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The ultimate defense monster


King K. Azo

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So, I run a defense deck, and I thought, you know what be great? A boss monster other than Susanoo that was defense based... so... here it is.

 

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Cannot be Special Summoned.  When this card is Tribute Summoned, change it to face-up Defense Position.  Cannot be destroyed by card effects.  Once per turn, during either player's turn, you can: Double this card's DEF until the End Phase.

 

 

EDIT: So I took everyone's advice and reworked the card. I think this is the way you're supposed to do it.

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Way too vulnerable to Raigeki, Dark Hole, Castel, etc. Also, I'm pretty sure nobody is that stupid to attack into it. I would add a clause to protect it from card effects and making the opponent's monsters forced to attack it if they enter their battle phase.

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Way too vulnerable to Raigeki, Dark Hole, Castel, etc. Also, I'm pretty sure nobody is that stupid to attack into it. I would add a clause to protect it from card effects and making the opponent's monsters forced to attack it if they enter their battle phase.

 

That's a good point... thanks.

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Literally what Planter said.  At present, Susanowo does everything this card does, except it does it better and can also steal the opponent's used Spell/Traps.  Making it immune to destruction effects would make this thing a vastly better wall, since few decks will be able to get a monster over 7000ATK, and as such they'll most likely have to use some form of non-destruction removal (Compulsory, Castel, etc.) to get rid of it.  I'd also suggest not making it a 3-tribute nomi.  Those are invariably slow as molasses.  Just making it unable to be Special Summoned already cripples its speed enough.  It might also be smart to stick a position-change clause in there.  Otherwise you just wasted three tributes to either summon this thing in ATK, or to just set a facedown.  Below are two PSCT fixes; the first without the proposed changes, and the second with.

 

 

 

 

A deck built specifically around this card could be some real funny stuff, on that note.  Using its effect in tandem with Inverse Universe could land you a 7000-ATK beatstick, or you could use Final Attack Orders & Battlemania to force your opponent to run face-first into this giant wall.

Thanks for the advice. The idea was to actually use it with D2 Shield and Flip Toad to give you a 14,000 beatstick... and then use Zero Gravity to get back to safety. I forgot about the position changing clause, so thanks for the reminder.

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Thanks for the advice. The idea was to actually use it with D2 Shield and Flip Toad to give you a 14,000 beatstick... and then use Zero Gravity to get back to safety. I forgot about the position changing clause, so thanks for the reminder.

The issue here is that this combo is too extensive. Too many pieces in a combo means too many places where a combo can be shattered.

 

I would recommend giving it some of those effects to sharply reduce the number of pieces in the combo. The player is, after all, giving up 3 monsters to Summon this card, and a durdly wall generally isn't the best thing for it if it can't supply any offensive pressure in its own way.

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