-kyo- Posted April 6, 2016 Report Share Posted April 6, 2016 トラミッド・ダンサー Tramid DancerLevel 3 EARTH Rock-Type Effect MonsterATK 600DEF 1900(1) Once per turn: You can target 1 “Tramid” card in your Graveyard; shuffle it into the Deck, and if you do, Rock-Type monsters you currently control gain 500 ATK and DEF.(2) Once per turn, during your opponent’s turn: You can target 1 “Tramid” Field Spell Card you control; send it to the Graveyard, and if you do, activate 1 “Tramid” Field Spell Card with a different name from your Deck (this is a Quick Effect). トラミッド・フォートレス Tramid FortressField Spell CardThe (3) effect of “Tramid Fortress” can only be used once per turn.(1) Rock-Type monsters on the field gain 500 DEF.(2) “Tramid” monsters on the field cannot be destroyed by card effects.(3) If this face-up card in the Field Zone is sent to the Graveyard, you can target 1 “Tramid” monster in your Graveyard; add it to your hand. 古代遺跡の目覚め(トラミッド・パルス) Tramid PulseContinuous Trap Card[永続罠](1) Once per turn: you can banish a total of 2 Rock-Type monsters and/or Field Spell Cards from your Graveyard, then activate 1 of these effects.● Target 1 face-up card on the field, except this card; destroy it.● Target 1 Rock-Type monster in your Graveyard; Special Summon it in Defense Position.● Target up to 3 Field Spell Cards in your Graveyard; shuffle them into the Deck, then draw 1 card. https://ygorganization.com/tdil-the-remaining-tramids/ (i dont know how i made two threads on this) Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted April 6, 2016 Report Share Posted April 6, 2016 I locked the duplicate one, so don't worry about it. (I said we'd get maybe 1-2 more support cards; we got one more [and their first / only Trap right now]) Anyway, Dancer lets you activate new Fields (and recycle used Tramid stuff for permanent power bonuses). Should be nice for getting rid of duplicate versions of certain Spells (last time I checked, Sphinx doesn't count the number of Field Spells period for its own boost, but whatever has different names). Fortress basically prevents them from getting Raigeki'd or blown up by effect removal, and recovers graveyard stuff (probably Sphinx or something since it has to be SS'd from the hand; well, discounting the below card anyway). DEF boost only is kinda lacking though. Not sure on Pulse though (well, the banish part), but at least it's generic Rock support that either pops stuff or revives dead things. ----As they are now, probably should be able to make a functional prototype of the Deck for test purposes. Link to comment Share on other sites More sharing options...
ÆƵ– Posted April 6, 2016 Report Share Posted April 6, 2016 Didn't expect a trap. Fortress only boosting DEF makes me sad. Pulse could be neat, I suppose, though banishing things seems a lil eh with the rest of these. Me gusta Dancer. A lot. Link to comment Share on other sites More sharing options...
Azuriena Posted April 6, 2016 Report Share Posted April 6, 2016 So Fortress has the anti-destruction effect, which works great with the SS2 Field Spell activations. I wonder if they'll add in targeting protection as well. ¯\_(ツ)_/¯ Link to comment Share on other sites More sharing options...
~~~~ Posted April 6, 2016 Report Share Posted April 6, 2016 Lol at the trap being entirely generic. What a card. I'm not too interested in the tramids, but I love the generic rock support Link to comment Share on other sites More sharing options...
Progenitor Posted April 6, 2016 Report Share Posted April 6, 2016 Methinks that we will get maybe 1 more monster, or 1-2 more S/T that help use banished Rocks, considering there isn't really an outlet to tap into that resource besides generic options like Omega. Tramid seem to have most Zones covered for most situations as of now, except the banished zone, so I think any remaining support will be directed towards there. Link to comment Share on other sites More sharing options...
Althemia Posted April 6, 2016 Report Share Posted April 6, 2016 Methinks that we will get maybe 1 more monster, or 1-2 more S/T that help use banished Rocks, considering there isn't really an outlet to tap into that resource besides generic options like Omega. Tramid seem to have most Zones covered for most situations as of now, except the banished zone, so I think any remaining support will be directed towards there. Considering how the archetype focuses around using Level 3s primarily, I'd say Leviair has the banished zone covered tbh. Dancer definitely seems good for the deck since it's another lower level monster that enables you to shuffle Fields back into the deck in order to make her a big thing that needs to be beaten over. Not as good as Master/Hunter, but she has really good synergy with Cruiser so there's that. Fortress was one of the bigger things that this deck needed for suuuuure. The deck needed more ways to abuse Hunter for that Graceful Charity lite combo, while it also protects them from getting wiped out by card effects. Also makes Sphinx a lot better, so there's that. (Not that it's any good still, but ayy) Pulse is probably good, you don't need a lot of the cards that hit the Grave once they do since Dancer will recur them infinitely a lot of the time anyway. Not really a steep cost when you realize that it just sets up for huge Leviair combos tbh. Deck still seems too reliant on Hunter to do a lot, but it's a start at the least. Speedroids seem like they'll help a lot tho Link to comment Share on other sites More sharing options...
