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Myrul Card Set


Nixa-Zizu

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Myrul Phoenix

 

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This card can be Special Summoned (from your hand) by banishing 2 FIRE monsters from your Graveyard. Once per turn you can discard 1 card to target 1 "Myrul" monster in your Graveyard; banish that target. During your next Stand-By Phase after this effect was activated: Special Summon monster banished by this effect. It is banished during the End Phase.

 

Myrul Magian

 

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This card cannot be Normal Summoned or Set. This card can only be Special Summoned (from your hand) by banishing 2 "Myrul" monsters from your Graveyard. Once per turn when monster effect activates: You can discard 1 "Myrul" card; negate the effect and destroy that monster. During each of your End Phases: increase your Life Points by 100 for each banished "Myrul" monster.

 

Myrul Inzekt

 

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Once per turn you can excavate top 2 cards from your Deck to the Graveyard, then if any of the cards excavated by this effect were "Myrul" monster card: Special Summon this card (from your hand.) Once per turn: You can banish 1 "Myrul" card from your Graveyard; this card can attack twice during this turn. When this card is destroyed: You can banish 1 card from your Graveyard; draw 1 card.

 

Myrul Chainz

 

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This card can be Special Summoned (from your hand) while you have 4 or more banished "Myrul" cards. Once per turn you can banish 1 "Myrul" Spell Card from your Graveyard: target 1 face-up monster on opponent field; banish that target until the End Phase.

 

Myrul Axeror

 

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During the turn this card is Normal, Flip or Special Summoned: "Myrul" monsters will inflict piercing damage. When this card is banished: change the Battle Position of 1 monster on the field.

 

Myrul Refian

 

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You can banish 1 face-up "Myrul" monster until the End Phase: Special Summon this card from your hand. This card gains 100 ATK for each banished "Myrul" card. Once per turn when this card is banished by "Myrul" card effect: draw 1 card.

 

Myrul Beawar

 

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While your opponent controls a monster and you control no monsters you can Special Summon this card from your hand. Once per turn: You can banish this face-up card until the End Phase; increase ATK of all face-up "Myrul" monsters by 400 until the End Phase. Once per turn when this card is banished (except by its own effect): return 1 card from the field to the hand.

 

Myrul Flamord

 

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2 Level 5 "Myrul" Monsters
Once per turn you can detach 1 Xyz Material from this card: banish one FIRE monster in your Graveyard; destroy a card on the field. When this card is destroyed and sent to the Graveyard: target one banished "Myrul" monster; Special Summon that target.

 

Myrul Naigar

 

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2 Level 5 or higher "Myrul" Monsters
By discarding 1 Spell Card and by banishing above face-up monsters, Special Summon this card from your Extra Deck. (This Special Summon is treated as Fusion Summon.) Once per turn: Special Summon 1 "Myrul" monster from your hand or Graveyard. Effects of the Summoned Monsters are negated until the End Phase. This card cannot attack during the turn you activate this effect.

 

Myrul Back

 

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Pay 800 Life Points: target 1 banished "Myrul" monster; add that target to your hand. You cannot Summon that monster or monster with the same name during this turn.

 

Myrul Magmatic

 

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Pay 800 Life Points. Target 1 face-up "Myrul" monster on your side of the field; Special Summon 1 of your banished "Myrul" monsters with Level equal as the targeted monster's. During the End Phase banish monster Special Summoned by this effect then destroy 1 card on the field. You cannot conduct your Battle Phase during the turn you activate this card. You can only activate 1 "Myrul Magmatic" per turn.

 

Fallen City of Myrul

 

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Each time "Myrul" card is banished place 1 Rul Counter on this card. By removing appropriate number of Rul Counters from this card activate 1 of the effects:
*2 Counters: send 1 "Myrul" card from your Deck to the Graveyard,
*3 Counters: banish 1 monster from your Graveyard to destroy 1 card on the field.

 

Myrul Arsenal

 

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This card can only be equipped to face-up "Myrul" monsters. Once during either player turn you can banish 1 monster from your Graveyard: decrease ATK of 1 face-up monster equal to the Level of the banished monster x300 until the End Phase.

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I love sets that revolve around banishing cards! The artwork is all great and flows well as a set. They look like they match and that's really good!

 

On the Myrul Inzekt, shouldn't it be:

 

You can Special Summon this card (from your hand) by excavating the top 2 cards from your Deck to the Graveyard. Once per turn: You can banish 1 card from your Graveyard; this card can attack twice during this turn. When this card is destroyed: You can banish 1 card from your Graveyard; draw 1 card.

 

Just a small error there but they look great and play well! 

