Agro Posted September 5, 2014 Report Share Posted September 5, 2014 Thunder StarfishLIGHT / Level 4[ Thunder / Effect ]If a Thunder-Type monster is destroyed by your opponent (either by battle or by card effect): You can reveal this card in your hand; add 1 Level 4 or lower Thunder-type monster from your Graveyard to your hand. This effect of "Thunder Starfish" can only be activated once per duel. When this card is Normal Summoned: Banish this card; Send 1 Thunder-type monster from your Deck to your Graveyard. This effect of "Thunder Starfish" can only be activated once per turn.ATK / 1700 DEF / 200 Link to comment Share on other sites More sharing options...
Bringerofcake Posted September 5, 2014 Report Share Posted September 5, 2014 I would definitely run this. It sets up AAA plays, recycles 9V from Microcell plays, and seems like a powerful option in Batterymen. Not super sure about its applications in Hunders, but seems pretty useful in that deck as well. Link to comment Share on other sites More sharing options...
AGATHODAIMON BANGTAIL COW Posted September 5, 2014 Report Share Posted September 5, 2014 I would definitely run this. It sets up AAA plays, recycles 9V from Microcell plays, and seems like a powerful option in Batterymen. Not super sure about its applications in Hunders, but seems pretty useful in that deck as well. In Hunders, your Thunders are pretty much going to die via opponent in only three situations: 1: You Set AAA. In this case, you want it to stay in the Grave. This is usually done early-game, so it's unlikely that you have anything else to recycle. 2: A 9V attack gone wrong, mostly caused by Lance. This card's existence would change this a bit to make it where you could kamikaze this into something just to recycle it if you were going to lose it anyway, but this isn't as good a use of this card's recycling as the third situation. Apparently this card adds any Lv4- Thunder from the Grave, not specifically the one who dies. 3: Your Ma/Pa tries to get an extra Normal Summon off, but gets negated. Ma/Pa is then left to die. Alternatively, you start bad and have to Set Ma/Pa to absorb damage since this card's Foolish effect is apparently mandatory so you can't just Xyz using Ma/Pa+this. As for this card, it looks more of a Batterypeople card than a Hunder card, and I'm no Batterypeople expert. In Hunders, it helps against the painful moments where your Ma/Pa gets negated (in a lot of cases, your turn comes to a screeching halt here) by ensuring that you can just make the play again next turn. But anyways, you could make the Normal Summon effect not mandatory (not sure if this was intentional or not), since you would rather have a monster for Xyz plays than a Foolish if you already are set up in that regard, at least in Hunders. It also means you could combo Ma/Pa + this for Xyzs instead of strictly requiring a third monster in your hand, though in most cases you would rather play that third monster since it's usually the other parent, 9V, or AAA. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.