Airride Posted April 6, 2016 Report Share Posted April 6, 2016 ??? Link to comment Share on other sites More sharing options...
Toffee. Posted April 6, 2016 Report Share Posted April 6, 2016 Dancer's stats should have been a little higher, IMO, and the permanent boost is nice.Fortress' 2nd effect is cool. The 3rd one is combo-centric.Pulse is.... Strange. Link to comment Share on other sites More sharing options...
Tinkerer Posted April 6, 2016 Report Share Posted April 6, 2016 ^ Yeah. First thing I thought of when I saw banished Rocks. Link to comment Share on other sites More sharing options...
Blake Posted April 6, 2016 Report Share Posted April 6, 2016 Methinks that we will get maybe 1 more monster, or 1-2 more S/T that help use banished Rocks, considering there isn't really an outlet to tap into that resource besides generic options like Omega. Tramid seem to have most Zones covered for most situations as of now, except the banished zone, so I think any remaining support will be directed towards there.This is the Shiranui/Digibug/etc. deck. 4 S/T and 4 Monsters is all they're getting. Link to comment Share on other sites More sharing options...
Progenitor Posted April 6, 2016 Report Share Posted April 6, 2016 This is the Shiranui/Digibug/etc. deck. 4 S/T and 4 Monsters is all they're getting. That so? Shame. looks like there was still a bunch of space free around most of the Tramid stuff, but I guess that's all reserved for something else then. Link to comment Share on other sites More sharing options...
Toffee. Posted April 6, 2016 Report Share Posted April 6, 2016 That so? Shame. looks like there was still a bunch of space free around most of the Tramid stuff, but I guess that's all reserved for something else then.More Block monsters Link to comment Share on other sites More sharing options...
Blake Posted April 6, 2016 Report Share Posted April 6, 2016 There are two slots between Volflame and Dancer. These are Dinomist Ankylos and a (rumored) 3rd Dracoslayer. There is one slot after King Golem. That will most likely be support for Aromages/Graydle/Digital Bugs, given the amount of 905-908 support present in this set. Pulse, I couldn't tell you, but I'd bank on 2 more traps for Metalphosis, seeing as they don't look to be getting another spell. Not confirmed, but it seems odd that Fusion would be their last spell. And there's 1 slot between Magician's Navigate and Metalphosis Combination, which will end up being the Destruction Sword miracle fusion trap. Link to comment Share on other sites More sharing options...
VCR_CAT Posted April 6, 2016 Report Share Posted April 6, 2016 Besides, 4/4 is perfectly fine with this archetype. Koomy's pumping out solid generic Rock's out the yin-yang, and there are some solid archetypes to combo with these dudes if that tickles your fancy; such as Chronomalies! Link to comment Share on other sites More sharing options...
Spinny Posted April 6, 2016 Report Share Posted April 6, 2016 Besides, 4/4 is perfectly fine with this archetype. Koomy's pumping out solid generic Rock's out the yin-yang, and there are some solid archetypes to combo with these dudes if that tickles your fancy; such as Chronomalies!idgi, how do chronomalies help this. Link to comment Share on other sites More sharing options...
Blake Posted April 6, 2016 Report Share Posted April 6, 2016 Also, there are only 2 slots between the Dark Magician Spells and Metalphosis fusion. Magic Expand has to fit there. I'd be willing to bet that the other slot is a support for Red-Eyes, BLS, or BEWD. Link to comment Share on other sites More sharing options...
Toffee. Posted April 6, 2016 Report Share Posted April 6, 2016 idgi, how do chronomalies help this.Chronomalies are a LIGHT/EARTH/Rock/Machine Archetype, mind you. Cards like Moai/Bones/Skull/etc are all Rock. And Moai and Skull can be searched off Block Dragon. Link to comment Share on other sites More sharing options...
VCR_CAT Posted April 6, 2016 Report Share Posted April 6, 2016 idgi, how do chronomalies help this. On top of what Armz explained, Tula Guardian is a searchable level 5 that can be SS'd inherently for free if you have a field spell out, and coupled with any level 2 tuner, such as Red Resonator, makes for a super easy AFD. Link to comment Share on other sites More sharing options...
Blake Posted April 6, 2016 Report Share Posted April 6, 2016 After glancing, I noticed all of their stats add up to 2500, and their boss is 25/25. That's neat. Link to comment Share on other sites More sharing options...
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