Neutrality Man Posted December 11, 2014 Report Share Posted December 11, 2014 [spoiler='old version'] [/spoiler] Rank 3 | LIGHT | Spellcaster | Xyz | Effect 1000/1500 2 or more (max. 5) Level 3 monsters This card also gains the Attributes of each card attached to it as Xyz Material. Once per turn: you can detach 1 Xyz Material and target 1 monster your opponent controls that shares an Attribute with this card; take control of that target while you control this face-up card. This card cannot be targetted or destroyed by card effects while you control a monster targetted by this effect. Link to comment Share on other sites More sharing options...
Maenk Posted December 14, 2014 Report Share Posted December 14, 2014 Its quite a bad card.using it to the fullest means using 5 lv 3 monsters with 5 different attributes.In order to do that,you have to put 5 dead draws in your deck,and be lucky enough to get all 5 from soul charge.so,i think the only viable option is to use it with the rank 3 spam engines we have:TG and crane crane.None of them can grant a catch for sure,(you need the right attribute in deck or grave,therefore adding 1 dead draw)as the opponent may not have matching attributes. So the only viable option for this card is anti-light support,as its the only way you can grab 2 monsters with 2 materials. Link to comment Share on other sites More sharing options...
Neutrality Man Posted December 14, 2014 Author Report Share Posted December 14, 2014 Charmer.dek: 6-18 Level 3 Spellcasters, 1-3 for every Attribute Familiars Unleashed: Continuous Trap, Charmers cannot be destroyed by battle ATK+800 to Familiar-Possessed Charmers, if any monster you control is destroyed, Special Summon a Spellcaster from the Deck with DEF <= 1500 to replace it (All Charmers/FP-Charmers/Cataclysmics have 1500 DEF) Link to comment Share on other sites More sharing options...
AGATHODAIMON BANGTAIL COW Posted December 14, 2014 Report Share Posted December 14, 2014 Its quite a bad card.using it to the fullest means using 5 lv 3 monsters with 5 different attributes.In order to do that,you have to put 5 dead draws in your deck,and be lucky enough to get all 5 from soul charge.so,i think the only viable option is to use it with the rank 3 spam engines we have:TG and crane crane.None of them can grant a catch for sure,(you need the right attribute in deck or grave,therefore adding 1 dead draw)as the opponent may not have matching attributes. So the only viable option for this card is anti-light support,as its the only way you can grab 2 monsters with 2 materials. Being situational doesn't necessarily mean that it is bad. Sure, TGU doesn't have many (if any) decent non-DARK targets (there's like... Fabled Kushano... and Acid Cloud...), but Crane Crane exists. And I'm sure that there are quite a few ways of getting this out without devoting anything more than less-than-stellar cards/combos. If a good non-DARK Level 3 Fiend starts existing, this becomes Tour Guide-able without having to run... Acid Cloud... And that's just because there isn't a relevant Rank 3 engine that could consistently get two different Attributes out. It isn't reliable, that's a given. There's no way to tell what your opponent's Attributes on the field will even be until you are actually in the duel (or you were watching your opponent beforehand or something). That doesn't mean that this card is worthless. Is #103 worthless just because it isn't live in every match-up possible? Of course not. It's situational, but really, really rewarding (for example, it's a disrupting +2 against Fire Fists). As for this card, you're not really going to use more than two monsters for this card. It's so vulnerable that it will most likely die before you can steal a second monster as it can die by battle very easily. Tossing more monsters in the mix just causes more minuses for yourself with the only reward being more potential steals - granted it can even live that long. Just make sure this has the Attribute of whatever you're going after, and go for it. What you steal needs to deal immediate damage, or else this card would be a waste of time. Maybe it's Judgment Dragon or something that can at least get some sort of kill off before it returns to the opponent. That's the simplest use of it. If you can somehow protect this, then this card becomes much better. If they can't easily get rid of this in battle (maybe you had T-Roar or something), then you effectively extend the length of control over your opponent's monster. This means that they can't use its effect for whatever purposes. Or, if you have a more permanent solution than T-Roar (like the one you posted above), you can force your opponent to actually kill their own monster in order to proceed. In this case, it starts to surpass cards like #101 and Castel. You get a +2 (+1 for getting rid of your opponent's monster, +1 for getting it. And it's more than likely going to be a very valuable card). This card's most effective use will probably be in order to support big pushes for game. It effectively removes an obstacle that protects your opponent's Life Points, and at the same time, offers you at least 1000 points of damage to dish out. I don't really think that this sort of thing should be available for a Rank 3, even if it's semi-generic. This card's biggest drawback of the most potent Rank 3 engines end up with 2 monsters of the same Attribute on the field, which won't always last. I mean, for example, the Charmers are becoming more relevant due to the release of new pet cards (hence the flavor, ofc). It just seems like it really restricts future design in that all future Rank 3 engines will be forced to always use monsters of the same Attribute or else this card starts to become Brain Control as opposed to something pretty much specific to Charmers. I guess you could just limit the requirement monsters further into specifically needing the charmers/their pets to prevent these sorts of mishaps. Even then, it's in the category of "really strong but situational," like Last Day of Wtich (which was essentially Raigeki). I personally shudder at cards being designed like that, but eh. Link to comment Share on other sites More sharing options...
Maenk Posted December 14, 2014 Report Share Posted December 14, 2014 Oh,neat Leaving aside that the trap card will be a constant target for the opponent destruction effs,with unleashed,using more xyz materials and getting the right attribute is much easier.Anyhow,this card is great for the late game (stealing your opponent ace monster must be amazing),but it lacks utility in early game.As with this card you use your opponents monsters against them,he may just refrain from summoning monsters that can be stolen.In other words,its a good card overral,but i think it lacks something. Link to comment Share on other sites More sharing options...
Cirrus Posted December 14, 2014 Report Share Posted December 14, 2014 Seems okay. Still suffers from Charmer syndrome. Picture not anime enough. 5/10. It'd be hopeful to see this guy played one in two or three games and you lose Attributes as you steal cards (?!!! nani?! why make it necessitate different Attributes in the first place if you're planning for it to do that)(The best Charmer deck is one wherein Charmers are not the main focus. Familiars Unleashed changes that somewhat but that doesn't mean making an Xyz with 2 Charmers is particularly desirable.)My opinion, etc etc. Link to comment Share on other sites More sharing options...
Neutrality Man Posted December 14, 2014 Author Report Share Posted December 14, 2014 Thought it over, and decided I agree the restriction of every material needing to be a different Attribute was severely limiting this card's usability. As such, Natalia now has the exact same material listing as Shark Caesar. Link to comment Share on other sites More sharing options...
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