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Mercury Flame Swordsman Sol [Generic Level 5 Synchro]


GarlandChaos

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tsTaCHy.jpg

 

Lore: 1 Tuner + 1 or more non-Tuner monsters
During your Main Phase: You can inflict damage to your opponent equal to the number of turns this card has been face-up on the field x300. You can only use this effect once while this card is face-up on the field. When this card is targeted for an attack: You can pay 800 LP; destroy the attacking monster. You can only use this effect of "Mercury Flame Swordsman Sol" once per turn.
 
I've always liked the Anime/Game-exclusive Chariot Pile as a concept, but I felt that it was a bit lackluster with what it could do in regards to its first effect.
 
So what I did was take its two effects, buffed AND nerfed the first effect simultaneously, and put both effects on a 2.4k Synchro beatstick body.
 
For the artwork and name, I decided to use Guilty Gear's very own Sol Badguy. And, in my opinion, it fits him.
 
For reference, the "Mercury" part of the card name comes from the fact that both of Sol's names reference Freddie Mercury. His "real" name is Frederick, and the "Badguy" part of his other name comes from the fact that Freddie Mercury's nickname is "Mr. Bad Guy".
 
CnC?
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Is there actually a game mechanic that keeps track of game turns, aside from DN and YGOPro and such? I'd say have him get a counter each turn and have his burn effect be based on how many counters he removes. Plus that way you can give the second effect an additional cost in addition to the 800lp cost if you decide to do so.

 

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Is there actually a game mechanic that keeps track of game turns, aside from DN and YGOPro and such? I'd say have him get a counter each turn and have his burn effect be based on how many counters he removes. Plus that way you can give the second effect an additional cost in addition to the 800lp cost if you decide to do so.

Swords of Revealing Light and its counterparts also keep track of game turns for their effects, so I believe that the first effect is valid.

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Can you use the effect to burn the same turn it was summoned? If so, this card could be used as a weak Nothung for pure synch 5 decks, if there were such a thing. This card is basically a synchro version of Wave-Motion Cannon, but Wave-Motion charges up a lot more quickly. No-one is going to let this card sit around for so long that this can do any significant damage. The second effect is all but completely irrelevant in a metagame where destruction immunity and non-battle-reliant monster removal are more common than bad Freddie Mercury tributes. The best way for you to power this card up is to let it do something the turn it's summoned, or maybe give it better protection effects, depending on how you want this card to be used.

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This card is fine in my opinion. Not bad, but not amazing either.

The first effect is a cute burn that hurts a bit more every turn and slightly pressures the opponent into removing it from the field before it adds up. The second effect is actually nice because its non-targeting effect destruction. BUT, there is a catch: it only applies when the monster is attacked; so naturally the opponent won't attack this, except with a monster that shrugs off effect destruction, or until it negates this card's effect. Because of this, it's more of a passive/indirect protection effect than an offensive one, but in a way it complements the burn effect by making the monster a bit more difficult to destroy, which is cool.

 

Also, I find cute how it has 200 DEF for Rekindling, but that's not exactly relevant in the current metagame.

 

In short, I think the effect is just fine, considering that it is a generic Synchro5.

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