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Infantry Recruit (support for warrior toolbox decks)


ssjeasterbunny

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The warrior toolbox used to be a respectable deck. But as other warrior-themed archetypes were released, the generic warriors found their own support getting cut. The generic warriors are also sorely lacking in +1 effects.

 

This card would probably be limited or semi-limited, but let me know what you think about that. It does not set up any automatic Synchro or Xyz plays, but does help warriors to actually toolbox their decks a little. With Elemental Hero Stratos currently banned, I think this card is balanced enough.

 

[attachment=40086:Infantry Recruit.jpg]

 

Infantry Recruit

EARTH / Warrior-Type / Level 3 / ATK 1100 / DEF 1700

"When this card is Normal Summoned: you can change this card to face-up Defense Position; Special Summon 1 Level 4 non-Tuner Warrior-Type monster from your Deck. When this card is destroyed by battle or your opponent's card effect: draw 1 card."

 

Thoughts? Changes? Is it too broken? Thanks!

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Summoning a four doesn't have much of a point past defense sense this card is a Level 3. I'd say level 3 or lower, so Marauding Captain can be used.

Doesn't seem too bad.

 

Thanks for taking a look. This card can summon some decent generic warriors, including D.D. Warrior Lady, D.D. Assailant, Exiled Force, and Don Zaloog. You can also summon Armageddon Knight, Elemental HERO Prisma, Evilswarm Castor, and several of the Legendary Six Samurai, Heroic Champion, and Noble Knight monsters.

 

I didn't want to make a 1-card Xyz or Synchro play. But if you can summon (or already control) a tuner or another level 4 monster, then that's definitely an option!

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I didn't want to make a 1-card Xyz or Synchro play. But if you can summon (or already control) a tuner or another level 4 monster, then that's definitely an option!

Not to be rude, but Goblindbergh does the same thing, except you have to have one in your hand, and it doesn't have to be a warrior.

I think this could work nice for bringing out a Warrior-Rank 3 easily, and doesn't seem to broken like that.

However, this is your card. Keep it the way you want to.

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Not to be rude, but Goblindbergh does the same thing, except you have to have one in your hand [...]

 

Summoning from the hand and summoning from the deck are completely incomparable. Summoning from the deck is a +1 and puts any monster you want into play. Summoning from the hand is a +0, poor hand management, and restricted by what you happen to be holding.

 

But your comment about a rank 3 Xyz play is noted. My concern is that Tour Guide was semi-limited for a reason. If this card could do the exact same thing by summoning another copy of itself, then it would become an even better version of Tour Guide that is splashable in any deck. I could limit it to 1 in order to prevent all decks from using it like Tour Guide. But if you think it's a fair card as is, then I'd rather keep it at 3 so warrior toolbox decks can use it more consistently.

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  • 2 weeks later...

If you fear TGU abuse, prevent the summoned monster from being able to be used as Material that turn and prevent the card from summoning itself (if you make it level 3+). The card is damn potent, as it grabs a shitload of things for no cost. I'd feel better about it if it had a substantial cost, although even then I think the card is still a bit OP. A discard cost would be fitting.

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But I believe the way you have it worded, if your opponent would take control of this card, and you destroy it by battle or something like Dark Hole, your opponent would get to draw.

 

Trigger effects that activate "when this card is destroyed (by battle or your opponent's card effect)" will activate after the card has gone to your own graveyard. If your Starliege Paladynamo is destroyed by battle while your opponent controls it, then you get the draw. If it is destroyed by your own Dark Hole, then the effect is not considered to be "your opponent's card effect" because Dark Hole was played on the same side of the field as the graveyard that Starliege is activating in.

 

If you fear TGU abuse, prevent the summoned monster from being able to be used as Material that turn and prevent the card from summoning itself (if you make it level 3+). The card is damn potent, as it grabs a shitload of things for no cost. I'd feel better about it if it had a substantial cost, although even then I think the card is still a bit OP. A discard cost would be fitting.

 

In what way is this card "a bit OP"? Keep in mind that almost every archetype has cards that are free, immediate +1's and this one doesn't even set up any Synchro or Xyz summons. I guess Samurai would probably exploit it, so maybe an ATK limit is in order. It'd be like a warrior version of Thunder Sea Horse, except... only kind of. But I want to keep it a +1.

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