Jump to content

Tech of the Day #1: Abyss-Chain ; Insightful comments can earn + rep


Synchronized

Recommended Posts

[IMG]http://i45.tinypic.com/2porvwp.jpg[/IMG]

[quote]When this card is Normal Summoned; it gains 100 ATK for each WATER monster in your Graveyard. While you control this face-up card: Your opponent can only activate 1 Trap Card during each Battle Phase. You can Tribute this card to negate the Xyz Summon of an Xyz Monster and if you do; destroy that monster.[/quote]

---

This is the start of a brand new series I'm doing, [i]Tech of the Day[/i], designed to create a series of cards that could (theoretically) be used as a tech in a variety of builds, despite not working with the theme all too well. The first one of the series is [b]Abyss-Chain[/b], a Sea-Serpent monster inspired by the recent Atlantean/Mermail builds as well as the Abyss Rising Booster Set. While I'm not a fan of Mermails at all, I figured it only makes sense to start with a WATER-inspired card, so here we go.

[u]Pros[/u][list]
[*]Searchable with 1500 ATK, cards like Sangan, Mother Grizzly, and Salvage can retrieve it
[*]With WATER heavy Decks, ATK boost for the Graveyard can make it a nice beat-stick, rewarding players who use it within its own theme, while not breaking it because it only works with WATER monsters
[*]The Trap effect may seem out of place, but I just picture the card and the creature having some kind of 'enforcement' effect, and I figured limiting the use of Traps would cause the opponent to play more carefully, though using this outside of a WATER build and it only having 1500 ATK, means your opponent may not have to worry about Traps to get around this
[*]Being able to stop an Xyz Summon makes it Thunder King-esque, but not broken; I didn't want to make it so it could negate all Special Summons, but this gives it some playability in Anti-Meta or Stun based Decks, as well
[/list]
[u]Cons[/u]
[list]
[*]Weak, outside of its own Attribute, meaning it won't do as much as Thunder King Rai-Oh does with its ATK
[*]Being able to negate a Trap means the opponent will play more carefully, but also makes it a target that may not last long on the field
[*]Low ATK
[/list]
---

Basically, I could see this seeing play in a lot of Decks, especially as a tech in Dino Rabbit builds, since it's not stopped by Macro Cosmos in terms of negation and there are plenty of ways to use it brilliantly to make Abyss Dweller or Bahamut Shark plays with Kabazauls, too.

List wise, I don't think it would be anywhere other than 3; it's not necessarily enough of a problem to be anywhere other than unlimited.

Link to comment
Share on other sites

Rai-Oh, I'd rather run Rai-Oh. This is way too slow for mermanteans (trust me) and the ATK isn't nearly good enough by itself. The traps during the battle phase thing is pretty much useless because your opponent will only activate 1 trap card during each battle phase. Why not make it so that 0 opponent traps can be activated during the battle phase? This stops tour guide, but that's about it. Anything else could run over this with extreme ease. I'd like it better if it had 1800 ATK and toss the boost so that it has more survivability.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...