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Great Horn of Heaven (906)


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The other Horn card doesn't just abruptly end the Main Phase, which can be significant in practice.

Precisely, not only can the other horn not get rid of multi monster pendulum summons, however the fact that modern decks do tend to get many pluses is quite important for this card.

If you cannot even get a plus one you look in a different way at this card.

Thsis card follows the trend of actually intersting designed backrow (ferret firestorm, solemn scolding, etc.), which do powerful things, however have (unlike most used backrow) disadvantages and do have requirements to be played, however unlike the other of those traps this card is not that difficult to use and above all else can end an entire phase, so the opponent would have to skip to the main phase 2 (if you do not have terminal world (in that case they would be in an awful situation)) to continue playing, so you do stop a summon, get rid of the monsters and prevent the opponent from attacking.

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Precisely, not only can the other horn not get rid of multi monster pendulum summons, however the fact that modern decks do tend to get many pluses is quite important for this card.

If you cannot even get a plus one you look in a different way at this card.

Thsis card follows the trend of actually intersting designed backrow (ferret firestorm, solemn scolding, etc.), which do powerful things, however have (unlike most used backrow) disadvantages and do have requirements to be played, however unlike the other of those traps this card is not that difficult to use and above all else can end an entire phase, so the opponent would have to skip to the main phase 2 (if you do not have terminal world (in that case they would be in an awful situation)) to continue playing, so you do stop a summon, get rid of the monsters and prevent the opponent from attacking.

Now i wanna build a bizarre deck built around terminal world and this card, imagine making the mega-Leo synchro (the one that can only be touched in MP2)....

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Now i wanna build a bizarre deck built around terminal world and this card, imagine making the mega-Leo synchro (the one that can only be touched in MP2)....

If you can reliably get those cards you can skip entire turns with great horn of heaven (leo is actually helping that strategy by forcing the opponent to use special summons to get a monster capable of dealing with leo (for example exciton knight) and once that inherent special summon arrives ... their turn is over).

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If you can reliably get those cards you can skip entire turns with great horn of heaven (leo is actually helping that strategy by forcing the opponent to use special summons to get a monster capable of dealing with leo (for example exciton knight) and once that inherent special summon arrives ... their turn is over).

IT'S TIME TO BE EVIL.... (and inconsistent.....)

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*Throws Money*

 

The important thing to realize here is that, while this still allows your opponent to go off in M2, this can potentially just plain skip the battle phase if your opponent has a blank board on resolution / nothing that can successfully attack that phase.

 

This gives slower decks an insane advantage. You can essentially set up and stay protected (If you time this thing's use correctly) so that you can actually go off next turn. Yeah they get to draw a card, but in exchange if you time this right it's Black Horn and T Roar combined.

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And doing things in MP2 has less value overall than in MP1.

 

Also resolving this against a pendulum summon can pretty much spell game. Who cares if they draw off this? Most of the time they won't be able to do anything else even in MP2, and this ruins their setup a lot while still wasting their PS.

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What a card! As already said, the synergy with Earthbounds seems hilarious, and it also assists slower Decks. Even something like Infernity where you want to protect the Lavalval Chain for a turn before going off, this is a nice move actually. This against Pendulums is quite an amusing thought actually! Definitely going to be giving this one quite a run and see what it does

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The card isn't even out yet, and I already wish it didn't exist. Card is really dumb for what it does. At least it only hits inherent. If anything, it'd at least mean a drop in price for Black Horn, as it would now be outclassed.

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The card isn't even out yet, and I already wish it didn't exist. Card is really dumb for what it does. At least it only hits inherent. If anything, it'd at least mean a drop in price for Black Horn, as it would now be outclassed.

Actually, for their own reasons, the majority seems to prefer Black Horn. I wish I was kidding

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Well Black horn is a lot less risky, and generally leads to the same result.  Look at it this way:

  • They both negate the same type of summon.  Anything Great Horn can negate, Black Horn can negate.
  • With the exception of certain cards, everything you can do in Main Phase 1 you can do in Main Phase 2.

So bear with me on this.  Lets say you are facing Infernity.  Turn 1 Set either Black Horn or Great Horn. Pass. They set 4 and Make lavalval Chain.  You Horn the Chain.  Now lets play out the situations:

  1. Great Horn - They draw a card, putting a card in their hand and ruining their Chain stack.  The Game State Proceeds to Battle Phase.  Your opponent has nothing on board to attack with.  Main Phase 2.  They can attempt a recovery play with that card they drew.  Otherwise they are forced to pass.  Result?  Safe for the turn
  2. Black Horn - No draw occurs, and the Chain is still wasted.  The Game State is still in Main Phase.  But you opponent at this point only has 4 set cards.  While one of them might have been some sort of spell to recover in the Main Phase 1, 9 times out of 10 their play is stuffed.  They have nothing to attack with if they proceed to Battle Phase.  They Pass.  Result?  Safe for the turn

So what's the advantage of one over the other?  Simple.

  • Black Horn doesn't give a draw, but allows for a potential recovery in the Main Phase 1 if the horn was timed incorrectly
  • Great Horn Removes the M1 Recovery option entirelybut gives your opponent a draw, increasing the likelyhood of a Recovery, only this time in the Main Phase 2

So looking at everything like this, for most generic situations both early game and late game, Black Horn seems like the better option, because if timed correctly it essentially reaches the same ultimate conclusion as Great Horn's effect, without potentially enabling a comeback.  But that doesn't mean Black Horn is better.  It's better when timed right, when your opponent has used all their resources into one play, like a quasar or an Xyz (notice how it's 1 powerful monster), because it doesn't give them the opportunity to destiny draw back into the game.  Great Horn is better if you are not confident with how the play is going to continue.  

 

For example, your opponent only uses 3 cards or so for a play, maybe not even that.  Sure you can black Horn it, but then they still have 3+ cards to recover and deal with your field the old fashioned way: by battle.  If you Great Horn it however, then even if they did have a recovery play, you lock out their offensive options.

 

In conclusion, Great Horn is a safer, while also somewhat riskier Black Horn.  They both accomplish the same feat when used correctly, but some situations it's just impossible to tell if a black horn will still lock their play for the turn, and that exact situation is where Great Horn Shines.

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Well Black horn is a lot less risky, and generally leads to the same result.  Look at it this way:

  • They both negate the same type of summon.  Anything Great Horn can negate, Black Horn can negate.

 

This is where you're mistaken; the "correct" version of Black Horn's effect (the OCG version) cannot negate Pendulum Summons of multiple monsters, because it can only negate the Special Summon of exactly 1 monster.

 

Hopefully, the TCG fixes this issue to get rid of this contradiction.

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Still better than Ptolemaeus' detach 7.

 

Detach 7? I thought Ptole only needed 3...

 

*rereads card*

 

The funk? Was that there the whole time?

 

On-topic: This card is very interesting. Hitting multiple monster pendulum summons as well as ending the phase gives it some utility above black horn, but at the same time, black horn is kinda suboptimal anyway. Additionally, the card draw is very relevant, though, as Nai immediately implied, the phase-ending mitigates this issue. I guess it could be a nice side against Qlips, and potentially Tellars. 

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