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Tebeza, The Great Skyland Heaven


the_engineer

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2 Level 12 monsters
Cannot be Special Summoned unless by Xyz Summon. Cannot be destroyed by battle. Once per turn, you can detach 1 Xyz material and apply one of this effect (Each effect can only be applied once while this card is face-up on the field):
- Special Summon 1 level 10 or higher ROCK or MACHINE-type monster from your graveyard. Its effect is negated and its ATK becomes 4000.
- Send all cards in your opponent's hand and field to the graveyard and inflict 300 damage for each card sent to the graveyard by this effect.
 
What do you think? should we call this a "Chaos Sephylon Dragon, The Ultimate Envoy of the Time"? or is it balanced (or at least adjustable)?
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It's balanced, but here's the problem: who runs Level 12s? Besides Yubel, which sucks, and Five-Headed Dragon, almost none if them are remotely playable. And even if you do play one, you pretty much insta-win then and there.

The concept is really cool and the flavor is great, but it's almost never be used.

If you tone down the effects, you might be able to get away with releasing it as a rank 9 or 10.

Just my thoughts.

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It's balanced, but here's the problem: who runs Level 12s? Besides Yubel, which sucks, and Five-Headed Dragon, almost none if them are remotely playable. And even if you do play one, you pretty much insta-win then and there.

The concept is really cool and the flavor is great, but it's almost never be used.

If you tone down the effects, you might be able to get away with releasing it as a rank 9 or 10.

Just my thoughts.

If i remember right, there's an Xyz Moster in the OCG which can be equipped with a monster from the graveyard that gains a rank equal to the level of that monster, also it gains its Type and Attribute, so Astral Force for this could be possible, like for NO 12 - Etheric Mahees

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[quote name="the_engineer" post="6324173" timestamp="1387562667"]If i remember right, there's an Xyz Moster in the OCG which can be equipped with a monster from the graveyard that gains a rank equal to the level of that monster, also it gains its Type and Attribute, so Astral Force for this could be possible, like for NO 12 - Etheric Mahees[/quote] Huh, that's a pretty good point. But even then, that'd kinda obscure. It's a shame cuz the card is really cool.

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No.

 

Tannhauser Gate can make 2 monsters Level 12 if their Levels add up to 12, their Types are the same, and they have less than 1000 ATK. Card Trooper with Deep Space Cruiser 9, or two Risebell from two Emergency Teleports, or Mythic Tree Dragon with Mythic Water Dragon.

 

After this, you can use Tebeza's second effect to wipe your opponent's hand, inflict 1800 damage, and basically win right there a la Wind-Up loop. This can be done on the first turn or on any subsequent turn.

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No.

 

Tannhauser Gate can make 2 monsters Level 12 if their Levels add up to 12, their Types are the same, and they have less than 1000 ATK. Card Trooper with Deep Space Cruiser 9, or two Risebell from two Emergency Teleports, or Mythic Tree Dragon with Mythic Water Dragon.

 

After this, you can use Tebeza's second effect to wipe your opponent's hand, inflict 1800 damage, and basically win right there a la Wind-Up loop. This can be done on the first turn or on any subsequent turn.

Maybe with Tannhauser it will be easier to summon, but with the simple burn from 2nd effect the card will not conclude anything, also, the effect can be used only once, as long as it is face up on the field

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The burn effect (for 1800) is dependent on them having 6 cards in their hand. And there aren't a lot level 10 or higher machines to summon, and there are no level 10 or higher rock monsters at all, so that part of the effect is like "Wind Effigy". And after some research I have determined that these are the level 10+ machines that aren't prevented by their own effects from being special summoned by this cards effect.

Level 10:

1. Night Express Knight: Gains 1000 attack from being revived this way.

2. Snow Plow Hustle Rustle: Gains 1500 attack from being revived this way.

3. Orichalcos Shunoros: This card can have at most 5000 attack if the opponent has 5 monsters, so revival of this card through this card would give it a constant 4000 attack, but it would lose its ability to protect level 4 normal monsters.

4. Cyber End Dragon: Gains no attack, loses piercing damage upon being revived by this card.

5. UFOroid Fighter: Fusion monster that gains attack equal to the original attack of its fusion materials which is "UFOroid + a warrior monster" I'll let you guys depend if revival would be a good thing.

6. Ally of Justice Decisive Armor: Gains 700 attack, but loses all its little goodies for punishing players who get light based monsters upon being revived by this card.

7. T.G. Blade Blaster: Gains 700 attack, loses its ability to be slippery, and its immunity to spell/trap cards that target it.

8. Superdimensional Robot Galaxy Destroyer: loses 1000 attack, and it can't use its effect anyways since it wouldn't have any materials.

9. Skypalace Gangaridai: Gains 600 attack, no materials to use its effect anyways.

10. Gustav max: gains 1000 attack, no materials anyways.

Level 11 monsters:

11. Skypalace Babylon: Gains 200 attack, no materials anyways

Level 12 monsters:

12. Barbaroid, The Ultimate battle machine: Gains no attack, loses its effect to attack more than once per turn, negate the effects of monsters it battles (in the graveyard to), and its burn effect. But it does gain the ability to attack directly.

 

Given that theres a grand total of 12 revival targets available for this card, should you get them out or into the graveyard somehow, the main effect of this card would be the removal of the opponents entire hand and that can be used only once. Also a 5000 def wall isn't a bad thing.

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The thing is, this card is like a slightly harder to summon Hino-Kagu-Tsuchi. If Hino deals any battle damage, your opponent discards their entire hand during their draw phase before they draw. Not only that, but he is easily powered up, has several supports, and has the ability to do this every time he deals damage.

