CLG Klavier Posted October 20, 2014 Report Share Posted October 20, 2014 Psychic/EffectIf this card is Normal Summoned: You can target 1 "Spirit Beast" monster in your Graveyard; Special Summon it. You can only Special Summon "Rera the Spirit Beast Tamer" once per turn.This deck is seriously broken and Konami should feel bad for making it. It's The Glads That Could. Link to comment Share on other sites More sharing options...
goddamnit names are a pain Posted October 20, 2014 Report Share Posted October 20, 2014 Heh…the Glads that could. I don't know about broken but somewhat badly designed is applicable. I've lost to them numerous times on DN, yet everyone chooses Yokai before them. I don't get it, these feel superior. The main issue is the trap, imo. The monsters themselves don't do much on their own, and seem to largely be a fair archetype. On this card: Hell, you don't have Spirit Beasts in your graveyard all that often. I mean, it's not rare, but not exactly done every 2 seconds, either. Still, good effect is good. Link to comment Share on other sites More sharing options...
CLG Klavier Posted October 20, 2014 Author Report Share Posted October 20, 2014 I don't know about broken but somewhat badly designed is applicable.GRAHI've lost to them numerous times on DN, yet everyone chooses Yokai before them. I don't get it, these feel superior.They do completly different things. Yokais don't die to a single Maxx "C".The main issue is the trap, imo. The monsters themselves don't do much on their own, and seem to largely be a fair archetype.Yeah, but the sole fact how much they swarm and how much consistency they have is stupid. Once you get going once, it takes multiple resources to stop you. Link to comment Share on other sites More sharing options...
goddamnit names are a pain Posted October 20, 2014 Report Share Posted October 20, 2014 GRAHThey do completly different things. Yokais don't die to a single Maxx "C". Yeah, but the sole fact how much they swarm and how much consistency they have is stupid. Once you get going once, it takes multiple resources to stop you. 1. Of course they do different things. Qlips and Geargia do different things…yet one is being ran because it is superior. I think these are superior to Yokai. 2. Maxx C doesn't kill this deck, either win that turn or deck them the f*** out =D All 3 of the decks that just came to the OCG are pretty damn consistent. While this has Physic support, I'd dare say it's the least consistent of the 3. Necloths and Yokai have a lot more ways to search things out and get them on the field, especially the former. Link to comment Share on other sites More sharing options...
CLG Klavier Posted October 20, 2014 Author Report Share Posted October 20, 2014 Honestly? I may sound like a nonbeliever here, but I played Necloths a lot and...they don't feel that strong. Strong, yes. But not Qliph-level strong as some people make it out to be. Yokais are great, I play them too, but I'm really not sure which deck is better. I like them both equally. But yeah, the trap pushes this Archetype over the top. Link to comment Share on other sites More sharing options...
goddamnit names are a pain Posted October 20, 2014 Report Share Posted October 20, 2014 Honestly? I may sound like a nonbeliever here, but I played Necloths a lot and...they don't feel that strong. Strong, yes. But not Qliph-level strong as some people make it out to be. Yokais are great, I play them too, but I'm really not sure which deck is better. I like them both equally. But yeah, the trap pushes this Archetype over the top. I'm top 10 on DN singles at the moment mainly because Necloths. Even against Qlips. The deck is amazing. I have lost to Spirit Beasts on occasion because I still don't quite know how their timing works and what to stop and what to not. New decks typically do that to me =P Oh, hell no, they're not as strong as Qlips. Especially not in matches. I really can't agree that the trap "pushes them over the top" when they aren't much as a whole to begin with. Silly? Yes. Fucking adorable? Yep. Otk capable, which is a lot of what this format will be? Not really, by what I've seen. Great at not dying? Damn, yes. Link to comment Share on other sites More sharing options...
Maeriberii Haan Posted October 20, 2014 Report Share Posted October 20, 2014 DN have no Rampenta that's kind of a big deal. But anyway, SB's an atrocious design, especially Tamed Kannahawk and Combination. Though how well they flow once they get their proper setup is really damn amazing. Link to comment Share on other sites More sharing options...
