Bringerofcake Posted April 16, 2016 Report Share Posted April 16, 2016 I'm struggling over which ATK booster to run in Rock Stun. I've narrowed it down to 3:+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+ 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) 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? Link to comment Share on other sites More sharing options...
-kyo- Posted April 16, 2016 Report Share Posted April 16, 2016 have you thought about Solidarity? Link to comment Share on other sites More sharing options...
Ryusei the Morning Star Posted April 16, 2016 Report Share Posted April 16, 2016 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. Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted April 16, 2016 Report Share Posted April 16, 2016 Unless you're running any monsters of other Type, Solidarity is a good option. However, if you run an Extra Deck of varying Type, I can see how that would be a problem. Seal of Orichalchos seems like a good option. Link to comment Share on other sites More sharing options...
Bringerofcake Posted April 16, 2016 Author Report Share Posted April 16, 2016 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. Link to comment Share on other sites More sharing options...
Toffee. Posted April 16, 2016 Report Share Posted April 16, 2016 Overclock, honestly, would be so much better if it was a Koa'ki card. Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted April 16, 2016 Report Share Posted April 16, 2016 Overclock, honestly, would be so much better if it was a Koa'ki card.It definitely would. You'd be able to add it with Diamond Core of Koa'ki Meiru, and Koa'ki Meiru Crusader can add it. Link to comment Share on other sites More sharing options...
~~~~ Posted April 16, 2016 Report Share Posted April 16, 2016 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. Link to comment Share on other sites More sharing options...
Bringerofcake Posted April 16, 2016 Author Report Share Posted April 16, 2016 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 Link to comment Share on other sites More sharing options...
~~~~ Posted April 16, 2016 Report Share Posted April 16, 2016 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 OverclockWell if you want ATK gain, there you go. If you want gimmick, try teching this into a rock deck lol Link to comment Share on other sites More sharing options...
Airride Posted April 16, 2016 Report Share Posted April 16, 2016 ...Why not run both King golem and Orichalcos? Makes terraforming less dead, you can slap oricalcos down if/when the opponent uses up castel to avoid that, etc. Link to comment Share on other sites More sharing options...
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