A bunch of goddamn cards.
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A bunch of goddamn cards.
- Monsters:
- Ferocius, the Untamed:
Similar to Injection Fairy Lily. Pay large amounts of LP for the capability to beat out every lv4 other than ones that also have drawbacks allowing them bigger ATK.
- Lightning Dragoon:
It's like a lv5-6 monster with no effect and not particularly impressive ATK, but in exchange it works with Level 4 support. I could imagine some deck popping up around this card in the future, if it gets the right support.
- Rage Rallier:
It stops Flip Effects, on-destruction effects, battle phase hand traps(like honest or battle fader), bypasses chump blockers and undestroyable monsters using piercing, and it can provide some ATK to your monstesr so that they can run over something a little bigger or just deal more damage. Despite it's rather strong effect, it isn't a particularly high-statted card on your opponent's turn, so they can run it over fairly easily.
- Rainbow Knight:
- Works with basically every type or attribute support there is, and ensures every type and attribute gets at least 1 beater.
- Herald of Madness and Despair:
Absurd ATK for a lv4 monster, extremely costly effect. You can also use it as a sort of removal card against 2300 ATK or lower cards by letting it blow itself up, but that does also cost a Normal Summon or Set.
- Sniper Wasp:
Normal Summon it for an immediate effect, but let your opponent basically get a free shot at your Life Points, or Set it and get your effect a little later. This does of course cost a Normal Summon/Set, which should balance it versus other ST destruction.
- Disposable Ninjabot:
1900 ATK beater on your turn, then 1300 beater once you end your turn, and then you dispose of it as tribute material or something like that. If you don't have a tribute monster, too bad, you'll have lost it before your next turn.
- Trapweaver Ninja Spider(and 1 support card):
Trapweaver, when fueled by sufficient traps, can defeat just about any monster without really losing card advantage. After all: If you use one trap to kill a monster, well, then it's a 1 for 1. If you had to use two traps, then you killed a monster with 1800-2300 ATK, which is generally a tribute monster or something else that required additional cards, making it a 2 for 2. And using three traps means it was 2300-2800 atk, generally meaning a 2 tribute monster.
- Spells:
- Extremely Obvious Trap Hole:
Because Extremely Obvious Spike Trap was an awesome card. If you call level 1 you'll just block the next special summon done, but if you want a bit more precision and don't want to just lose it to some tiny little token or something, then you can call a higher number.
- Insurance:
If you're about to make a big play, you can activate this as insurance so that if your opponent has an answer, you'll get a pot of greed or force them to not play their answer. If you fail your read on your opponent's cards and they didn't actually have an answer, then you just wasted a card.
- Trailed Traitor:
-1, blow up 2 cards.
- Lightbeacon:
It can search any LIGHT, and it's a +0. However, it is very slow, and your opponent has two turns to blow it up with ST destruction.
- Day of Misfortune:
It's Dark Hole, but it can only be activated once per duel, and it takes a long time before you can actually activate it.
- Ticking Time Bomb:
A delayed Dark Hole, one that also blocks you from creating a terrifying field or dealing a bunch of battle damage during the turn you blow everything to smithereens.
- Time Vortex:
Like Dimensionhole, but for all face-up monsters. It can stop a round of attacks, and can guarantee that your monsters won't die for at least one turn which can be useful for tribute material and whatnot.
- Soul Binding:
You can use it on your own monster and an enemy monster to blow up the enemy monster once yours is killed by ramming it or something, or you can put it on two enemy monsters so that when you kill one you will kill the other as well. One interesting thing about the second method is that you can put it on a small monster and a big one, then just run over the weak one and then it just didn't matter how big the other one was.
- Dark Carnival:
Provides a ton of card advantage, though it is rather limited in it's toolbox targets, and you definitively have to build around it. In addition, if it gets blown up by a 1-for-1 destruction card, then it's a -1 due to the whole discard a monster on activation thing.
- Chains of Reaction:
ST destruction but only if you destroy monsters. Can plus a lot if your opponent has a lot of backrow, but if your opponent has too little backrow you might find yourself forced to blow up your own cards.
- Traps:
- Anticipation:
Like a weird Sakuretsu Armor for high DEF monsters. Also lets you activate Flip Effects early.
- Volatile Blasting Apparatus:
ST destruction.
- Targeted Tornado:
Gives an advantage in field presence at the cost of card advantage. Functions especially well against boss monsters or with swarming decks.
- Decoy Tomb:
Side deck card: use it to mess with revives.
Last edited by Aquamarius on 8th October 2014, 5:07 pm; edited 13 times in total
Aquamarius- Posts : 40
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Join date : 2014-09-13
Re: A bunch of goddamn cards.
