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Ghostrick Skeleton


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GhostrickSkeleton-MP14-EN-C-1E.png

Cannot be Normal Summoned, unless you control a "Ghostrick" monster. Once per turn: You can change this card to face-down Defense Position. When this card is flipped face-up: Banish cards from the top of your opponent's Deck face-down, up to the number of "Ghostrick" monsters you control. You can only use this effect of "Ghostrick Skeleton" once per turn.

 

One of the most annoying cards in my opinion. The banishing effect can cause your opponent to lose access to their cards that they need and can cause a much faster deck out. It also counts itself, so if you attack it, you lose 1 card anyway.

 

Discuss.

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Honest question though: how do people lose to this? It's so uncredibly fragile that your opponent has to be very lucky, or you have to be really dumb, to let it resolve more than once. Hell, with Veiler, BTS, Fiendish Chain etc. being around it shouldn't even resolve in the first place.

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Honest question though: how do people lose to this? It's so uncredibly fragile that your opponent has to be very lucky, or you have to be really dumb, to let it resolve more than once. Hell, with Veiler, BTS, Fiendish Chain etc. being around it shouldn't even resolve in the first place.

I guess people are really that scarred of Ghostrick-Go-Round or are just really scared of banishing 1 card.

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This card can only be a threat if you already had the lockdown set up, and if you have, i would run just max 1 of these in Ghostricks (i run 1 of this in my deck), because sometime if you're lucky you can get rid of eventual powerful cards. But yeah, this one shouldn't be your reliable way to win with ghostricks.

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Honest question though: how do people lose to this? It's so uncredibly fragile that your opponent has to be very lucky, or you have to be really dumb, to let it resolve more than once. Hell, with Veiler, BTS, Fiendish Chain etc. being around it shouldn't even resolve in the first place.

Because a good ghostrick player can manipulate it to the point where it becomes hard to avoid lol

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Because a good ghostrick player can manipulate it to the point where it becomes hard to avoid lol

>good Ghostrick player

>running Skeleton

 

It's literally so painfully slow it hurts. Even if you had a full board that somehow goes unchecked, you still need like 6 turns to kill someone with it. If for 6 turns someone couldn't deal with a board of 5 monsters, they already lost. If you can fill up the board so much, it just becomes more efficent to kill them with them, rather than Skeleton.

 

And if you don't have a full board, the kill timer extends to 8 or so turns, or even past that, at which point it's just pointless.

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Honest question though: how do people lose to this? It's so uncredibly fragile that your opponent has to be very lucky, or you have to be really dumb, to let it resolve more than once. Hell, with Veiler, BTS, Fiendish Chain etc. being around it shouldn't even resolve in the first place.

Don't you think that even if those Veilers, Chains etc would have even been in reach, they'd have been used on much greater threats by then?

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This card as i said before shouldn't be used as a way to win, but as a way to possibly overcome threats by banishing them. This card definitely isn't the best Ghostrick card (but neither the worst, the worst one is definitely Warwolf), but it can be useful at times, that said, never run more than 1. Unless you wanna build a weird deck centered around this card

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>good Ghostrick player

>running Skeleton

 

It's literally so painfully slow it hurts. Even if you had a full board that somehow goes unchecked, you still need like 6 turns to kill someone with it. If for 6 turns someone couldn't deal with a board of 5 monsters, they already lost. If you can fill up the board so much, it just becomes more efficent to kill them with them, rather than Skeleton.

 

And if you don't have a full board, the kill timer extends to 8 or so turns, or even past that, at which point it's just pointless.

Although, to be fair, once you get the lock set up and skeleton looping ready to go with Doll, Book of eclipse, etc, you can actually flip it up and down relatively quickly over multiple turns on both yours and your opponent's. If you get 10 cards banished off the top of your deck in that short span of time chances are at least some of your outs to the lock are going to be in that banished pile.

 

I'm not saying its good. I'm just saying that with proper management sometimes with good RNG your opponent can just straight up lose all their outs and be forced to GG. It's super scummy and very tricky to pull off consistently, but wwhen the lock is perfected and Skeleton placed if you don't draw an out at that next draw phase you could just straight up have to gg if those banishes are lucky.

 

But then it also might not, in which case you still just need 1 card to break the lock and they just helped you thin it faster.

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