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I love sets that revolve around banishing cards! The artwork is all great and flows well as a set. They look like they match and that's really good!

 

On the Myrul Inzekt, shouldn't it be:

 

You can Special Summon this card (from your hand) by excavating the top 2 cards from your Deck to the Graveyard. Once per turn: You can banish 1 card from your Graveyard; this card can attack twice during this turn. When this card is destroyed: You can banish 1 card from your Graveyard; draw 1 card.

 

Just a small error there but they look great and play well! 

Thanks for comment.

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I've got mixed feeling about this archetype. Overall, they don't seem to sport a great synergy between them, but that is not bad per se.

Let's review them individually:

 

Phoenix is almost always live thanks to Inzekt, though I would think of including more milling and controlled dumping effects. Now, his effect is way too slow to be actually useful. Maybe you should make it instantaneous, but making the monster summoned be banished during the End Phase and having to banish one additional "Myrul" card (yep, card) as cost. His level is weird, though understandable if you want to keep xyz abuse to a minimum. I would however give him level 5 to give another target to "Magmatic".

 

Magian seems fine and balanced. Maybe you should change the discard cost to discard a Myrul card, to encourage synergy and keep its powerful effect in check. The LP gain effect seems quite irrelevant in the long run, but maybe cards such as the trending Soul charge will benefit from it.

 

Inzekt is a lovely and interesting card, fueling the Myrul effects with the mill. The draw is powerful, but it is controlled. And the double attack is an uber finisher. Maybe too exagerated, putting 4000 damage on the board all of a sudden. Maybe this could be balanced with a clause preventing you from controlling more than one Inzekt at the same time. Otherwise (and even then) this is OTK material.

 

Chainz relies too much on the field spell to be useful. And on top of that, its effect is fairly meh. It could lead to an occasional OTK cleaning the field for Inzekt, but...

 

Refian is a card whose purpose in the deck I cannot understand, other than being XYZ material. The special summoning effect slows your field down too much. The attack gain is neat, as it can make a little beater out of this with a bit of investment, but doesn't justify putting him in a deck (except for making Flamord, but...).

 

Beawar is quite bland, and while the special summoning effect adds speed to the deck, it doesn't seem in theme. Just my opinion. About the attack gain effect, it slows you down just as it happened with Refian, and the boost is overall irrelevant.

 

Myrul back is fine, as it lets you get back your Inzekts.

 

Magmatic is a beatiful piece of design. I can't help but love the versatility of this card, since it provides spot removal if used on your opponents End Phase or a quick swarm to XYZ with. The level restriction is quite well thought; however I would forgo the battle phase skip and make it so the summoned monster cannot attack instead.

 

Fallen City of Myrul is a no-go. Its three effects are irrelevant, and allow no smart plays that I can think of. I would totally forget about the LP effect, leave the attack gain and substitue the last effect with a dumping one - something as "once per turn you can banish a Myrul card to send a Myrul card from your deck to graveyard". Even then it would be quite bland.

 

And Arsenal is a really really bad card. It just lets your opponent save his monsters, so why would I be using this card? Even if the banishment was permanent it would be a -1 overall, since I would be using two cards of mine (the equip and the equipped monster) to deal with one card of my opponent. Not worth it.

 

And thats all folks. Clearly the Myrul suffer from a case of lack of focus. Think about how every deck wants to pull off certain objectives in order to win (getting four names in the graveyar with lightsworn, protecting yamato in bujin, etc) and make one focus for your deck. For instance, I could see the Myruls as an OTK driven deck, seeking to put Inzekt on board and deal massive damage.

 

Keep working and making cards! ;)

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Rethinking about Inzekt, I've found out that its summoning conditions are not restrictive enough.

I think the special summon effect could only be used if you had one Myrul monster banished; also the effects triggered banishing cards could be only activated banishing "Myrul" cards. That encourages synergy and prevents abuse in decks other than Myrul.

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I've got mixed feeling about this archetype. Overall, they don't seem to sport a great synergy between them, but that is not bad per se.

Let's review them individually:

 

Phoenix is almost always live thanks to Inzekt, though I would think of including more milling and controlled dumping effects. Now, his effect is way too slow to be actually useful. Maybe you should make it instantaneous, but making the monster summoned be banished during the End Phase and having to banish one additional "Myrul" card (yep, card) as cost. His level is weird, though understandable if you want to keep xyz abuse to a minimum. I would however give him level 5 to give another target to "Magmatic".

 

Magian seems fine and balanced. Maybe you should change the discard cost to discard a Myrul card, to encourage synergy and keep its powerful effect in check. The LP gain effect seems quite irrelevant in the long run, but maybe cards such as the trending Soul charge will benefit from it.

