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Dark Strike Fighter


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1 Tuner + 1 or more non-Tuner monsters
During your Main Phase 1: You can Tribute 1 monster; inflict damage to your opponent equal to the Tributed monster's Level on the field x 200. You can only use this effect of "Dark Strike Fighter" once per turn.

 

This card is back in the game on TCG format. Apparently I can't put the image.  

 

Wiki:http://yugioh.wikia.com/wiki/Dark_Strike_Fighter

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It's really not fine, as this type of design is still less than healthy.

 

That said, it lacks impact, so.

Idk what's so unhealthy about the design. Reasonable cost for burn, at least how i'm seeing it. I'm sure i'm missing something, but it doesn't seem to be any worse than gagaga cowboy.

 

either way, glad to see it back since i've always liked the art and i have a copy somewhere that i pulled and then never used.

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Idk what's so unhealthy about the design. Reasonable cost for burn, at least how i'm seeing it. I'm sure i'm missing something, but it doesn't seem to be any worse than gagaga cowboy.

 

either way, glad to see it back since i've always liked the art and i have a copy somewhere that i pulled and then never used.

Cowboy isn't fine either, though. Cowboy's actually worse than DSF now, but it's really iffy, at best, to design cards that you can pull out on a whim to just declare GG. Cowboy is more versatile and usable in MP2, but it's still a way to just ignore interaction and go for face generically.

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Cowboy isn't fine either, though. Cowboy's actually worse than DSF now, but it's really iffy, at best, to design cards that you can pull out on a whim to just declare GG. Cowboy is more versatile and usable in MP2, but it's still a way to just ignore interaction and go for face generically.

I see what you mean now, though what does that say design-wise for cards in other games like Lightning bolt in Mt:G, which serves a roughly similar purpose (I'm sure the more experienced magic players here can come up with a better example). Does that mean burn damage in general is just bad design, or are you saying that readily accessible, more or less generic burn damage along the lines of DSF and cowboy is a bad thing?

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I see what you mean now, though what does that say design-wise for cards in other games like Lightning bolt in Mt:G, which serves a roughly similar purpose (I'm sure the more experienced magic players here can come up with a better example). Does that mean burn damage in general is just bad design, or are you saying that readily accessible, more or less generic burn damage along the lines of DSF and cowboy is a bad thing?

The latter, especially in Yu-Gi-Oh!, though burn as a whole is hard to execute in ygo without being broken or useless. Generally, only Flame Wingman style burn really works well in design in YGO.

 

For a game that's broken beyond repair, there are a fuck ton of ways to go wrong with design, and these powerful, versatile cards that you can drop to burn aren't fair design.

 

DSF's current design is still like "3200+" for a generic level 7, more often than not. It puts out a lot of damage between MP1 and BP.

 

Cowboy, on the other hand, is a versatile burn/attacker. Versatility is not, in and of itself, a problem design by any means, but when your choices are "swing in the battle phase then burn for pressure" or "punch something huge", it means that it likely isn't wasting a spot in your ED.

 

Well, creep is actually making Cowboy worse imp, but that's a different story altogether. Same goes for DSF. They may not keep up with the power level, but that doesn't mean their design isn't poor.

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Cowboy, on the other hand, is a versatile burn/attacker. Versatility is not, in and of itself, a problem design by any means, but when your choices are "swing in the battle phase then burn for pressure" or "punch something huge", it means that it likely isn't wasting a spot in your ED.

 

Cowboy can't swing and burn in the same turn, and why bother punching something huge when you can steal it away with ARK or not risk an attack with Castiel?

I never see people use Cowboy's non-burn effect.

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Cowboy can't swing and burn in the same turn, and why bother punching something huge when you can steal it away with ARK or not risk an attack with Castiel?

I never see people use Cowboy's non-burn effect.

You missed the point altogether...

 

It's a versatile option. While 101 or Castel are better in a vaccuum, this is a niche card that allows some damage output. Such as, say, they have a 2200 and a 3000. You can't remove both with 101/Castel, but you might be able to put enough damage through with Cowboy. Not to mention something with a non-targetting effect.

 

Versatility in design is fine, but the issue comes with the fact that that is an alternate effect tacked on to a card that says "burn GG" to ignore interaction or deny a comeback from a not quite OTK. I mean, one of the big plays in Infernity was 4x 1800, then overlay for Cowboy and pew pew for exact game. The deck wouldn't have been able to OTK half as consistently as it could without Cowboy. And then it has a secondary effect that makes it less likely to be a waste of extra deck space as it's helpful in niche situations.

 

And even if your 101/Castel point held, I did still say that I feel that cowboy isn't worth it generically anymore, and should be chosen based on the R4.dek, not just because. So it is being creeped out of genericness, in my eyes, and has been for a bit.

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