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Time to be Prehistoric!


FinnDragon

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So.... We have lots of dinosaur ( I LOVE DINOSAURS!), BUT we don't have other prehistoric Animals. (Note: P.B means ''Prehistoric Beast'')

 

 

[spoiler P.B Aqua]

 

[spoiler Monsters]

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[spoiler Effect]

This card is unaffected by Spell card effects.

 

 

 

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[spoiler Effect]

This card is unaffected by Spell card effects. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.

 

 

 

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[spoiler Effect]

This card is unaffected by Spell card effects. If this card attacks an opponent's monster: This card gains 400 ATK during the Damage Step only.

 

 

 

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[spoiler Effect]

This card is unaffected by Spell card effects. When this card destroys a monster by battle and sends it to the Graveyard: Gain Life Points equal to the original ATK of that destroyed monster in the Graveyard.

 

 

 

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[spoiler Effect]

This card is unaffected by Spell card effects. Before damage calculation, if this card attacks a Defense Position monster: Destroy that monster.

 

 

 

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[spoiler Effect]

This card cannot be Special Summoned. This card is unaffected by Spell card effects. This card gains 200 ATK & DEF for each WATER monster in the Field & in both Player's Graveyard.

 

 

 

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[spoiler Effect]

If You control no Monsters: You can Special Summon this card (from your Hand). This card is unaffected by Spell card effects.

 

 

 

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[spoiler Effect]

If You control WATER monster: You can Special Summon This card (from your Hand). This card is unaffected by Spell card effects.

 

 

 

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[spoiler Effect]

This card is unaffected by Spell card effects. Once per turn, when Trap card is activated, You can discard 1 card: negate the activation of that card and destroy it.

 

 

 

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[spoiler Effect]

This card is unaffected by Spell card effects. Once per turn, when Effect of Effect monster is activated, You can discard 1 card: negate the activation of that card and destroy it.

 

 

 

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[spoiler Effect]

This card cannot be Special Summoned. This card is unaffected by Spell card effects. When this card destroys a monster by battle and sends it to the Graveyard: Inflict damage to your opponent equal to the ATK of the destroyed monster in the Graveyard.

 

 

 

 

 

 

[spoiler Support]

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[spoiler Effect]

WATER monsters gain 500 ATK & DEF. If ''P.B Aqua'' monster is destroyed in battle, you can pay 500 Life Points: Return that monster to your Deck instead sending it to the Graveyard.

 

 

 

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[spoiler Effect]

When ''P.B Aqua'' monster is Attacking non-WATER monster, you can pay 800 Life Points: the original ATK of Attack Target is halved until the End Phase.

 

 

 

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[spoiler Effect]

When your opponent's monster declares a direct attack: Negate the attack, and if you do, Special Summon 2 "Ancient Amoeba Tokens" (Aqua-Type/WATER/Level 1/ATK 0/DEF 0), and if you do that, add 1 Level 7 or higher WATER monster from your Deck to your hand.

 

 

 

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[spoiler Effect]

During each Player's Standby Phase: The player, who's turn it is, can Special Summon up to 2 ''Ancient Fish Tokens'' (Fish-Type/WATER/Level 1/ATK 100/DEF 100) by paying 500 Life Points for each ''Ancient Fish Tokens''. ''Ancient Fish Tokens'' cannot be Tributed, except for a Tribute Summon of an WATER monster.

 

 

 

 

 

 

 

 

 

 

[spoiler P.B Terra]

 

[spoiler Monsters]

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[spoiler Effect]

This card is unaffected by Trap card effects.

 

 

 

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[spoiler Effect]

This card is unaffected by Trap card effects. If this card attacks an opponent's monster, this card gains 400 ATK during the Damage Step only.

 

 

 

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[spoiler Effect]

This card is unaffected by Trap card effects. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.

 

 

 

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[spoiler Effect]

This card is unaffected by Trap card effects. This card can attack twice in same Battle Phase.

 

 

 

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[spoiler Effect]

If you control no monster: You can Special Summon this card (from your Hand). This card is unaffected by Trap card effects.

 

 

 

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[spoiler Effect]

If you control EARTH monster: You can Special Summon this card (from your Hand). This card is unaffected by Trap card effects.

 

 

 

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[spoiler Effect]

This card is unaffected by Trap card effects. Each time this card destroys monster in Battle: Gain 500 Life Points.

 

 

 

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[spoiler Effect]

This card is unaffected by Trap card effects. Each time this card Switch it's Battle Position: Draw 1 card.

 

 

 

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[spoiler Effect]

This card cannot be Special Summoned. This card is unaffected by Trap card effects. Once per turn, During your Main Phase 1, you can banish 1 EARTH monster from you Graveyard: Destroy 1 card into Field. This card cannot attack the turn this effect is Activated.

 

 

 

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[spoiler Effect]

This card cannot be Special Summoned. This card is unaffected by Trap card effects. This card gains 200 ATK & DEF for each EARTH monster in the Field and in both player's Graveyard.

 

 

 

 

 

 

[spoiler Support]

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[spoiler Effect]

EARTH monsters gain 500 ATK & DEF. If ''P.B Terra'' monster is destroyed in battle, you can pay 500 Life Points: Return that monster to your Deck instead sending it to the Graveyard.

 

 

 

 

 

 

 

 

 

 

(more later)

 

Opinions?

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So, Aqua is immune to Spell Cards and Terra is Trap Cards.

Hmm...

 

There are a bit too many cards to review in this set, so I'll just handle the Aqua ones first; then cover Terra in a later review.

 

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I would say that A Legendary Ocean would be helpful to getting them to run better, but since they're not affected by that, well that's out.

It would make the Level 5s here easier to summon, outside of resorting to Monarchs Stormforth and stuff like that.

