheavies and what other monster mash decks, most Decks can't make good use of this (a lot of them run Level 4s, so that's out, and any of the lower Level decks would prefer other options.)




#7009683 [Leaderboard] BatMed vs XOXO [CARDS ARE UP]

Posted by Flash Flyer - Sakura on 18 May 2017 - 01:19 AM

Yeah, the two points you mentioned are correct: Anything getting summoned from the ED must be placed in the EMZ or a linked zone, and monster zones that Link Markers point to are treated as linked zones (though TCG decided to write that as "zones this card points to" for the time being). 

 

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But I'll go ahead and vote. 

 

Card A

 

To be fair, this feels more like a solely first turn card in Pendulums (taking into consideration the nerfs). Sure, the opponent will get burned if they battle a Link Monster, but looking at the existing pool (SD32 / CIBR additions included), only things this will work with are probably Decode/Firewall or whatever's in your EMZ that links to this.

 

Last time I checked, wasn't any rulings about whether or not a Link Monster set in the S/T zone will continue to use its Link Markers (but let's assume that it can work). If this ruling does hold, then it will open Pendulum's options a bit more, but yeah. (Is also dependent on if you can ladder enough face-up Pendulums to make the stat boost worth it). If you cannot place a Link Monster into the S/T zone, then this only affects whatever EMZ you can open first (as the "necklace" method to take both isn't really possible right now).

 

Card B

 

It at least adds Pendulums from your ED to hand, so they can be summoned without being forced into the EMZ. Revival effect is kinda meh; granted, it does make your ED Pendulums less dead and opens 2 more zones you can Pendulum Summon to, but that's about all it can do. The "cannot target card for attack" clause is fine and all, but nothing special in the long run.

 

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Master Rule 4 didn't mention anything about Link Monsters being usable as S/T cards with their Link Markers applying there, likely due to no cards that would enable this. For the time being, let's assume that it is possible (as I do not foresee Konami to release cards that would enable this to happen nor a ruling for a while).

======

 

EDIT: Looking over the info on Wikia, it says that the Link Markers only apply if it's in a Monster Zone; not if it becomes a Spell/Trap Card. So yeah, A doesn't work like the creator intended. It sucks, yes, but unless Konami rules otherwise, yeah.

 

Vote changed to B. At least the card can actually function properly, and reviving/recycling ED Pendulums does have its uses. A still works, but with the new ruling, it's a lot worse.




#7009641 Trajectory Turtle

Posted by Flash Flyer - Sakura on 17 May 2017 - 09:52 PM

Catapult Turtle is long overdue for a retrain; this covers it enough. No Tributing thing is fine, but still vulnerable because of its low stats. At least it can summon more Xyz/Synchro fodder if needed (or clean the field for more important monsters), or set up the Graveyard by burning for whatever stat you want. Going with the ideals, Gazer wouldn't really want this except for Rank 5 fodder, and Hieratics, while needing more ways to get field presence early if they can't summon their stuff, do not have space for this card [reminder they need to be Tributed to activated, and they can only do it via their effects; sending will not make them work].

 

At the very least, you at least get to reshuffle your Deck a bit in case you would be bricking later.