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[YDF] Supply Line


-Griffin

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Another YDF card to be considered in a TCG context, because why not it's fun.

Supply Line
EARTH/Warrior/Effect/Level 3
0/1700
You can activate this Card as a Continuous Spell Card. While this Card is face-up on the Field as a Monster or Continuous Spell Card, you draw 2 Cards during each of your Draw Phases instead of 1. If this card is destroyed while it was treated as a Continuous Spell Card, skip your next Draw Phase.

So, TCG has more ways to suddenly Summon this and also more ways to protect it, but so much more removal and stuff like MST, so the Continuous part would probably just be a bad idea. Are there any ways to Summon this on your opponent's End Phase or such that are good enough to justify using the card in the TCG?

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Well, it's a +1 each turn, and unlike Supply Brick Squad, which works best in Decks that tend to get monsters destroyed, this card can be splashed into any Deck without so much as a second thought. And if that's not enough, it's a Warrior. And RotA is @3 (for some awful reason). This lets Decks like Satellars or Boxers have even more access to this card, though only the former is relevant atm.

 

It starts out slow and is prone to being killed (especially since this would become a high-priority target), but if your opponent can't get rid of it you start racking in advantage. By your next turn, it replaces itself. Even if it dies, you can EP-CotH it since it's a monster some reason. When Squad came out, people panicked because they thought that it'd be really splashable and allow Decks to turbo even more. It turns out that that wasn't the case, but this card is essentially that version of Squad everyone was so hyped up about. The only real difference is that sometimes Squad can activate on both turns (this is also the case for Volcanics, who recently got Blaze Accelerator Magazine, which gives them a draw every turn, and this doesn't include Volcanic Shell. A draw every turn put Volcanics, like, eight tiers above their previous position), where this will only go off on your turn.

 

So, I really don't think the game should have access to a card that rewards you so much simply existing. Plus, since it's a monster and not a Continuous Spell/Trap for some awful reason, it's much more searchable. And revivable. Shard of Greed is ok because your opponent has a wider window to stop it before it offers you any draws, but this replaces itself much faster, has benefits for being a monster, and unlike Shard which goes away after its two draws, this stays and lets you plus like crazy in drawn-out games. Just add Shard of Greed to your CCG, but then again, I'm not familiar enough with the game's intended speed to decide if adding Shard of Greed would even be a good idea. I think I skimmed enough to see that Gold Sarc would be broken in it due to speed reasons, so the same might be for Shard.

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Gold Sarc is @3. Draw/Search in general is less powerful in the YDF since there are more things that limit how much you can do in the game to stop absurd plays filling the board instantly.

Played as a Spell/Trap, If this gets MST'd, or destroyed in any way, before both players have had an entire turn, it's a -1 that did nothing. Shard of Greed has no such downside/risk with it. If your opponent MSTs your Shard - oh well, 1 for 1, nothing really lost. If they MST your Supply Line - darn, -1'd, lost a draw phase. Similar situation in comparison to Supply Squad - you don't lose anything if it's 1-for-1'd, but you're also likely to use it when you're suiciding a monster that turn, so it pays back immediately and the card +1s (or better) overall if your opponent didn't have MST/ect.

As a Monster, you really don't want to Normal Summon it often since it's a 0 ATK dude. Special Summoning gives it a bit better chance of surviving, but its still hardly a wall. If you're using stuff like Waboku, Necro Guardna, ect, to defend it, then it's not giving that many +1s, since you're often using a card to make it happen.

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I kinda forgot about the Draw Phase skipping, but I still think that being a monster opens the card up to too much potential with RotA and CotH (or any of its weaker counterparts). If it were a Continuous Spell that didn't have a searcher or any way of returning to the field after being offed (well, there's Magician of Faith), it would be much more tame, but right now it is at worst -1 MST bait and at best a constant plus machine that is searchable and revivable. I still don't feel comfortable about it giving you two draws on your Draw Phase, even if it were a Continuous backrow card though.

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As a Cont. Backrow card, it feels like a piece of rubbish compared to either Shard or Squad - backrow removal is hardly rare, and skipping your draw phase is pretty huge. As a search/revive-able monster, I think it gets its best use, but I'm really not convinced its broken.  CotH it on their End Phase, then Synchro with it? Could have used Deep Sea Rescue which would have been much less situational, since that works with Junk/ect. CotH then XYZ? Not sure if XYZ have got a DSR-equiv since I left the TCG, but I can't imagine such a specific combo to bonus from a Rank 3 XYZ would break anything. CotH it and then try to protect it to get more draws in the future? You now have a dude vulnerable to both Monster and backrow removal, being a slow-to-come online for solid return draw engine. That's never going to break the meta, but could be playable.

 

I imagine the best use of this guy in the TCG is to use it in a Worm Linx Deck as a 'I don't have my Linx!' card. (Also, interesting that Linx is still @3, thought someone would have busted out a broken Deck with him by now. Guess the meta grew too quickly; that and Warning/Judgment both getting pushed further up the list).

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