 

Cladoselache isn't really special, outside of its immunity to Spell Cards.

 

Edestus has a nice piercing effect, but its average stats won't exactly allow it to do so.

 

Falcatus can reach 1800 (2300 with the Trap), which isn't bad for dealing with common monsters (excluding bosses).

 

Orthacantus is nice for LP restoration, but given its stats, not really going to be triggering much.

 

Helicoprion is outclassed by Drillroid and some others that can blow up face-up defenders without needing to Tribute.

 

Megalodon can hit 2400 ATK minimum, and likely higher depending on the matchup.

However, I assume you are aware that we are beyond the era where simple stat boosts are the thing. While yes, it has immunity to stuff like Raigeki; keep in mind that Mirror Force and other sweep removal will kill this.

 

Archelon/Mesosaurus appear to be designed to work in tandem with one another; and can lead to making Rank 4s (or as Tribute fodder for the higher Levels).

 

Californo/Excalibo(saurus) deals with the Trap/Monster Card issues that they are weak to, which is nice for them.

That, and you can get stuff in the Graveyard for Megalodon to pump from. (Again, their stats are rather average without the aid of their Trap Card)

 

Liopleurodon has a nice burn effect, although given the lack of SSing options, it will be somewhat of a pain to bring out (unless you have Archelon, etc. to provide Tribute fodder).

That, or you can lower its Level to 6 or something; so it's easier to bring out.

 

(As-is, it's outclassed by other cards to an extent; they do the same thing, but are easier to bring out or can provide additional support)

 

Ancient Sea is pretty much what makes the monsters here relevant threats, given their low/mid-range power for their respective Levels. (Although it works for other WATER oriented Decks, minus the last effect).

 

I could suggest adding an effect that would allow you to Tribute Summon WATER monsters with 1 less Tribute than needed; you'd get the bosses a bit faster.

 

The recycling effect is needed for the boss monsters, since you cannot use common revival cards with them.

 

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As a whole, the set seems promising; although without the Trap Card to pump them to respectable Levels; they are prone to being run over in battle easily.

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The thing is about them, I think they lack some synergy. The main thing is that Spell Card immunity is not that special since your opponent can see that your card has immunity and they will not activate its effect. So you should work a little more on synergy. And I want to see some WIND monsters. Here's an example of how they could work since most of the wind stuff is basically bump in hand from field, and considering that you already decide to go with immunity. Go for something like "This card is unaffected by other monsters effects." But i warn you that ability is very high cost.

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If the thread creator decides to do prehistoric air creatures, then WIND would be an reasonable choice. (There should be a few that fit the bill)

That being said, he might decide to give them immunity to monster effects; however it's up to him whether or not. 

 

Spell Card immunity blocks stuff like Raigeki and Dark Hole (I mention these two because they are very commonly used to sweep fields), but yes Trap Cards will still end them.

 

Looking at the Terra set; a good chunk of it is almost identical to that of the Aqua set, save for the Trap immunity instead.

There are a few that are different, yes, but overall it does feel like you're reusing the effects but granting different immunities.

 

Whatever I said for Aqua applies here to an extent; while they can rely on that Spell Card of theirs, they are rather weak stat-wise for their Level (and effects in a few cases).

Although at least you have access to EARTH support Spells like Gaia Power and the like, so that helps them a bit. I would also say you have access to some Beast-specific stuff as well [there are a few that are Spells, but likely sure others are Traps].

 

You have protection from Fiendish Chain, Mirror Force and other backrow sweepers, that much is certain.

 

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In terms of monster effects, giving immunity to that would prevent other monsters from boosting them or whatever else; however, it should go without saying that effect removal/battle will still spell an end to them.

 

As you are right now, you have quite a bit of cards in this thread; which a lot of people aren't going to likely comment on. 

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The thing is about them, I think they lack some synergy. The main thing is that Spell Card immunity is not that special since your opponent can see that your card has immunity and they will not activate its effect. So you should work a little more on synergy. And I want to see some WIND monsters. Here's an example of how they could work since most of the wind stuff is basically bump in hand from field, and considering that you already decide to go with immunity. Go for something like "This card is unaffected by other monsters effects." But i warn you that ability is very high cost.

WIND are into process in making (takes a while).

 

If the thread creator decides to do prehistoric air creatures, then WIND would be an reasonable choice. (There should be a few that fit the bill)

That being said, he might decide to give them immunity to monster effects; however it's up to him whether or not. 

 

Spell Card immunity blocks stuff like Raigeki and Dark Hole (I mention these two because they are very commonly used to sweep fields), but yes Trap Cards will still end them.

 

Looking at the Terra set; a good chunk of it is almost identical to that of the Aqua set, save for the Trap immunity instead.

There are a few that are different, yes, but overall it does feel like you're reusing the effects but granting different immunities.

 

Whatever I said for Aqua applies here to an extent; while they can rely on that Spell Card of theirs, they are rather weak stat-wise for their Level (and effects in a few cases).

Although at least you have access to EARTH support Spells like Gaia Power and the like, so that helps them a bit. I would also say you have access to some Beast-specific stuff as well [there are a few that are Spells, but likely sure others are Traps].

 

You have protection from Fiendish Chain, Mirror Force and other backrow sweepers, that much is certain.

 

---------

In terms of monster effects, giving immunity to that would prevent other monsters from boosting them or whatever else; however, it should go without saying that effect removal/battle will still spell an end to them.

 

As you are right now, you have quite a bit of cards in this thread; which a lot of people aren't going to likely comment on. 

Reason P.B Terra does not have lots of support (not YET anyway) is that both EARTH & Beast-type have LOTS of Support cards all ready.

I will add the WIND to another thread (someday when they are ready).

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