Ferocius the Untamed - Since this game is slower I don't think this'll be run much, damage will add up
Lightning Dragoon - Fine
Rage Rallier - Fun little card
Rainbow Knight - The stats are a little high for a standard lv 4, otherwise good
Extremely Obvious Trap Hole - Very interesting, choosing the level is strategic.
Insurance - Goodcard
Trailed Traitor - It's not for every deck but is splashable & useful in many, I like cards like that.
Anticipation - Harder to use than Reverse Guillotine but possible high damage, would be fun to use.
V.B.A. - Seems like a balanced form of ST removal.
Lightning Dragoon - Fine
Rage Rallier - Fun little card
Rainbow Knight - The stats are a little high for a standard lv 4, otherwise good
Extremely Obvious Trap Hole - Very interesting, choosing the level is strategic.
Insurance - Goodcard
Trailed Traitor - It's not for every deck but is splashable & useful in many, I like cards like that.
Anticipation - Harder to use than Reverse Guillotine but possible high damage, would be fun to use.
V.B.A. - Seems like a balanced form of ST removal.
Re: A bunch of goddamn cards.
Added descriptions for every card, added Herald of Madness and Despair and Lightbeacon, lowered Rainbow Knight's ATK to 1500. Also, Ferocius is probably better in a slower meta than in a faster meta, because that means it's harder to get out boss monsters, and the less boss monsters there are, the more Lv4s Ferocius can run over with his high ATK.
- Herald of Madness and Despair:
- Lightbeacon:
Last edited by Aquamarius on 1st October 2014, 7:33 pm; edited 2 times in total (Reason for editing : forgot img tags)
Aquamarius- Posts : 40
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Join date : 2014-09-13
Re: A bunch of goddamn cards.
I think Herald should have some incentive not to negate its effect a.s.a.p, unless its run in a deck that can tutor/search when destroying its own cards.
Wouldn't you need a LV7 to kill it?
Wouldn't you need a LV7 to kill it?
Tungsten Butterfly- Posts : 180
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Re: A bunch of goddamn cards.
Rephrased Herald so that it's a cost, meaning effect negation won't stop it's effect anymore.
Aquamarius- Posts : 40
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Tungsten Butterfly- Posts : 180
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Re: A bunch of goddamn cards.
- Day of Misfortune:
- Ticking Time Bomb:
- Time Vortex:
Aquamarius- Posts : 40
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Join date : 2014-09-13
Re: A bunch of goddamn cards.
Day of Misfortune is alright
Ticking Time Bomb seems like a fair nuke, it's a lot like Psychic Demolition from the LCCG.
Time Vortex looks fun to play, you could maybe use it for a quick rush on the opponent
Ticking Time Bomb seems like a fair nuke, it's a lot like Psychic Demolition from the LCCG.
Time Vortex looks fun to play, you could maybe use it for a quick rush on the opponent
Re: A bunch of goddamn cards.
So on turn 14 you can activate it?
I like them all, but Time Vortex seems weird since you can activate it first, then NS/SS after, where Ticking Time Bomb doesn't.
I like them all, but Time Vortex seems weird since you can activate it first, then NS/SS after, where Ticking Time Bomb doesn't.
Tungsten Butterfly- Posts : 180
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Re: A bunch of goddamn cards.
- Soul Binding:
- Dark Carnival:
Aquamarius- Posts : 40
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Re: A bunch of goddamn cards.
day of misfortune is an absolutely unplayable card, i have no idea why anyone would use a card that is a dead draw until at least your 7th turn.
i would be horrified if i drew that card in my first 5
i would be horrified if i drew that card in my first 5
Re: A bunch of goddamn cards.
Con: Until the turn requirement is met, it is unplayable dead draw
Pro: After that, wipe everything of theface of the fucking earth. It's children, its spouse, it's pets, its family. Kill them all fucking dead field with a card aimed to crush high-traffic fields.
Pro: After that, wipe everything of the
Tungsten Butterfly- Posts : 180
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Re: A bunch of goddamn cards.
- Sniper Wasp:
- Gale Pixie:
- Chains of Reaction:
Aquamarius- Posts : 40
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Re: A bunch of goddamn cards.
Chains of Reaction is nice, although, what it could be equipped to might be a problem sometime. Until a problem occurrs though they're all okay.
Tungsten Butterfly- Posts : 180
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Re: A bunch of goddamn cards.
- Disposable Ninjabot:
- Trapweaver Ninja Spider(and 1 support card):
- Targeted Tornado:
- Decoy Tomb:
Aquamarius- Posts : 40
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Join date : 2014-09-13
Re: A bunch of goddamn cards.
Ninjabot, Spider and Tomb are nice!
I think Targeted Tornado is too break-even for its effect considering it can activate during the opponent's Battle Phase and +0s afterwards. Bad maths and figuring out it returns means it's fine
Tungsten Butterfly- Posts : 180
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