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Member Since 19 Feb 2013
Offline Last Active Today, 05:59 PM

Bloom Prima, the Melodious Choir

23 March 2017 - 07:13 PM


1 "Melodious Maestra" monster + 1 or more "Melodious" monsters
This card gains 300 ATK for each Fusion Material used for its Fusion Summon. This card can make a second attack during each Battle Phase. If this Fusion Summoned card is sent to the Graveyard: You can target 1 "Melodious" monster in your Graveyard; add it to your hand.
so, i was thinking of decks that might benefit from FF coming off the list, and i realized shortly after having that thought, that bloom prima meant there was another deck besides infernoids and cyber dragons that could, if they so chose to, mill every monster that you didn't want in the deck.
my own thoughts
so discuss, i know it won't be meta, that much is a given, but are there any other ways that i may be missing to improve the effectiveness of bloom prima?

Monster Rebone

23 March 2017 - 01:19 PM


If your opponent Special Summoned a monster this turn: Activate this card by targeting 1 monster in your opponent's Graveyard; Special Summon it to your side of the field in Defense Position. When this card leaves the field, banish that monster. When that monster leaves the field, destroy this card.


aside from being completely adorable, this card has some pretty fun implications, it's basically a chainable autonomous action unit, that banishes your opponent's monster if it's removed from the field post resolution, and has some hilarious interactions with cards like emeral, dd crow, and zoodiac combo. in addition to that, with only 2 ratpier in the meta, and many meta decks still currently running zoo, you could feasibly side, if not run this, in a ton of decks atm and gain massive benefit from doing so. and that's to say nothing of what paleozoics can do with this card.


so discuss, is it a worth a test run? on paper it's not too powerful, but in game, i think it'd be worth the spot.

suicide thought prompt

23 February 2017 - 11:40 PM

Interesting legal idea, if you passed a law that the legal guardian or next of kin of a suicide victim would be prosecuted, would that make people think twice...eitherway we're a bit off topic here

in this thread, i'd like to discuss killing yourself. and potential ways to prevent it. if you want to discuss ways to increase it, that's fine too.


so starting with the initial prompt for the idea (thank you winter), let's discuss how effective it might be to pass a law like this. if the next of kin (within reason) were to be held liable for your death, do you think it would help lower the amount of suicides? personally, i think it would be lowered, but the people committing suicide would shift sideways, from those who can't handle life but love their family, to those who could handle life, but have no way to get out of a shitty situation and want some way to end the pain and strike back simultaneously. it'd be a new niche to affect basically, a smaller one doubtless, but one that's far easier to affect.

poseidon wave

18 February 2017 - 09:33 AM


When an opponent's monster declares an attack: Target the attacking monster; negate the attack, and if you do, inflict 800 damage to your opponent for each face-up Fish, Sea Serpent, or Aqua-Type monster you control.


well, getting away from links for a bit, this card has some rather fun uses in paleozoics, for those who are building something different than the frog variant, with more traps, chaining your paleozoics to this baby can rack up damage insanely fast, each resolution being capable of up to 4K damage. and even short of that cap, hitting 2400 is no real chore, so you can get your burn's worth rather easily, while rescuing on of your paleos. it is a battle trap, so it has all the standard inherent flaws, but in paleozoics, i believe it can pay for itself.


so discuss, as you wish, is it a decent tech, does it already see play? am i bad for even thinking such a card was ever good? would you try it in your own builds? ect.

a card that makes link summoning more interesting (mind control)

17 February 2017 - 10:03 PM

i trust you already know this card

so let's discuss this card in relation to link monsters. were i to use this on a link monster, what exactly happens? it'd be safe to assume you gain control of the link monster, but past that, the real question is, are you allowed to move it anywhere on your field after stealing it? or does it have to remain where it is (assuming it's in the "no man's land" zone) and does it rotate to face you? if so, does that mean that this card is capable of giving you free links off of the work of your opponent? and not just mind control, cards like creature swap, psychic jumper, ect. stealing monsters has been fading out of favor recently, due to archetypes not synergizing well, even after stealing monsters, but with the new link mechanic, do you think cards like mind control will see a new era of power? it only takes the monster for a turn, but considering that link monsters are officially the keys to the ED, that turn could very well become a free blowout setup. (assuming it allows you to reposition the link monster to your side of the field)


so please discuss. might i be wrong? might i be right? will cards like this get list attention in the future simply for the threat they represent? what do you guys think?