CLG Klavier Posted October 20, 2014 Author Report Share Posted October 20, 2014 I'm top 10 on DN singles at the moment mainly because Necloths. Even against Qlips. The deck is amazing. I have lost to Spirit Beasts on occasion because I still don't quite know how their timing works and what to stop and what to not. New decks typically do that to me =P Oh, hell no, they're not as strong as Qlips. Especially not in matches. I really can't agree that the trap "pushes them over the top" when they aren't much as a whole to begin with. Silly? Yes. f***ing adorable? Yep. Otk capable, which is a lot of what this format will be? Not really, by what I've seen. Great at not dying? Damn, yes. Then I'm the worst Necloth player you've ever seen cuz I can steal random wins with it, but I'm fucking horrible at it anyways. I mean it pushes them over the top in the sense that without it, they'd feel really weak and lackluster. Chainable 1-for-X removal adds a lot, especially when it's tutorable. DN have no Rampenta that's kind of a big deal. But anyway, SB's an atrocious design, especially Tamed Kannahawk and Combination. Though how well they flow once they get their proper setup is really damn amazing. YGO Pro does though, and it's bonkers as fuck, so DN, faster please. Link to comment Share on other sites More sharing options...
goddamnit names are a pain Posted October 20, 2014 Report Share Posted October 20, 2014 I don't know of that other Spirit beast card ATM. =P But I was going to say that Wen is the better of the two, in my opinion. Both do different things and are cute as can be, But I see Wen having the most use the most often. However, as YGO players would put it…Rera has a bigger ass =D More Defense, damnit Link to comment Share on other sites More sharing options...
CLG Klavier Posted October 20, 2014 Author Report Share Posted October 20, 2014 I don't know of that other Spirit beast card ATM. =P But I was going to say that Wen is the better of the two, in my opinion. Both do different things and are cute as can be, But I see Wen having the most use the most often. However, as YGO players would put it…Rera has a bigger ass =D More Defense, damnit http://yugioh.wikia.com/wiki/Rampenta_the_Noble_Spirit_Beast Kannahawk's 4-6 Rera is cuter, that's one. Two, Wen is...ok, but the problem with her is that she "breaks" a fusion. Like, if you have a fusion on field, use Wen and fuse again, you got 2 fusions but only 3 materials to bring back. Plus Rera works better with F-Kannahawk, which is the thing you'll be abusing. tbh I wouldn't mind seeing her from behind Link to comment Share on other sites More sharing options...
Maeriberii Haan Posted October 20, 2014 Report Share Posted October 20, 2014 While there's some situations where she is better than Lera (Early Macro/DimFis and some other situation revolving with no revivable monsters in your graveyard), generally Wen is slightly worse than Lera due to what Klav said. BUT, don't forget that for now, there's 4 Noble Spirit Beast to 3 tamers, making Wen "breaking" a fusion not that big of an issue if you played carefully. the problem with the two is them reviving a monster counts as the monster's OPT SS limitation, which reduces your fusion count for the turn (unless you have fully set up all seven Spirit Beast monsters in your banished/grave). They're an amazing one card combo igniter, but that issue could be something, I guess. (also, if you want to cheat a bit, in Devpro, when Rampenta is revived by Rera/Wen and activated its effect, it will be able to be revived once more that turn for some reasons, a bug most likely. I believe that shouldn't be legal, but it's just fun to point that out). Link to comment Share on other sites More sharing options...
CLG Klavier Posted October 20, 2014 Author Report Share Posted October 20, 2014 It is an issue a lot of the time, that's why the main combo igniters are Elder and Double Summon. Rera and Wen are there to follow-up on next turns, or to recover later in the game once resources run low. Link to comment Share on other sites More sharing options...
Maeriberii Haan Posted October 20, 2014 Report Share Posted October 20, 2014 Oh, one more thing that makes Rera>Wen that neat 2k ass really helps. ...which apparently has been mentioned. But yeah, having 2k defense is kinda huge when you're forced to prematurely defuse during your opponent's turn. Ideally, going Rera-Apelio (for 2.5k Lera) or Rera-Petolfin (2k-2k wall) is preferred when doing so, depending on the situation. Link to comment Share on other sites More sharing options...
Marco Polo Posted October 20, 2014 Report Share Posted October 20, 2014 Okay. guys. It looks like I'm playing this archetype wrong. 1.I'm playing those, they're fun. but hell so vulnerable. Then I come here and f*** me, people complain it's broken. wat. 2."We have no rempenta at DN that's pretty big deal" - wat. I mean, I run rampenta at 3 because, well, someone here told me to and I was like whatever the f*** okay., I don't get his point. banish one of your fusions (to never get it back again), send 1 monster of the chosen type to the Graveyard? why? only time I did this was when I needed quick petlofin for random removal. worked okay 3.sacred Kannahawkx thing, why would you summon this. the search eff never felt that important to screw over my banished zone for, as I've usually got like 3 or 4 guys there. why lose the opportunity to tag this guy out for Petlofin ? is there some broken win recipe win S.Kannahawk and Rampenta I'm missing? hhellp. Link to comment Share on other sites More sharing options...
