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Volcannic Warrior *updated*


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You can only use each effect of "Volcannic Warrior" once per turn. If this card is normal summoned: you can discard 1 Warrior-Type monster, then target 1 card on the field; destroy that target. If this card is destroyed and sent to the graveyard: you can choose 2 normal trap and/or quick-play spell cards from your deck. Randomly set 1 of them, and shuffle the rest into the deck. If this card is in your graveyard; You can banish 1 FIRE monster and 1 Warrior-Type monster from your graveyard both except "Volcannic Warrior"; add this card to your hand.

 

Rulings notes:

If an effect is chained such that Volcannic Warrior is not the graveyard when its last effect resolves, it is not added to your hand.

 

Note the spelling: this is not a "Volcanic" monster

 

You do not need to reveal the randomly selected card before you set it, but you do need to reveal your 3 choices before 1 is randomly picked

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The first effect makes it a solid enough card, and combined with the third effect makes it get a little bit of lead after the consecutive +0s breaking even.

Though the second effect is an issue. It can trigger regardless of how it is sent from the field to the Graveyard and cannot miss the timing.

Even if you have to randomly choose from 3, it is easy to choose a card from which you still have 2 or 3 copies in your deck. Even when it isn't, the search is too generic reaching at any Spell or any Trap of any icon with no limitations "I choose Book of Moon, Dark hole, and Raigeki" is an example here.

 

Battlin' Boxers are the one deck that benefits from this card's revival, but many other decks could afford to use it if only for the S/T search. HEROs come to mind, getting Nova Master out and choosing between Miracle Fusion and Mask Change cards for later or for the OTK.

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I agree with sleepy on the second effect, my idea to fix it would be to change the second effect to something along the lines of this

 

During your opponent's turn, if this face-up card is sent from your side of the field to the graveyard, you can select and reveal 3 Spell/Trap cards in your deck and have your opponent select 1 at random. Add the selected card to your hand and banish the remaining cards.

 

Also making it a level 5 might balance it more but idk.

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The first effect makes it a solid enough card, and combined with the third effect makes it get a little bit of lead after the consecutive +0s breaking even.

Though the second effect is an issue. It can trigger regardless of how it is sent from the field to the Graveyard and cannot miss the timing.

Even if you have to randomly choose from 3, it is easy to choose a card from which you still have 2 or 3 copies in your deck. Even when it isn't, the search is too generic reaching at any Spell or any Trap of any icon with no limitations "I choose Book of Moon, Dark hole, and Raigeki" is an example here.

 

Battlin' Boxers are the one deck that benefits from this card's revival, but many other decks could afford to use it if only for the S/T search. HEROs come to mind, getting Nova Master out and choosing between Miracle Fusion and Mask Change cards for later or for the OTK.

I totally forgot about battlin' boxers... I must be getting rusty. The whole point of this card was to build a deck around getting its effects off, particularly the s/t search one. I was trying to pick a type/attribute combo that wasn't widley used to balance the good effects. Also I was wary of picking an "oh that'll never happen unless your opponent's too drunk to pay attention" condition for that effect, but maybe I went too far.

 

Let me think about how to fix this

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I totally forgot about battlin' boxers... I must be getting rusty. The whole point of this card was to build a deck around getting its effects off, particularly the s/t search one. I was trying to pick a type/attribute combo that wasn't widley used to balance the good effects. Also I was wary of picking an "oh that'll never happen unless your opponent's too drunk to pay attention" condition for that effect, but maybe I went too far.

 

Let me think about how to fix this

 

To be fair, it benefits in Battlin' Boxers in the way that every monster in the deck helps it go back to your hand, but Battlin' Boxers themselves don't benefit all that much from this. Maybe breaking Pendulum Scales or clearing the path a little bit as a tech, so that interaction is not really a bad one. Besides, Battlin' Boxers need their Graveyard to constantly go back to the field for Xyz plays, so banishing them is a legit cost.

 

The one thing I'm concerned is the better and more generic version of Power Tool Dragon's effect. It could probably get away with it if you narrowed down the search potential a tad, and maybe even changed it from "If" to "when" to create the potential to miss the timing. You'd still have control over it triggering to a degree with things like Torrential, Dark hole, or even Scrap Dragon plays, and your opponent would be able to trigger it upon destroying it via effects or battle, so it wouldn't be extremely bad.

It'd have to either pick Spell or Traps, and potentially pick a specific icon(s) to work with as well, depending on what potential plays you might have for it. You can get away with being more generic than, say, "only Equip Spells". You could pick something like "Continuous, Field, or Ritual Spells" for example...

IMO at least.

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To be fair, it benefits in Battlin' Boxers in the way that every monster in the deck helps it go back to your hand, but Battlin' Boxers themselves don't benefit all that much from this. Maybe breaking Pendulum Scales or clearing the path a little bit as a tech, so that interaction is not really a bad one. Besides, Battlin' Boxers need their Graveyard to constantly go back to the field for Xyz plays, so banishing them is a legit cost.

 

The one thing I'm concerned is the better and more generic version of Power Tool Dragon's effect. It could probably get away with it if you narrowed down the search potential a tad, and maybe even changed it from "If" to "when" to create the potential to miss the timing. You'd still have control over it triggering to a degree with things like Torrential, Dark hole, or even Scrap Dragon plays, and your opponent would be able to trigger it upon destroying it via effects or battle, so it wouldn't be extremely bad.

It'd have to either pick Spell or Traps, and potentially pick a specific icon(s) to work with as well, depending on what potential plays you might have for it. You can get away with being more generic than, say, "only Equip Spells". You could pick something like "Continuous, Field, or Ritual Spells" for example...

IMO at least.

Quick play spells and normal traps only maybe?

 

edit: New version is up

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Rulings notes:

1. The spell/trap card set by Volcannic Warrior can be activated that turn, unless another effect or game mechanic prevents it. (eg Anti Spell fragrance is in effect, that card is trap card, ect) edit: now only applies in very situational cases but its still a ruling

 

2. You do not need to reveal the randomly selected card before you set it, but you do need to reveal your 3 choices before 1 is randomly picked

 

1. In that case, then perhaps you should add a PSCT there. By card mechanics, Quick-Play Spells and Traps cannot be activated during the turn they are Set. To bypass that, PSCT is necessary, as far as I know.

 

2. I think you should also add a PSCT for that. Something like:

Randomly set 1 of them (without revealing it), and shuffle the rest into the deck.

 

I agree with popbop in that it might be better to pick 1 of 3, just to lower the chances of you getting the card you want the most (unless you pick multiple copies of the same card of course), and to be consistent with other similar effects such as Power Tool Dragon, Spellbook Library of Crescent, etc. which also pick 1 from 3.

 

Fixes and suggestions aside, the card looks solid, and perhaps is a bit too good. It is a floater that recycles itself and can pop cards as a +0; way too versatile in my opinion. Plus it is searchable by ROTA. Although its last effect it only accessible in FIRE/Warrior Decks, the remaining 2 effects should be good enough to make it splashable in Warrior decks (tellarknights, HEROes?, etc.). Also, searching for stuff like MST, BTH, Battleguard Howling, etc. is still a potent effect.

 

I'm thinking you could remove 1 of its 3 effects to take away a bit of its versatility, but I'm not sure which 1 you could take; I suppose that's up to you.

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