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Dark Scorpion Pendulums(written)


TF2_The_Scout

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Dark Scorpion-Bertha the Brutal

Level 4

DARK

Warrior/Pendulum

Scale 2

ATK: 1500 DEF: 1100

 

Pendulum-All "Dark Scorpion" monsters and "Don Zaloog" you control gain 500 ATK. You can activate 1 "Dark Scorpion" Trap Card the turn it was Set. You can only use this effect of "Dark Scorpion-Bertha The Brutal" once per turn.

 

Monster-You can Tribute 1 "Dark Scorpion" monster you control; Special Summon 1 "Dark Scorpion" or "Don Zaloog" monster from your Deck. You can only use this effect of "Dark Scorpion-Bertha The Brutal" once per turn. If this card inflicts damage to your opponent by battle, you can activate 1 of the following effects:

-Banish 1 random card from your opponent's hand..

-Destroy 1 card your opponent controls.

 

Dark Scorpion-Seth the Swift

Level 4

DARK

Warrior/Pendulum

Scale 6

ATK: 1400 DEF: 1000

 

Pendulum-When a "Dark Scorpion" monster or "Don Zaloog" battles an opponent's monster: Your opponent may not activate cards or effects until the end of the Danage Step. You can destroy this card and 1 other "Dark Scorpion" card you control; Draw 2 cards. You can only use this effect of "Dark Scorpion-Seth the Swift" once per turn.

 

Monster-If this card inflicts battle damage to your opponent, you can activate 1 of these effects:

-Draw 1 card.

-Banish 2 cards from your opponent's Graveyard.

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Bertha

Pendulum eff:  the boost is very welcome for them considering their effects are based on combat damage. The trap card effect is  good, but generic. Not saying generic is bad, but for activating traps the turn they’re set, you either want to make it “once per duel” or specify “dark scorpion” traps.

Monster eff : it’s good, but you might want to make it either discard from hand for grave, or tribute from field for deck. The damage effects are strong, but milling the top 3 from deck helps opponents more often nowadays. The destroy 1 though is good though.

 

 

Seth

Pendulum eff: so it grants the armades effect to all scorpions? Ok. It’s a powerful effect, but dark scorpions need the boost in general since they’re almost completely battle based. The draw two might be more objectionable, but again, it’s dark scorpions, so the boost, while large, isn’t game breaking

 

Monster eff: again, milling your opponent’s deck isn’t really as strong as it used to be, banishing them from grave is far stronger. Maybe make it “draw 1 card” instead. Dark scorpions have rather low consistency, so making him into a dark scorpion that grants the choice between replenishing (draw) or disrupting (banish from grave) would be the better option. 

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Bertha

Pendulum eff:  the boost is very welcome for them considering their effects are based on combat damage. The trap card effect is  good, but generic. Not saying generic is bad, but for activating traps the turn they’re set, you either want to make it “once per duel” or specify “dark scorpion” traps.

Monster eff : it’s good, but you might want to make it either discard from hand for grave, or tribute from field for deck. The damage effects are strong, but milling the top 3 from deck helps opponents more often nowadays. The destroy 1 though is good though.

 

 

Seth

Pendulum eff: so it grants the armades effect to all scorpions? Ok. It’s a powerful effect, but dark scorpions need the boost in general since they’re almost completely battle based. The draw two might be more objectionable, but again, it’s dark scorpions, so the boost, while large, isn’t game breaking

 

Monster eff: again, milling your opponent’s deck isn’t really as strong as it used to be, banishing them from grave is far stronger. Maybe make it “draw 1 card” instead. Dark scorpions have rather low consistency, so making him into a dark scorpion that grants the choice between replenishing (draw) or disrupting (banish from grave) would be the better option.

 

Done.
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Done.

it's good, but i'd say banish 2 would be acceptable on seth. a draw 1 is always alluring since it opens up combos, but a banish 1 is something that can't compete with the draw on monsters that have to go through the trouble of getting battle damage in (take kycoo as an example) draw 1 is always useable, banish 2 instead of 1 is the best way to make the choice feel more rewarding in comparison to a draw 1.

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it's good, but i'd say banish 2 would be acceptable on seth. a draw 1 is always alluring since it opens up combos, but a banish 1 is something that can't compete with the draw on monsters that have to go through the trouble of getting battle damage in (take kycoo as an example) draw 1 is always useable, banish 2 instead of 1 is the best way to make the choice feel more rewarding in comparison to a draw 1.

Would you say that any of these effects need a HOPT?

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Pendulum effect limitation on Bertha should probably be reworded to "gain this effect" or something, as it is not an activated effect. Makes me want to see more traps for these monsters, but considering how there is only 1 trap card now, and that card is extremely limited (although the cards together limit it less, the pendulums don't have an effect on the actual trap itself), it's not too strong, but I guess the ATK boost makes it workable, knowing how weak the cards are normally. Monster effect wise? I think the ATK should be lowered, because this card is relatively strong compared to the other cards, even the other pendulum, because of the tribute effect.

 

Seth is fine all in all, but I wish his UTL eff didn't activate.

 

Nice cards! They help the archetype a lot, with draw power and ATK boosting!

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