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Fire King Avatar to plug some holes


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Fire King Ibaraki

FIRE/Rock/Effect/6/0/2500

LORE:If a face-up "Fire King" monster you control is destroyed by an opponent's card effect: You can Special Summon this card from your hand. Monsters cannot be banished. Card effects which activate in the graveyard cannot be negated. When this card is destroyed by your opponent's card effect; banish all monsters in your Graveyard and on your field.

 

 

Is the latest in a set a group I duel with develop to "plug the holes" in our decks. As you can see, we have a Fire King Avatar player. 

 

 

 

Name: Selected the name after Ibaraki-doji, an oni of Japanese Fairy Tales, similar to the way the others were named for Eastern religious/mythological figures. 

 

Picture: The Rashoman gate, said to be where Ibaraki-doji lived. Picture comes from Naruto and Masashi Kishimoto.

 

 

I wanted something that would shore up some of the holes in a Fire King deck without just outright breaking it. I tried to balance it by making it less easy to summon, as well as setting it up so that if you DO decide to use this it would require an equally strong devotion to protecting it at all costs.

 

DEF is average for a Level 6, 0 ATK monster. Effect is 1 part Imperial Iron Wall, 1 part Inferno Tempest, with a slightly tighter Special Summoning requirement.

 

 

 

Not sure how to add the image. Would appreciate any help in that area.Thanks, Therrion!

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If you made it in the sites card maker, you can click the card, and a link should appear below the card.

Copy and paste that link into this post.

EDIT: I can go ahead and talk about the card. While yes, it plugs the banishing hole in the Fire King Deck, it's too risky to play, and also blocks off graveyard effects (Sorry, misread), where the Fire Kings (namely Garunix and Nephthys) activate their effects. You could just play Iron Wall for greater effect, and really, that is a sideboard card.

 

EDIT2: It's the last effect that really makes this card not the greatest choice. You never want to banish your own cards. You could perhaps just make this part banish monsters in your graveyard, as field and graveyard just makes it too risky to play.

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Crud. Just realized I'd left a minor detail out that makes a MAJOR difference in the effect.

 

Thank you for your input, Therrion, especially on getting the image up.

 

 

I have to ask, though: What would you do to balance the card, particularly considering the second protective effect, since you didn't say anything about it before? This was constructed not only to plug the "Banishment" hole in the deck, but to protect them at their most vulnerable point -- the Graveyard (Soul Drain, Abyss Dweller, etc).

 

Yes, it won't be on the field very long (particularly if FKHA Garunix is in play), but I also figured that that was what would help balance it. It's doing a lot, hence the reason for the big drawback at the end. I realize you were working off the wrong info at the time, so if you could reply again I'd appreciate it. Thanks!

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As for balancing the negation, it is balanced from my perspective. It will only protect you until Garunix returns, which is just about every turn and if not, it won't be long until it gets to that point. This thing will be gone very soon and open the chance for your opponent to punish you.

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