Jump to content

Column Cube


Master Hyperion

Recommended Posts

eLuBp9q.jpg

 

2 Level 2 monsters
Once per turn: this card can move to an adjacent unoccupied Monster Card Zone. Negate card effects from other cards that are in the same column as this card. Once per turn: You can detach 1 Xyz Material from this card; destroy the opponent's Spell/Trap card that is in this card's same column, and if you do, this card gains 1000 ATK until the End Phase. If this card attacks a monster that is in the same column, this card gains 1000 ATK during the Damage Step.

Link to comment
Share on other sites

This card looks good, and is really interesting. It revisits the "Senet" mechanics and makes a great use of it by turning into a 2600 ATK beatsick on an opponent's full column, while popping its Spell/Trap Card. It also adds another beater to the 2-material Rank2 pool when currently there are only 2: Sandayu (which is not generic) and Saintaurea. Then, EARTH Machine is a cool attribute/type combination because it makes it compatible with Astral Force to go into Gear Gigant X, Tin Archeduke or Zenmaister.

 

It would be nice it had a higher DEF so you could reliable change it to DEF Position if there is nothing to attack or pop in adjacent columns.

 

The artwork looks a bit too realistic for a YGO card in my opinion, but it doesn't really matter.

Link to comment
Share on other sites

Oh,a card using the column mechanic <3
As I read the card I dont see any problem with it,but I dont think it will last more than 1 turn,making it a bit underpowered.How about a buff for having a set S/T in the same column? A cannot be destroyed by battle would be quite naughty...

Link to comment
Share on other sites

Hey, just a suggestion, I think this would just get blown up instantly. I enjoy the conditional "Let me pop your backrow with this card a couple times and i'm going to turn into a 1600 then a 2600, possibly 3600." However, it would just be destroyed in one turn to either A: A negated summon. B:negated effect. Finally, and most likely, obviously a 600 atk monster is vulnerable to other monsters, it has no flesh, and especially since your opponent can just plop their monster (700 atk or more) in a DIFFERENT zone on their turn and blow it up? Thats not a very smart XYZ to go into just for the typical 1 MST for -1 and a literal block on the field.

 

Why not make this more of an alternative terror for the opponent? A counter against decks that can't get over 600 atk monsters, or a monster for you to protect with backrow/popping?

 

I contend that you should make BOTH popping and changing position effects able to activate on both turns. But, remove its gaining of ATK from popping cards and same column, and possibly increase its ATK or DEF just a weeee bit. That way, this card becomes more useful at what it was INTENDED to be (Hops around spots causing mayhem for an opponent relying on a big backrow every turn), and not what it was crappy at (Being this pathetic beater that only gets its effects after 2-3 turns of sitting there with 600 atk/def.)

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...