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Spellstone Sorcerer Karood


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Spellstone Sorcerer Karood
LIGHT/Spellcaster - Effect/3/800/1900
Once per turn, when another Monster Card's effect is activated while there is no Spellstone Counter on this card, place 1 Spellstone Counter on this card (max. 1). This card gain 300 DEF for each Spellstone Counter on it. Once per Turn, you can remove 1 Spellstone Counter from your side of the field to select 1 card in your opponent's Graveyard, and remove that card from play.

Powersink Stone
Continuous Trap Card
Each time the effect of an Effect Monster is activated, place 1 Spellstone Counter on this card (max. 2). While there are 2 Spellstone Counters on this card, face-up Effect Monsters on the field cannot activate their effects, and their effects are negated. During the End Phase, remove all Spellstone Counters on this card.


discuss the pair.
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Spellstone Sorcerer Karood seems decent on it's own though. Can make a decent wall and can remove from play a card in your opponent's Grave once per turn, which is pretty good. Would've been better though if it could be activated during either players turns and if it was Spell Counters, not this new messed up version of a Spell Counter. At least it's a target for Honest as well.

Powersink Stone seems somewhat well, slow to me. Even though it can happen in the middle of your opponents turn, which can hurt them, it just seems well, slow. And once again, would be slightly better if it was Spell Counters. What the hell was Konami thinking making up some new messed up Spell Counter, kind of a waste if you ask me >.>
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[quote name='ze super cat' timestamp='1288921957' post='4762518']
Activate Stone.
Remove a counter from Karood to rfg a monster, stone gets a counter.
Remove counter from stone and it gets another one.
Remove entire grave.
?????
profit
[/quote]
Note that Karood's effect can only be activated once per turn, so removing the entire grave wouldn't be possible. In one turn that is.
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[quote name='TheTurtleOnceCalledGod' timestamp='1288922287' post='4762545']
Because they do not use spellcounters and instead use spell[i]stones[/i], there are terrible. Sadly, its effects are once per turn, even if it gets negated, so it probably wouldn't survive to abuse the effect again.
Edit: Ninja'd :(
[/quote]
By it, do you mean Karood or the Powersink Stone? Because I think Karood would survive for a decent amount of time (2 turns or so), Powersink on the other hand, will most likely get destroyed through cards such as Mystical Space Typhoon, Dust Tornado, etc.

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I can't see why would that monster be any better than Card Ejector, which is outclassed by D.D. Crow anyways.

The Trap has a good effect with a sucky condition to activate. Waiting for 2 effects per turn sounds somewhat hard. I wonder how would it actually work.
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If they release a card that says something along the lines of:

[quote]
[Continuous Spell Card]

If you have no cards in your hand, you can add this card from your Deck or Graveyard to your Hand. This effect can only be activated once per Match. You can only activate or set this card from your hand if there is at least 1 Spellstone Counter and 1 Spell Counter on the field. You can play this card from your hand and activate its effects during your opponent's turn. This card cannot be destroyed as long as there is at least 1 Spellstone Counter or Spell Counter on the field. All Spell Counters may be treated as Spellstone Counters and all Spellstone Counters may be treated as Spell Counters. Once per turn, you can remove as many Spell Counters as you want on the field to add the same amount of Spellstone Counters to 1 card you control. Any cards that had Spell Counters or Spellstone Counters added or removed through this effect cannot be removed from the field by your opponent until your next Standby Phase.
[/quote]

Then Spellstones can be OK. Seeing as the example I just gave is fairly broken, Spellstones cannot be good.
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