 

Inzekt is a lovely and interesting card, fueling the Myrul effects with the mill. The draw is powerful, but it is controlled. And the double attack is an uber finisher. Maybe too exagerated, putting 4000 damage on the board all of a sudden. Maybe this could be balanced with a clause preventing you from controlling more than one Inzekt at the same time. Otherwise (and even then) this is OTK material.

 

Chainz relies too much on the field spell to be useful. And on top of that, its effect is fairly meh. It could lead to an occasional OTK cleaning the field for Inzekt, but...

 

Refian is a card whose purpose in the deck I cannot understand, other than being XYZ material. The special summoning effect slows your field down too much. The attack gain is neat, as it can make a little beater out of this with a bit of investment, but doesn't justify putting him in a deck (except for making Flamord, but...).

 

Beawar is quite bland, and while the special summoning effect adds speed to the deck, it doesn't seem in theme. Just my opinion. About the attack gain effect, it slows you down just as it happened with Refian, and the boost is overall irrelevant.

 

Myrul back is fine, as it lets you get back your Inzekts.

 

Magmatic is a beatiful piece of design. I can't help but love the versatility of this card, since it provides spot removal if used on your opponents End Phase or a quick swarm to XYZ with. The level restriction is quite well thought; however I would forgo the battle phase skip and make it so the summoned monster cannot attack instead.

 

Fallen City of Myrul is a no-go. Its three effects are irrelevant, and allow no smart plays that I can think of. I would totally forget about the LP effect, leave the attack gain and substitue the last effect with a dumping one - something as "once per turn you can banish a Myrul card to send a Myrul card from your deck to graveyard". Even then it would be quite bland.

 

And Arsenal is a really really bad card. It just lets your opponent save his monsters, so why would I be using this card? Even if the banishment was permanent it would be a -1 overall, since I would be using two cards of mine (the equip and the equipped monster) to deal with one card of my opponent. Not worth it.

 

And thats all folks. Clearly the Myrul suffer from a case of lack of focus. Think about how every deck wants to pull off certain objectives in order to win (getting four names in the graveyar with lightsworn, protecting yamato in bujin, etc) and make one focus for your deck. For instance, I could see the Myruls as an OTK driven deck, seeking to put Inzekt on board and deal massive damage.

 

Keep working and making cards! ;)

So what cards do I need to fix?

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I love the update!

The concept of on banish trigger effects for the level 4 Myruls greatly enhances the deck.

 

Phoenix to level 5 is definitely the way to go.

 

The Special Summoning condition of Magian is a great addition.

 

As I said last time, the Summon of Inzekt is too easy to pull off. Make it so it can only be summoned by his effect while a Myrul card is banished.

 

Chainz has increased greatly its playability. I'll need to check whether 4 cards banished are too many, but it looks fine to me.

 

Refian has become an amazing draw engine with that last effect; Beawar now really fits the theme with the bouncing effect.

 

I've realized I forgot to review the XYZ last time XD

Flamord is too broken. Overall is a +2 when summoned, and a potential +3. Plus now that it triggers Refian and Beawar... it's crazy. Furthermore, since the focus of the deck has been displaced to the level 5 axis, it feels weird to have him be rank 4. My advice: make him rank 5, and change its effect to the following:

 

Myrul Flamord

2 level 5 Myrul monsters

When this card is succesfully xyz summoned: banish one FIRE monster in your graveyard; destroy a card on the field. When this card is destroyed and sent to the graveyard: target one banished Myrul monster; special summon that target.

2400/2200

 

Fallen City of Myrul now goes through the right path. I find it slow however. I would consider making it trigger its dumping effect whenever a Myrul card is banished, and making the banish/destoy effect work with three counters.

 

Arsenal now it's a fine combo piece that makes wonders in pair with Inzekt. Tone it down a bit thought, maybe quitting the initial boost of 600 atk. That way it encourages risky plays to deal tons of damage, but leaving Inzekt at 2000 atk in your opponents turn.

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New cards!

 

Axeror fits the strategy perfectly, giving you the chance to pierce to victory with Inzekt.

His banish effect is rather weak, but useful however.

 

Naigar is great. You need three cards to summon it, which makes it a -2 on summon, but inmediately remediates it with a +1 effect. That leaves him at -1, which balances its powerful stats.

 

About the other cards, I like what you did with Inzekt, Flamord and Arsenal.

Now I'm concerned about Fallen City. Broken or underpowered? Playtesting will tell.

 

Keep up the good work! ;)

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