Jump to content

Cyber Welding Plant - Slow Future Fusion for Machines


Darj

Recommended Posts

umYjmX9.jpg

When this card is activated: Reveal 1 Machine-Type Fusion Monster from your Extra Deck. Once per turn, during either player's turn: You can banish 1 monster from your Deck that would be an appropriate Fusion Material for the revealed monster, and treat it as if it was used as Fusion Material for a Fusion Summon. During your 2nd Standby Phase after this card's activation: Send this face-up card from the field to the Graveyard; Fusion Summon 1 Machine-Type Fusion Monster from your Extra Deck that lists as Fusion Materials monsters that are currently banished, and were banished by this card's effect, and treat it as if it was Fusion Summoned using those monsters as Fusion Materials.

 

As the thread title states, this is basically a slower Future Fusion for Machine Fusions: instead of sending all the materials at once, it sends 1 per turn.

It banishes instead of milling to prevent floating effects or using the otherwise milled monsters as fodder for other cards, namely Overload Fusion or BLS. Also, it forces you to Fusion Summon during your 3rd turn, so you can only use up to 4 materials for a Fusion Summon. Unless you manage to protect the Spell from removing itself, then you can keep "banishmilling" to your heart's content.

 

On the other hand, it is searchable by "Cyber Dragon Core", can assist with setting up more targets for "Cyber Network", and can also send "Cyber Dragon Drei" during the opponent's turn to protect a CyDra.

 

The "treat it as if" clauses are kinda awkward, but they should do their job as PSCT.

 

Thoughts?

Link to comment
Share on other sites

I am afraid it seems far to fragile, at the current point in the game 3 turns are an eternity, most of the game will be over until then, unless you can pretty much win without this card, well at least it is at least able to protect a cyber dragon infinity if you open with core + machine duplication, however only from destruction, which becomes rarer by time.

Its main issue is that you have to protect it, as well as pull through an eternity to get one mere fusion monster.

 

You stated it would only be able to banish up to 4 monsters (under normal circumstances), however considerign it takes 3 standby phases, so 3 new turns after which you are able to finally send it, so you can banish up to 7, 1 during the first turn, then 2 for each of both player's turns (both added together (in this case)), so we end at 5 after your second standby phase and then one during the opponent's turn, then during your draw phase, so you end at 7.

 

Honestly it does not seem worth it and the banishing itself is also not that interesting on its own:

1.) Drei, Scoutplane and Ouroboros do not seem all too interesting (for Chimeratechs/Panzer Dragon).

2.) Lost Guardian, Resonance Insect, Dark Desertapir and Tyranno Infinity do not seem all to interesting either (for shekinaga).

3.) Exa, Warrior of the Nekroz does not seem all too interesting either (Panzer Dragon).

Link to comment
Share on other sites

Too slow.

I'd say have it send all materials (max 3 or so) at once, have this be a Normal Spell, and then summon it during your opponent's End Phase after the turn you activate this card?

And if you want to limit it further, perhaps have it so the sent materials still need to be in banished zone at opponent's End Phase, so if they get moved/moved and returned/etc, then no summon?

Link to comment
Share on other sites

Right, it was supposed to send itself during your 2nd Standby Phase, not the 3rd one. That's why I stated it could use only up to 4 materials, also it means it is faster than the originally posted card.

And yeah, banishing is not that interesting nor has practical or abusable applications, but it should keep the card on check, as opposed to milling the materials (e.g. mill Shaddoll monsters through Shekhinaga).

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...