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I'm Unpopular, So I'll Make a Synchro Spirit [Toyo Single]


宇佐見 蓮子@C94

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So yeah. Changing up the format slightly. I'll now try to upload cards every two days because I need attention.

 

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[spoiler=Brought to you by Striker's Tourney.]

1 Tuner + 1 or more non-Tuner Monsters
You can banish 1 Spell Card from your graveyard: Flip 1 Face-up monster to Face-down defense position OR Flip 1 Face-down monster to Face-up attack position. During the End Phase on which this card is Special Summoned: return it to the Extra Deck, and if you do; Target 1 of this card's Synchro Material monster in your Graveyard and Special Summon it.
[/spoiler]
 
E-er... T-that's all I have to say... right? S-so, comment, r-rate and C-C-CnC, maybe? *fidgets and trembles uncontrollably* 
 
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Definitely like the idea behind the card, it is very unique. The OCG could use some work, but I am currently too exhausted  to even try and do corrections right now. Remind me about that later, lol. I think it is probably balanced as is, but would more than likely end up limited or semi-limited if put to print. I think it would be a good idea to put a cap on the number of cards it can banish per turn. Definitely not once per turn, as that would definitely destroy the entire premise of the card, but I am not too fond of Spellbooks anyway, and seeing them have another card to abuse isn't really something I want to see. Of course the potential for abuse would still be there, but not nearly as high. All in all, it is a solid card, and I am happy to have this be the first card I review in my return to YCM :D

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When I first clicked on this topic, I expected 1 of 2 things: either a moderately useful card that was absolutely pointless because it was a spirit and therefore not worth bringing out, or a ridiculously broken mess of a card that only paid lip service to the gloriousness of the spirits.

 

I'm glad you took the almighty third option: A fairly well-balanced card that answers the age old question (only not really, because YGO isn't that old) of how an Extra Deck Spirit monster should work. It should still return at the end of the turn, but it should bring back one of its materials as well. That right there was absolutely beautiful.

 

I can't really say I have to much to comment on the main effect itself: banishing a specific classification of card from your graveyard in order to activate it seems like enough of an acceptable trade-off, especially considering the caveat that it's a Spirit monster.

 

Two suggestions to try to ease off of abuse-ability:

 

Make it a Synchro Summon only monster, so alternate forms of summoning can't take place. Also it would help it fit into the theme of the spirits better methinks.

 

Make it to where it can't target itself with its own effect, that way it's somewhat harder to find a loophole in the "hey-how-you-doin-i'mma-spirit" 'rule'.

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I think the first effect should be at most a "twice per turn", because as it is right now it is just waiting to be broken:

 

It is true that Empty Jars don't have the resources for using this card, BUT Decks that can Summon Synchro 6s with relative ease can simply tech Morphing Jar, and if they assemble all the combo pieces (Jar, 4+ Spells in grave and Ame) during the duel, they can attempt a deckout for an "OTK". At that point, not having enough Spells to feed Ame won't be a problem, because the discards from Morphing Jar will be providing more Spell fuel (as long as you have enough Spells in the deck, of course).

 

Gravekeepers can tech a Plaguespreader Zombie or other splashable Level 2 Tuners to, when there are enough Spells in the grave, combo Ame with GK Spy for multiple Summons in a single turn, which then will be able to become into Xyzs or remove more of the opponent's cards through summoned Descendants.

 

 

What makes that effect dangerous is that you can simply tech cards in decent/good decks just for the slim chance of pulling crazy combos/OTKs, without the need of dedicating entire decks to said combos.

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