Blake Posted November 30, 2013 Report Share Posted November 30, 2013 Now, we already know what this card does, its good targets, etc... But strangely enough, I'm starting to think it might actually be optimal in Heraldics. It has a similar purpose to Monster Gate; Turn 18 into something more worth it. This card does it more slowly, but it also does it in a more potent manner. It gives most of Number 18's pressure level to another card. A 2800 that can remove an opp's monster once per turn. A 3000 that MSTs them when it's summoned. A 4000 that can't be targeted, though there is an issue here. And finally, a 2600 that makes the OTK turn a lot better. The only drawback to this is that it conflicts with Heraldry Augmentation... but who cares? It gets the ball rolling a bit when Heraldry Aug isn't up, similar to Monster Gate. It also makes the constantly recurring Number 18 more of a threat, as its recursion can actually lead into more than a 2200 beater. I'm not saying it's the do-all, end-all optimal, but the more I test, the more I feel it might actually be. Link to comment Share on other sites More sharing options...
goddamnit names are a pain Posted November 30, 2013 Report Share Posted November 30, 2013 Friend on DN did this. Number 101 Eff RUM LBF Number C69 Profit. I got trolled by C69 the rest of the game until I lost. I beat that thing 3 times and it still came back. Well, overall a good card. Ties with Numeron for me. Link to comment Share on other sites More sharing options...
evilfusion Posted November 30, 2013 Report Share Posted November 30, 2013 It's an amazing card in Heraldics, BECAUSE Heraldics churn out Rank 4s like nothing, and that the Rank 5 Number Cs (C69, C104, C101) are amazing. It's very useful for upgrading Number 18, but unlike your mention of Monster Gate, it's more of a delayed profit than an immediate one. And it's only an issue with Augment if you searched for a Heraldry card that turn, and don't want to upgrade to C69. But that's not a true conflict. Link to comment Share on other sites More sharing options...
Blake Posted November 30, 2013 Author Report Share Posted November 30, 2013 It's an amazing card in Heraldics, BECAUSE Heraldics churn out Rank 4s like nothing, and that the Rank 5 Number Cs (C69, C104, C101) are amazing. It's very useful for upgrading Number 18, but unlike your mention of Monster Gate, it's more of a delayed profit than an immediate one. And it's only an issue with Augment if you searched for a Heraldry card that turn, and don't want to upgrade to C69. But that's not a true conflict. I did say it gave 18's pressure to the CNo. No, it conflicts with Heraldry Augmentation because you can't target Psychic-Type Xyz while it's out. Link to comment Share on other sites More sharing options...
evilfusion Posted November 30, 2013 Report Share Posted November 30, 2013 Oh, I never realized that. Then again, I have the weird tendency to almost never draw Augment, or to draw both of them early game. Link to comment Share on other sites More sharing options...
Azuh Posted November 30, 2013 Report Share Posted November 30, 2013 The deck is so tight as it is. just trying to fit Rank Ups into the Deck really hurts the options you can play. Link to comment Share on other sites More sharing options...
Blake Posted November 30, 2013 Author Report Share Posted November 30, 2013 The deck is so tight as it is. just trying to fit Rank Ups into the Deck really hurts the options you can play. I don't really see how. I fit it in with ease without compromising anything. Link to comment Share on other sites More sharing options...
Toffee. Posted December 1, 2013 Report Share Posted December 1, 2013 The only drawback to this is that it conflicts with Heraldry Augmentation... but who cares?This.It doesn't directly conflict, since, you know, you could always play this the following turn or whatever, due to Augmentation protecting what you would normally Rank-Up(For the most part). Link to comment Share on other sites More sharing options...
Maeriberii Haan Posted December 1, 2013 Report Share Posted December 1, 2013 For some reasons, I often found myself trying to fit this in most R4 decks I play, though yeah, Heraldic is the most optimal deck that can run this without sacrificing anything. Link to comment Share on other sites More sharing options...
Lonk Posted December 1, 2013 Report Share Posted December 1, 2013 The only drawback to this is that it conflicts with Heraldry Augmentation... but who cares? Funnily enough, it doesn't conflict with Chaos Heraldry's summon since he's a Psychic-type. Sometimes, that 4k beater in a pinch makes the augentation in the same turn worth it. Link to comment Share on other sites More sharing options...
Blake Posted December 1, 2013 Author Report Share Posted December 1, 2013 Okay, I'm going to spell this out, because people KEEP MISSING THE POINT. Evilfuson missing it was fine, but the rest of you just read ffs. Psychic-Type Xyz Monsters on the field cannot be targeted by Spell/Trap effects. Once per turn: You can discard 1 "Heraldic Beast" monster; add 1 "Heraldry" Spell/Trap Card from your Deck to your hand, except "Heraldry Augmentation". You cannot Normal or Special Summon any monsters during the turn you activate this effect, except Psychic-Type Xyz Monsters and "Heraldic Beast" monsters. Link to comment Share on other sites More sharing options...
goddamnit names are a pain Posted December 1, 2013 Report Share Posted December 1, 2013 Hence, RUM Shark Knight. Sense its the only other Rank Four anyone might run, anyway. In Heraldics, mind you. Link to comment Share on other sites More sharing options...
Toffee. Posted December 1, 2013 Report Share Posted December 1, 2013 Yes, Black, all of us are thinking other stuff. Link to comment Share on other sites More sharing options...
Wildflame Posted December 1, 2013 Report Share Posted December 1, 2013 Seems unnecesary, I'll pass. The Rank 4 pool is diverse enough to have answers to anything your opponent can throw at you. That and the Augmentation issue. Link to comment Share on other sites More sharing options...
evilfusion Posted December 1, 2013 Report Share Posted December 1, 2013 Which brings me to how much I despise Augmentation. Number 18 was amazing support, and Heraldic Beast Amphi was exactly what Heraldics needed. Augmentation is overkill and risks the Deck becoming degenerate, when it before was a very fun casual, semi-competitive Deck with potential. I always felt Rank-Up fit best with Heraldics because of how they drop Rank 4s without losing much card advantage. At least now I feel Augmentation has a downside with Rank-Up Magic. Link to comment Share on other sites More sharing options...
heraldry_lord Posted December 1, 2013 Report Share Posted December 1, 2013 I agree with everyone else that Heraldics can make pretty good use of this card, and I doubt they'll keep Argent Chaos Force's anime generic-ness, so I doubt this will have competition in the Rank-Up arena anytime soon. Link to comment Share on other sites More sharing options...
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