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Legend Reborn


Airride

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Legend Reborn

Normal Spell

While you control no monsters, and the opponent controls a monster(s): Target 1 Monster in your graveyard that was on the field for 2 or more of your turns; Special Summon that card, and if you do, and if you do, you take damage equal to its original ATK, and if you do, Double its ATK, it is unaffected by other card effects during your turn, and negate its effects. You cannot Summon other monsters the turn you resolve this effect.

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Legend Reborn

Normal Spell

While you control no monsters, and the opponent controls a monster(s): Target 1 Monster in your graveyard that was on the field for 2 or more of your turns; Special Summon that card, and if you do, and if you do, you take damage equal to its original ATK, and if you do, Double its ATK, it is unaffected by other card effects during your turn, and negate its effects. You cannot Summon other monsters the turn you resolve this effect.

Rainbow Life and Legend Reborn make a great name combo.

If I understand correctly, you could equip with Shooting Star Bow at no cost? I like it. Heck, equip with Flashing Swords too. 

Seems a bit strong, but everything is put into one monster. 

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Rainbow Life and Legend Reborn make a great name combo.

If I understand correctly, you could equip with Shooting Star Bow at no cost? I like it. Heck, equip with Flashing Swords too. 

Seems a bit strong, but everything is put into one monster. 

Equips would do nothing on it, since it is completely unaffected by their effects.

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But these don't affect it, do they? Unless I am missing something.

Like how Lance can make it become unaffected, yet stuff can still target and equip to it.

 

And being able to attack twice or directly doesn't affect the card itself, I don't think.

They do. You are.

Stuff CAN still target and equip, they just don't do anything to the monster.

 

They do.

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I don't like "was on the field for 2 or more of your turns". Does it have to be there the whole turn?

 

Other than that, it's a nice way of reviving monsters as giant game-winning beatsticks, though Trap immunity is pretty lame, and the ATK boost is ridiculously huge.

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For "On the field for 2 turns", I intended it as a Blockman sort of thing, where it basically means, or at least it's intended to be, "Stayed on the field from being summoned on your turn to the next turn".

And for the last part, you at least take a fairly good chunk of damage, and it's vulnerable during the opponent's turn. Plus, you can't summon the turn you use this.

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