 

In relation to the effect everyone is worried about, this card's effect is mediocre compared to Hino. A one time discard, + variable damage. It also doesn't work during your opponent's turn: It only effects what he/she has here and now. 

 

The fact that it requires 2 level 12 monsters, and that is the only way to summon it also adds another harshness to it's summon. As was mentioned with my level 12 Xyz monster, a deck could be built to summon it quickly. But that would be half the deck trying to quickly summon it. This card also has the typical card problems of being negated, destroyed, banished, or being negated before he much could be done about it.

 

The way I see this card being played is semi-situational. It could be used to...

-start off a combo, preventing direct attacks from being negated by things like battle fader, or other effects being negated from veiler.

-End a field wipe, to prevent come-backs.

-First turn move to disadvantage your opponent.

 

This all comes down to: Can you summon it that fast. As far as the Trannhauser gate spell, some serious prep-work would need to be used to raise the monster's level correctly to get this card summoned.  Their are 12 usable level 12 monsters in total, and cards that can be used to make levels be raised.

 

The easiest Way i can think to do this, would be with BIG Win!? It's a trap card that can make all monsters you control any level you desire. But it comes at a cost: If Both coins land tails, you take the desired level x 500 in damage. For a card like this, which requires 12's, that's 6000 Life Points your gambling.

 

Another Option would be a mostly dragon deck focused on spamming Blue-eyes Ultimate. But then, you use a good number of cards on this for a wall and a short card destruction.

 

If Anything, I think this card is Slightly under powered for It's difficulty to summon. Not by much, as it's other effects clearly make up for it, But still under-powered. I would suggest removing the "Once while this is face-up" condition, but then It's valuable to summon 2 4000 atk monsters. Its card destruction effect would also not be advisable in a consecutive row, which would give your opponent another turn to recover.

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The thing is, this card is like a slightly harder to summon Hino-Kagu-Tsuchi. If Hino deals any battle damage, your opponent discards their entire hand during their draw phase before they draw. Not only that, but he is easily powered up, has several supports, and has the ability to do this every time he deals damage.

 

In relation to the effect everyone is worried about, this card's effect is mediocre compared to Hino. A one time discard, + variable damage. It also doesn't work during your opponent's turn: It only effects what he/she has here and now. 

 

Hino-Kagu-Tsuchi is a Spirit and cannot be Special Summoned. To use his effect, you must Tribute Summon him (with 2 Tributes) and inflict Battle Damage. He does not affect the cards your opponent has on the field, and because he needs the Battle Phase, your opponent gets at least 1 turn to set up a defense against him. He also returns to the hand during the End Phase, most likely leaving you with no monsters on your field.

 

This card can be Xyz Summoned on the first turn of the game before your opponent can play anything. You use its effect, and voila, your opponent is starting their first turn with one card in hand to your two or three, and with your Xyz still on the field. Were you there in the heyday of Wind-Ups.

 

The fact that it requires 2 level 12 monsters, and that is the only way to summon it also adds another harshness to it's summon. As was mentioned with my level 12 Xyz monster, a deck could be built to summon it quickly. But that would be half the deck trying to quickly summon it. This card also has the typical card problems of being negated, destroyed, banished, or being negated before he much could be done about it...

 

...This all comes down to: Can you summon it that fast. As far as the Trannhauser gate spell, some serious prep-work would need to be used to raise the monster's level correctly to get this card summoned.  Their are 12 usable level 12 monsters in total, and cards that can be used to make levels be raised.

 

Tannhauser Gate will boost any two monsters to Level 12 if they have the same Type, 1000 or less ATK, and Levels that add up to 12. This includes 9 + 3, 8 + 4, 7 + 5, and two Level 6. So you only need 3 specific cards in hand, cards you can run in multiples. It's possible to do this the first turn before your opponent gets the chance to lay Traps or anything that could block or negate it. Here are some examples that can be done with no setup beyond two cards in hand and Gate to boost them:

 

● Normal Summon Mythic Wood Dragon or Golem Dragon, then Special Summon Mythic Water Dragon.

● Normal Summon Evoltile Najasho, then use Evo-Force to Special Summon Evolsaur Elias from your Deck, triggering Najasho for another Elias.

● Use 2 Emergency Teleport to Special Summon 2 Risebell the Star Adjuster, adjusting each one to Level 6 by their own effects.

 

In each case, if you draw the monsters without Tannhauser Gate, you can still make Xyzes of other Ranks; you aren't completely depending on instant Tebeza. If you do make Tebeza, you are starting the game with it on the field and 3 cards in hand to your opponent's single drawn card, unless they lucked out and opened with Veiler or something. But there's a reason why people used Hunter in Wind-Ups, and Maxx "C" doesn't even work against Tebeza's wipe.

 

The easiest Way i can think to do this, would be with BIG Win!? It's a trap card that can make all monsters you control any level you desire. But it comes at a cost: If Both coins land tails, you take the desired level x 500 in damage. For a card like this, which requires 12's, that's 6000 Life Points your gambling.

 

Another Option would be a mostly dragon deck focused on spamming Blue-eyes Ultimate. But then, you use a good number of cards on this for a wall and a short card destruction.

 

BIG Win!? has only a 25% chance of doing anything useful; it's a silly unreliable card and probably not worth it. 

 

Do not think of super-boss cards like these as something you would make out of 2 bosses. Think of them as win conditions with a complicated requirement, and then find a shortcut.

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