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[TDIL] More Tramid support


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TDIL-JP030 Tramid Sphinx
Level 10 EARTH Rock-Type Effect Monster (OCG-Only Additional Listing: Special Summon Monster)
ATK 2500
DEF 2500
Cannot be Normal Summoned/Set.
Must be Special Summoned by a “Tramid” card’s effect, and cannot be Special Summoned by other ways.
1) If a “Tramid” card you control, except “Tramid Sphinx”, is destroyed by battle or card effect: You can Special Summon this card from your hand.
2) While you control another “Tramid” card, this card gains ATK and DEF equal to the number of Field Spell Cards with different names in your Graveyard x 500, also your opponent’s monsters cannot attack unless they attack “Tramid Sphinx”.

 

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TDIL-JP029 Tramid Master
Level 4 EARTH Rock-Type Effect Monster
ATK 1800
DEF 700
(1) Once per turn: You can send 1 “Tramid” card you control to the Graveyard, then target 1 Set card on the field; destroy it.
(2) Once, during your opponent’s turn: You can target 1 “Tramid” Field Spell Card you control; send it to the Graveyard, and if you do, add to your hand 1 “Tramid” Field Spell Card from your Deck, except a card with the sent card’s name (this is a Quick Effect).

 

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TDIL-JP063 Tramid Cruiser
Field Spell Card
The (3)rd effect of “Tramid Cruiser” can only be used once per turn.
(1) Each time a Rock-Type monster is Normal Summoned, gain 500 LP.
(2) If a “Tramid” monster is Normal Summoned: You can draw 1 card, then discard 1 card.
(3) If this face-up card is sent from the Field Zone to the Graveyard: You can add to your hand 1 “Tramid” monster from your Deck.

 

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TDIL-JP064 Tramid King Golem
Field Spell Card
The (3)rd effect of “Tramid King Golem” can only be used once per turn.
(1) Rock-Type monsters on the field gain 500 ATK.
(2) If a “Tramid” monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step.
(3) If this face-up card is sent from the Field Zone to the Graveyard: You can Special Summon 1 “Tramid” monster from your hand.

 

https://ygorganization.com/tdil-tramid-preview/

 

(So yeah, only one more monster besides Sphinx, and the other stuff is their Field Spells)

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Hmm, so the ideal combo for them is play Cruisder, then NS Tramid Master for +500 LP and a draw/discard. Then you use his effect to send Cruiser to the grave to get out King Golem for heavy hitting, while also searching Sphinx. And if you lose Master, you get out Sphinx. If Golem is blown up, it'll SS Sphinx.

 

These guys are shaping up to be pretty nifty.

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Now then let us begin, 1) Sphinx ... meh, it is not bad, just terrible to summon with these cards. 2) Master ... amazing, though it is sad the cruiser + master play takes 1 turn to setup (still a +2), also it prevents spell speed 1 sniping of the fields and with more releases the first effect might be good as well. 3) Cruiser ... floats if send by any means, also heals a bit and adds consistency ... in every way solid (and encouraging chicken game). 4) Golem ... seems meh at first, however turning every archtype monster into an armades is not bad, not to mention master becomes a better armades (body + additional effects), though without further releases the float effect is terrible.

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This deck's shaping up to look like a pretty solid combo deck so far, and depending on the rest of the monsters released it may get a little ridiculous with what you can do. Now, the card I'm thinking about the most here happens to be Ancient Fairy Dragon, and there are some potential cards you could couple with these in order to get those combos off. Such as: Karakuris, Zombies, Resonators (depending on the levels involved), etc. If there's a way for Sync 7 to be easy in this deck, Ancient Fairy Dragon's gonna make for some great plays.

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Ok, they're rocks, they have a unique playstyle, and they have amazing art. I've found my next new deck. i have a thing for rock decks, but there hasn't been much for them recently beyond koa'ki stun (i love koa'ki stun, but i need something new every once in a while) i'm gonna pick these up as soon as i can.

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