CLG Klavier Posted October 20, 2014 Author Report Share Posted October 20, 2014 is there some broken win recipe win S.Kannahawk and Rampenta I'm missing? hhellp.1. Get Rampenta onto the field along with a Tamer2. Use Rampenta, banish a fusion (you should be running them as 3-ofs so no big deal)3. Fuse into F-Kannahawk4. Defuse5. Use Rampenta again6. Fuse into F-Kannahawk again7. Use Kannahawk's effect to return both fusions to grave to grab the trapYou can then defuse on opponent's turn to be able to nuke up 2 monsters with the trap. Another combo, longer, is:1. Get Kannahawk and a Tamer onto the field2. Use Kannahawk to banish Rampenta3. Fuse into F-Kannahawk4. Defuse5. Use Kannahawk to banish a Tamer (different from the one on the field)6. Fuse into F-Kannahawk7. F-Kannahawk sends the pair you used up for him to grave to fetch the trap/the spell8. Defuse into the new pair of monsters9. Use Rampenta to banish something10. Fuse again11. Send 2 banished cards to grab another trap/spellThe problem here is that at the end, you got only a single thing banished, so you can't unfuse. I might be missing something though. Link to comment Share on other sites More sharing options...
Jord200 Posted October 21, 2014 Report Share Posted October 21, 2014 They are Charmer related. Therefore, I can't hate them. I look foward to playing them. When I get time. Link to comment Share on other sites More sharing options...
Expelsword Posted October 21, 2014 Report Share Posted October 21, 2014 All 3 of the decks that just came to the OCG are pretty damn consistent. While this has Physic support, I'd dare say it's the least consistent of the 3. Necloths and Yokai have a lot more ways to search things out and get them on the field, especially the former. That moment when no one even remembers Infernoids are a deck because it's not bonkers broken like everything else. Link to comment Share on other sites More sharing options...
Blake Posted October 21, 2014 Report Share Posted October 21, 2014 That moment when no one even remembers Infernoids are a deck because it's not bonkers broken like everything else. No one mentions them because A. They are NOT out in the OCG yet B. They weren't in the set that the three mentioned came out together in =| Link to comment Share on other sites More sharing options...
Expelsword Posted October 21, 2014 Report Share Posted October 21, 2014 No one mentions them because A. They are NOT out in the OCG yet B. They weren't in the set that the three mentioned came out together in AHA. Now it all makes sense. See, DevPro got all of them at basically the same time, so I figured they were all in the same pack. I guess that also explains why no one's even trying to make them yet. Anyway, on topic, I'm not joking when I say my roommate is behind me playing Spirit Beasts right now laughing about how "these guys dodge effects so easilly". I'm not sure how valid that claim is, but it has me wary. Link to comment Share on other sites More sharing options...
Blake Posted October 21, 2014 Report Share Posted October 21, 2014 Effect Negation is terrible against the deck, unless it is Divine Wrath-like or has a secondary effect (still mediocre in most of those cases, ie fiendish). They're a loop deck and F-Kannahawk is a glorified Infernity Archfiend. If SECE gives them what it's expeted to (Fusion that recycles cards in some way, another Tamer, possibly another S/T), the deck becomes a scary degenerate deck. Not consistent enough atm, although terrifying if it gets going due to the "you can't play ygo" the trap pushes out and the constant filtering so you hit more goodstuff. Tempest is good in the deck, but Debris' kinda eh. Guide comign soon. Link to comment Share on other sites More sharing options...
Jord200 Posted October 21, 2014 Report Share Posted October 21, 2014 I'm just curious of the Spirit Beast Tamer's connection in the current DT story. The fact that they are being led by Reeze and Kamui is confirmed, isn't it? Link to comment Share on other sites More sharing options...
Slinky Posted October 21, 2014 Report Share Posted October 21, 2014 GRAH They do completly different things. Yokais don't die to a single Maxx "C". Yeah, but the sole fact how much they swarm and how much consistency they have is stupid. Once you get going once, it takes multiple resources to stop you. Attempt to defuse, and it nukes the materials instead. Havent really been paying much attention to this archetype, do they have a fusion that is immune to effect destruction? Link to comment Share on other sites More sharing options...
Maeriberii Haan Posted October 21, 2014 Report Share Posted October 21, 2014 Yep, Petolfin's fusion. Also, Klav's statement still applies since you shouldn't even immediately search for all of the traps imo, and better if you either also search for Lera/Wen or Bond to be able to answer nukes. Link to comment Share on other sites More sharing options...
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