Blake Posted November 18, 2013 Report Share Posted November 18, 2013 I really like this card in Heraldics, at least on paper. Currently testing it out. The reason I ke it is because of the number of power plays it can lead in to. While sacking something like Eagle, Unicorn, or Aberconway isn't optimal, it's certainly not the worst feelign in the world, and sacking either Number 18: Heraldic Progenitor Plain-Coat or Heraldic Beast Leo can lead to a large profit in the long run. For example, with Number 18: Make it, use Monster Gate Get a monster from the deck and thin yourself a bit Dump Unicorn + 1 other. If you had Leo attached to 18, dump Abercon or Eagle, depending on your setup. Otherwise dump Leo. If Unicorn's already in the grave, dump one of the others as well. Search off of Leo Use Unicorn to revive Plain Coat, ready to dump 2 Abercon/Abercon and Eagle/Leo if it survives the turn it revives. So you add a Heraldic Beast from deck to hand, Special Summon a Heraldic Beast from the deck, and keep 18 while putting its materials in the grave for Advanced Heraldry Arts, just for Monster Gate. Don't think I need to explain why this is good with Leo and decent with the others, though. Link to comment Share on other sites More sharing options...
newhat Posted November 18, 2013 Report Share Posted November 18, 2013 In Heraldics it turns a monster into Lonefire as a -1. Not awful since Heraldics have excellent card ratios and it certainly won't make you slower. Link to comment Share on other sites More sharing options...
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