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300px-ConstellarOmega-LTGY-EN-UR-1E.png

 

Yeah, I know that this card is pretty much rendered pretty bad because #101 laughs at backrow just as hard, but this card is just so amazing against bad players who don't have their Decks built to quickly access the ED for #101/Castel/whatever. If you also have a BTS/PWWB handy (especially PWWB), then this is pretty much guaranteed to live until the next turn and continue not caring about backrow. Though, by then, Omega is pretty much a weird selfish Caingorgorm after the whole "swing at opponent's frontrow and not care about backrow" play.

 

It really does make it hard for me to actually want to take it out and test other Rank 4s that are out there. Stupid bad players.

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I wanna run him in Cybers so I can get M7 since I only need like 8 or 9 spaces in that deck and the rest is R4/5. 2400 gets over Midrash some stuff and an honest target that makes itself immune is a cool open but an 8k Cyber End is a cooler open.

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The only advantage it has over 101 other than ATK is that is also doesn't care about non-destruction removal in Spell/Trap form, which is useful if anyone plays D-Prison, Compulsory etc. It also doesn't care about Breakthrough Skill.

I only play it if I can make it really easily and have lots of room. It's a decent card and can be useful sometimes.

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A very good monster, sadly restricted to LIGHT, but it can be really tough to get over, since it protects all Constellars, including itself, and Constellars use a bunch of disruptive cards such as Pleiades, which can make it even harder to kill. Plus it can upgrade into M7.

 

I don't particularly like using it outside Constellars, though, because in most cases, it'll only protect itself, and there are usually Rank 4s I'm more inclined to make in situations where I already have the advantage, and it doesn't do very much if I don't have the advantage.

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The only advantage it has over 101 other than ATK is that is also doesn't care about non-destruction removal in Spell/Trap form, which is useful if anyone plays D-Prison, Compulsory etc. It also doesn't care about Breakthrough Skill.
I only play it if I can make it really easily and have lots of room. It's a decent card and can be useful sometimes.


I'd argue it has a couple extra benefits:
-it creates a lingering condition, so one detach protects you all turn.
-in its own deck, the protection extends beyond itself
-it can turn into a 2700 beater
-it's a Beast-Warrior

Beyond that though... Yeah, 101 is generally better, but this is by no means bad as some people have said.
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If I had this, 101, and we'll say Ouroboros in the extra, I use this when I need to do the final blow for game, I use 101 when there's a wall I cannot get over, and I use Ouroboros to put my slightly ahead or kill their combo pieces.

I mean yeah you put in 101 way before you put this guy but like Poison said they're totally different cards.

Although if I need to go for game I go into Victory but he's a different Rank.

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The reason I saw this as alright is because back when I used to play Constellars/Hunders, you could sit around with this and swing without fear at backrow and get work done without having to use too many resources.

At the same time, I can see how this card's a bit slow/less effective than it used to be. I'd say it has more to do with chaining Horn to the summon than being outclassed by 101, because I played both without concern for space.

 

Although post-DUEA, it easily gets replaced by Castel.

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