Thomas★Zero Posted August 22, 2015 Report Share Posted August 22, 2015 Combat Gear - Crimson Fist Spell Card You can Special Summon this card as a Effect Monster (Warrior/Fire/Level 8/ATK 3000/DEF 0). (This card is also treated as a Spell Card.) While this card is face-up on the field: your opponent cannot attack you directly. If this card attacks or is attacked, halve all damage dealt to your opponent. This card cannot be used as a Fusion, Synchro or Xyz material. You can only control 1 face-up "Combat Gear" card. Combat Gear - Arcana Staff Spell Card You can Special Summon this card as a Effect Monster (Spellcaster/Light/Level 1/ATK 0/DEF 0). (This card is also treated as a Spell Card.) While this card is face-up on the field: your opponent cannot attack you directly. This card cannot be destroyed as a result of battle. Once per turn, draw 1 card. If this card was attacked while in defence position by a monster with ATK higher than this cards DEF: Inflict the difference as battle damage. This card cannot be used as a Fusion, Synchro or Xyz material. You can only control 1 face-up "Combat Gear" card. Combat Gear - Iron Spear Spell Card You can Special Summon this card as a Effect Monster (Beast-Warrior/Earth/Level 4/ATK 2000/DEF 0). (This card is also treated as a Spell Card.) While this card is face-up on the field: your opponent cannot attack you directly. If this card attacks a Defence Position monster, inflict piercing battle damage to your opponent. This card cannot be used as a Fusion, Synchro or Xyz material. You can only control 1 face-up "Combat Gear" card. Combat Gear - Water Blaster Spell Card You can Special Summon this card as a Effect Monster (Aqua/Earth/Level 3/ATK 1800/DEF 0). (This card is also treated as a Spell Card.) While this card is face-up on the field: your opponent cannot attack you directly. When this card inflicts battle damage: destroy 1 Spell or Trap card on your opponents side of the field. This card cannot be used as a Fusion, Synchro or Xyz material. You can only control 1 face-up "Combat Gear" card. Combat Gear - Gale Boomerang Spell Card You can Special Summon this card as a Effect Monster (Winged-Beast/Wind/Level 6/ATK 2200/DEF 0). (This card is also treated as a Spell Card.) While this card is face-up on the field: your opponent cannot attack you directly. When this card destroys a monster as a result of battle and sends it to the graveyard: draw 1 card. This card cannot be used as a Fusion, Synchro or Xyz material. You can only control 1 face-up "Combat Gear" card. Combat Gear - Shadow Sword Spell Card You can Special Summon this card as a Effect Monster (Fiend/Dark/Level 7/ATK 2400/DEF 0). (This card is also treated as a Spell Card.) While this card is face-up on the field: your opponent cannot attack you directly. When this card destroys a monster as a result of battle and sends it to the graveyard: discard 1 card from your opponents hand. This card cannot be used as a Fusion, Synchro or Xyz material. You can only control 1 face-up "Combat Gear" card. Link to comment Share on other sites More sharing options...
WaffleCone Posted August 22, 2015 Report Share Posted August 22, 2015 Spells are much faster than Traps. Even with the limitations on Extra Deck Summoning, and only being able to control 1 Combat Gear at a time, they shouldnt be massively stronger than their Trap-Monster counterparts, which these are, especially with the complete lack of any sort of price to Summon them. Crimson Fist:No restrictions, no cost and no Normal Summon, on a 3000 beater. Even stops direct attackers like Toons(They have it tough enough as is)/HarpiePhantomDragon/etc. Yes it deals half battle damage, but you can get over so much that that doesn't really matter. Arcana Staff:A permanent OPT Draw. It lets your opponent more or less attack you directly at will, but can probably be abused with decks that can give this card stats/prevent it from being attacked/shrug off the lifepoint loss. Gives Exodia another upstart, too. Iron Spear:Like all the others, no restriction, no cost, no Normal Summon. Once again prevents direct attacks (why do they all have this effect?) and is a 2000 beater with piercing damage. The most reasonable of the cards, but even this one is kind of broken as it breaches the Level 4 2000atk rule. Water Blaster: Excellent ST removal with its decent stats, and like all the others a free Summon, and direct attack prevention. One of the more reasonable ones, but could still easily see viable play in almost any Deck (we dont want that). Gale Boomerang:I think this one is the most broken of them all. A 2200 beater with Draw-on-destroy. It's a barely weaker Nova Master except infinitely easier to Summon. Still prevents direct attacks too. Shadow Sword:Free 2400 beater with opponent-discards-on-destroy. Almost as broken as Gale Boomerang, but drawing is just a better effect. Overall: These cards are pretty broken. They're the kind of monsters you'd normally have to put some work in to get out, except with these you don't. Inability to Extra Deck Summon with them doesn't mean much if the monsters are good enough to want to keep on their own anyway. These also all provide totally free tributes for Tribute Summon monsters (especially Arcana Staff, which you can draw a card with, and then tribute it, getting rid of its downsides). I recommend you rethink them as a whole. P.S. Wouldn't these have to be continuous spells? Link to comment Share on other sites More sharing options...
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