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Sacred Spirit Beast Mount Petolfin


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300px-SacredSpiritBeastMountPetolfin-SPT

 

Aqua/Fusion/Effect

1 "Spirit Beast Tamer" monster + 1 "Noble Spirit Beast" monster
Must be Special Summoned (from your Extra Deck) by banishing the above cards you control, and cannot be Special Summoned by other ways (You do not use "Polymerization"). Cannot be destroyed by card effects. During either player's turn: You can return this card to the Extra Deck, then target 1 of your banished "Spirit Beast Tamer" monsters and 1 of your banished "Noble Spirit Beast" monsters; Special Summon them in Defense Position.

200/2800

 

Discuss?

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Pretty much.

Use Bond with the Spirit Beasts with this to dodge things like torrential and dark hole or other nukes.

Also, now we know we're missing at least 4 more monsters.

Well this card shares a name with "Noble Spirit Beast Petolfin". One of its Fusion Materials. If this is true, then I assume two cards were missing are "Noble Spirit Beast Apelio" and "Noble Spirit Beast Kannahawk"

Btw, all the Fusion Monsters have a combined ATK and DEF of 3000
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It's a wall that you cannot even leave on the field safely because of Castel and non-destruction removal. Yes, you can de-fuse it in response but that will leave you with 2 most likely weak "Spirit Beast" monsters. Hmm, now that I think about it, it is not that bad, because if the opponent can't get over it, it forces him/her to spend resources by going for Castel or other monsters and attempt to remove this. It kind of reminds me of Pokemon, when you switch out walls to take hits.

 

It is not really impressive, but it is not bad to have a wall available either.

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It's a wall that you cannot even leave on the field safely because of Castel and non-destruction removal. Yes, you can de-fuse it in response but that will leave you with 2 most likely weak "Spirit Beast" monsters. Hmm, now that I think about it, it is not that bad, because if the opponent can't get over it, it forces him/her to spend resources by going for Castel or other monsters and attempt to remove this. It kind of reminds me of Pokemon, when you switch out walls to take hits.

 

It is not really impressive, but it is not bad to have a wall available either.

 

and that's where Bond with the Spirit Beasts comes in play.

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Yes, but wouldn't it be better, or at least safer, to use Bond during your turn and play your Spirit Beasts, instead of reserving it for tricks like dodging TT, Dark Hole, etc.?

 

It's dependent on what Deck your opponent is playing, really.  For things like HAT and other disruptions your opponent would play, Bond is better during your turn.  For powerful SS1 card effects your opponent would play during their turn, Bond is better during your opponent's turn.

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It's dependent on what Deck your opponent is playing, really.  For things like HAT and other disruptions your opponent would play, Bond is better during your turn.  For powerful SS1 card effects your opponent would play during their turn, Bond is better during your opponent's turn.

 

That makes sense. From that perspective, I feel Spirit Beasts will be a deck that rewards smart players (well timed Bond and de-fusion plays, going for the right Spirit Beast Fusion, playing with your resources through Kannahawkthe, etc.), at least to a certain extend. I was not really interested in testing or playing the archetype, but now it has my attention.

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Because the Fusions have little difference with each other and the Main Monster's effects are cookie-cutter?

AND the S/T support so far is no different than a worse El-Shaddoll Fusion and a wonky removal trap.

It's still just a generic the deck thus far, and I'm much more excited for Necloth and Hermit Youkai... when I was excited for this one based on the first info we got =x
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