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ATK boosting cards for Rock Stun (Seal of Oricalcos, Core Overclock, Tramid King Golem)


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I'm struggling over which ATK booster to run in Rock Stun. I've narrowed it down to 3:

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+Harder to kill

+Attack Lock, synergizes with Dyna

+Searchable by Terraforming

 

- Locks out the Extra

- Anti-synergy with Ties of the Bretheren unless Block Dragon is out or Diamond Core has been used

- It's dead if it gets Castel'd

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+ potential for higher ATK with Iron Core

+ gives greater reason to run Iron Core, lets you get away with opening low monster hands

+ No major restrictions

 

- Unsearchable

-doesn't affect non-koa'ki rocks (Dyna, Block Dragon)

 

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All Rock-Type monsters on the field gain 500 ATK. If a "Tramid" monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step. If this face-up card is sent from the Field Zone to the Graveyard: You can Special Summon 1 "Tramid" monster from your hand. You can only use this effect of "Tramid King Golem" once per turn.

 

+ Buffs all rocks

+ Allows you to run Tramid Sphinx

+ Makes Sphinx an Armades

+ Searchable by Terraforming

+ No major restrictions

 

- The Armades is only for Sphinx

- Its eff to drop sphinx only works if you have sphinx in hand.

 

 

They all have their ups and downs, and each one brings something unique to the table that the other ones can't. Honestly I like the Tramid one the most, but the oricalcos attack lock is ridiculous, especially in a deck that more or less forces battle. So I'm pretty lost. Opinions?

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Why not just seal first, then use Ties? Nobody in their right mind will trigger Dragon on their own, so Seal can help there. Rock Stun is like Narchs you don't NEED an extra strictly speaking. 

I've encountered a surprisingly large number of times where I open Ties then draw into terraforming or Seal, which is why I initially thought that was a relevant point. Still, Seal getting Castel'd and making an 8th of the deck dead is also not appealing, but its other advantages are huge.

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The disadvantages you listed for Tramid KIng Golem aren't disadvantages because the other spells you mentioned don't give an armades, and they don't give any summon if sent from the field to the grave.

 

Go for King Golem, unless you really need the extra ATK from Overclock, or the attack locking from Orichalcos.

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The disadvantages you listed for Tramid KIng Golem aren't disadvantages because the other spells you mentioned don't give an armades, and they don't give any summon if sent from the field to the grave.

 

Go for King Golem, unless you really need the extra ATK from Overclock, or the attack locking from Orichalcos.

True there really aren't any major downsides from king golem. but the gimmicks it offers are also not really dynamic either. It's a solid middleground card compared to Oricalcos and Overclock

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True there really aren't any major downsides from king golem. but the gimmicks it offers are also not really dynamic either. It's a solid middleground card compared to Oricalcos and Overclock

Well if you want ATK gain, there you go. If you want gimmick, try teching this into a rock deck lol

 

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