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3 New Cards


Bangverde

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[img]http://img571.imageshack.us/img571/4984/100067n.jpg[/img]

Lore -> When this card is normal summoned successfully, you may equip this card to 1 monster on the field. The equiped monster cannot be used as a tribute for a tribute summoning and cannot be destroyed by its owner. The owner of the equiped monster loses 500 lifepoints everytime he/she draws a card from their deck.


[img]http://img845.imageshack.us/img845/5126/100067.jpg[/img]

Lore->If this card is in attack position immediately switch it to face up defense position. Once during your main phase, you may add 1 Spell card from your Deck or Graveyard and put it into your hand instead of conducting your Draw Phase, shuffle your deck if you take a Spell from your Deck


[img]http://img860.imageshack.us/img860/5126/100067.jpg[/img]

Lore->Activate only when a face-up monster on your side of the field is selected as an attack target by an opponents monster , change the attacking monster's Battle PositionThe Battle Positions of those monsters cannot be changed until the End Phase of your next turn.
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I like Sallamundar's artwork because it's actually similar to the artwork of real cards, but the effect is underwhelming. You're wasting 1 normal summon for a slight burn effect. The tribute summoning clause doesn't do much since Frognarchs and Hopeless Dragon variants using LADD actually tribute to a somewhat consistent extent, and neither one of those decks actually keeps the tribute materials on the field long enough for their opponent to do anything with them. Unless it has a quick-effect, I don't see much use in using that card, and even when it might come in handy, it's still very situational.

One question about Water Dragon's effect. Does the once during your main phase translate to once per duel or once per turn, because if it's once per turn, the card is easily broken, even without being in a REDMD dragon deck.

Final attack seems like a more situational and less useful version of Enemy Controller. There's really so many better choices like Dimensional Trap/Smashing Ground/other generic 1-1 removal card. The only reason it might warrant any play is because some decks specialize in switching opponent's monsters to DEF to take advantage of piercing/whatever else and the card is a counter trap making it harder to counter. Other than that, it's very situational and highly unplayable, at least in a competitive environment.
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