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Igknights and Number 66: Master Key Beetle


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Essentially this is another case of a problem when card effects don't have "Once per turn" causes.

Aka see Substitoad and Mind Master

It's funny, though...
If they were 'Once per turn', it would be counterproductive to the concept/flavor of the Archetype.
Despite the fact they turned out to be rather stupid.
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If they had just gone with Monster/Spell hybrids and left the Pendulum Summon bit out, Pendulums would still have the potential to be stupid, but I believe that they at least wouldn't be as breakable as they are now.  If they had to keep it, it should have just been from the hand, and Pendulum Monsters should have just gone to the Graveyard when sent from the field to the Graveyard.

 

That way, they wouldn't be as breakable, and the mechanic wouldn't have been as hard to explain to the average player.

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Now that I know how this loop would work and seeing it in action in a Youtube video, I hope they'll change the effect to something like "destroy both cards in your Pendulum Zones" to keep this from becoming a problem. But watch them go, "Nah, the loop's got a counter in Magical Spring and its easy to get deal with Key Beetle. Totally balances it out."

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...it's a turn 1 play. You can do this turn 1. It's a literal FTK.

 

And yeah, what's the point of ANY combo since your opponent can drop a Vanity? Note that if this doesn't work off, only thing you lose is a Normal Summon since you summoned Arma Knight. Like really now.

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