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Blackland Blazingtree Dragon

FIRE

*****

Dragon / Effect

During your Main Phase, destroy all Field Spell Cards on the field. As long as this card remains face-up on the field Field Spell Cards cannot be activated. Once per turn, you can look at your opponent's hand and select and send 1 card from their hand to the Graveyard. If you activate this effect, this card's effect is negated for the remainder of the duel and your opponent can select and activate 1 Field Spell Card from their Deck.

2000 / 1800

 

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Blackland Burning Dragon

FIRE

****

Dragon / Effect

During your Main Phae, all Field Spell Cards on the field are destroyed. As long as you control this face-up Field Spell Cards cannot be activated. Once per turn, you can negate the effects of a Spell or Trap Card that Normal Summon, Special Summon, or Flip Summon a monster and destroy it.

1800 / 1300

 

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Blackland Pyrospace Dragon

FIRE

***

Dragon / Tuner / Effect

During your Main Phase, all Field Spell Cards on the field are destroyed. As long as this card remains face-up on the field, no Field Spell Cards can be activated. When a "Blackland" monster you control battles, you can send this card from your hand to the Graveyard to send the battling monster to the Graveyard and Special Summon 1 "Blackland" Synchro Monster from your Extra Deck whose level is equal to the combined level of this card and the battling monster. This card can only be used as Synchro Material for the Synchro Summoning of a "Blackland" Synchro Monster.

800 / 1100

 

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Blackland Shiningfire Dragon

********

FIRE

Dragon / Synchro / Effect

1 "Blackland" Tuner + 1 or more non-Tuner monsters

During your Main Phase, destroy all Field Spell Cards on the field. As long as you control this face-up card, Field Spell Cards cannot be activated. When this card is Synchro Summoned, you can select 1 non-Tuner Level 4 or lower "Blackland" monster in your Graveyard and Special Summon it in face-up Defense Position. When this card does battle, you can Tribute 1 face-up "Blackland" monster you control to increase this card's ATK by half of the Tributed monster's.

2700 / 1900

 

Image Credit: Jazin Kay[/align]

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Card 1) Useless. Field Spells are hardly worth anything in the meta. I'd use this guy for the discarding of a card, but then I'd never be able to use the ability and he'd just be a 2000 attacker... which is really nothing for a lvl 5 monster.

 

Card 2) Spell and Trap Cards do not Normal Summon or Flip Summon. They allow you to Normal Summon extra times (e.g. "Ultimate Offering" and "Double Summon"), but their effects only negate Special Summons. The way this guy is set up, I like him. I'd prefer a 1700 ATK attacker w/less DEF and the ability to negate ANY Special Summon once per turn, but this is OK.

 

Card 3) Cool idea, but the only useful non-Synchro "Blackland" monsters are "Pyrospace" and "Burning". So either "Pyrospace" attacks a lvl 5 (not likely) or "Burning" attacks a lvl 4 (more likely, but not guaranteed). This guy will be better if the set expands into more useful "Blackland" monsters and more "Blackland" Synchros.

 

Card 4) A beater useful in Blackland Decks. Nothing special, really, but a must-have if you're running "Pyrospace".

 

Pretty good. If you were making a booster, this would be a great start. You've got the crappy card that looks cool but no one will use in the meta, the splashable card, and the excellent "Blackland" support.

 

Excellent job here. I'd +rep you if I could rep people right now...

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Disagree on Leturn's argument for card 1 entirely. That card is possibly OP'd, if anything. It gives you a view of your opponent's hand and the power for them to choose which card they lose, an extreme advantage.

 

The second one could be OP'd... I'd make it tribute itself so that it works like Rai-Oh for that negation... but that could just be me, since it won't negate Summoning conditions and monster effects... You choice there, could actually be balanced as-is.

 

The third is an interesting Tuner for sure, could always be amusing to watch them charge into your Level 4 then spin out the Synchro - although they'd no doubt just attack the monster you Summoned with the Synchro during the replay.

 

The Synchro loses a lot of potential because of the fact that when it's Summoned, the monster it Summons will almost always get killed instantly in a replay which leaves it as a 2700 beatstick - I suppose that makes a kinda nice permanent Kal'ut though.

 

The set amusingly works better WITH Field Spells than against them.and seems like it has plenty of potential here. Another few cards should be amazing.

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Disagree on Leturn's argument for card 1 entirely. That card is possibly OP'd' date=' if anything. It gives you a view of your opponent's hand and the power for them to choose which card they lose, an extreme advantage.

 

The second one could be OP'd... I'd make it tribute itself so that it works like Rai-Oh for that negation... but that could just be me, since it won't negate Summoning conditions and monster effects... You choice there, could actually be balanced as-is.

 

The third is an interesting Tuner for sure, could always be amusing to watch them charge into your Level 4 then spin out the Synchro - although they'd no doubt just attack the monster you Summoned with the Synchro during the replay.

 

The Synchro loses a lot of potential because of the fact that when it's Summoned, the monster it Summons will almost always get killed instantly in a replay which leaves it as a 2700 beatstick - I suppose that makes a kinda nice permanent Kal'ut though.

 

The set amusingly works better WITH Field Spells than against them.and seems like it has plenty of potential here. Another few cards should be amazing.

[/quote']

 

maybe overpowered if it weren't 1 Tribute, though seeing the hand is pretty powerful. You could be getting rid of a DAD or "Gorz" or something... I'll concede on that, I suppose. But overpowered... no way.

 

Is there abuse w/"Morphtronic Map" or somesuch here..?

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