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Rise to Full Height


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RisetoFullHeight-SHVI-JP-C.png

Normal Trap

Target 1 face-up monster on the field; double its DEF, but its DEF becomes 0 at the end of this turn. You can banish this card from your Graveyard, then target 1 monster you control; monsters your opponent controls cannot attack for the rest of this turn, except to attack that monster. You can only activate 1 "Rise to Full Height" per turn.

 

So this card was in Shining Victories. It has obvious synergy with PSY-Framelord Omega, and even more obvious synergy with Raging Earth. Thoughts?

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I mean, it basically just exists for the Omega play.

 

Issue being that Lavalval Chain is banned and you would never play this card for the sake of this card.

 

Could use it in LS, but then why not just use turtle? Unless there's something I missed with Turtle.

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I mean, it basically just exists for the Omega play.

 

Issue being that Lavalval Chain is banned and you would never play this card for the sake of this card.

 

Could use it in LS, but then why not just use turtle? Unless there's something I missed with Turtle.

Turtle is a monster effect and is therefore much easier to negate than a trap effect? IDK I got nothing.

Burgesstoma Marrella can mill it.

 

EDIT: When we get Burgs. Burgesstoma Structure Deck August 2016 plz!

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Red Resonator >>> Arma, milling Mali. 

Synch for Stardust Charge, draw 1.

Use Mali.

Overlay into Beatrice, mill Plague.

Revive Plague then use 2nd Mali.

Make Omega.

Next draw phase mill this, standby return whatever, main use this and Omega.

 

So now you've got a pseudo-battle phase lock and a floater, which only takes 2 cards to do. Works with Grepher and either Mali/Plague in hand also, though you minus a bit more overall. Point being it's a simple thing to set-up but very disruptive.

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Right up till they drop UTL on you

Hence the phrase "janky but thoroughly hilarious". I only mentioned it because it was a play I happened to trigger yesterday at my local shop. Summon a BE during their End Phase, then summon another during your Standby Phase.

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I mean it works pretty well in Superheavy Sams, since it's a trap you can remove from your grave immediately after use.  Forcing your opponent to attack a 5000 + 1800 for each SS monster they control Kyubi is pretty nasty if you need to protect your stuff, or waiting til your turn to do it is almost just as scary.  Other than that it's extremely mediocre outside of trying to get it in the grave for the Omega psuedo-lock

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Somehow Canyon comes to mind to force an actual win with that kind of strat. Stack it with D2 Shield and Stronghold Guardian and you win in the manner nobody expects you to.

 

Speaking of that, since this card can slip out of the Graveyard, that's something for Superheavy Samurai to use.
 

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The SHS Benkei on the picture implies this is for SHS. Thanks for printing a useless trap card for us, Konami. Good stuff.

 

Let us list the ways this card sucks for SHS.

 

1a) It doubles its defense, but turns it to zero at the end of the turn. Well, this a unsearchable trap card. Nice waste of space in the deck. And Soulbuster does the doubling even better, without turning DEF to zero.

 

1b) You don't want a SHS at zero. The only reason you want a SHS at zero is to combo with Soulbreaker(? I forget its name). That card barely sees play though, and it has to be in your graveyard... So...

 

2) It's a trap card. Yes, it can slip out of the graveyard, but if it's like Breakthrough or Galaxy Cyclone, that means it doesn't work on the turn you send it, so you lose your hand and grave traps for a turn.

 

3) It can redirect attacks... So...? Blowtorch does that on the field or in you hand, and it's searchable. So... Yeah.

 

4) SHS doesn't really mill, so it has to be on your field to work. Great, except if you're using equip monsters, people will be gunning for those, not your facedown which is obviously this or Breakthrough.

 

And this is why I would never use this card in SHS.

 

Thanks Konami.

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The SHS Benkei on the picture implies this is for SHS. Thanks for printing a useless trap card for us, Konami. Good stuff.

 

Let us list the ways this card sucks for SHS.

 

1a) It doubles its defense, but turns it to zero at the end of the turn. Well, this a unsearchable trap card. Nice waste of space in the deck. And Soulbuster does the doubling even better, without turning DEF to zero.

 

1b) You don't want a SHS at zero. The only reason you want a SHS at zero is to combo with Soulbreaker(? I forget its name). That card barely sees play though, and it has to be in your graveyard... So...

 

2) It's a trap card. Yes, it can slip out of the graveyard, but if it's like Breakthrough or Galaxy Cyclone, that means it doesn't work on the turn you send it, so you lose your hand and grave traps for a turn.

 

3) It can redirect attacks... So...? Blowtorch does that on the field or in you hand, and it's searchable. So... Yeah.

 

4) SHS doesn't really mill, so it has to be on your field to work. Great, except if you're using equip monsters, people will be gunning for those, not your facedown which is obviously this or Breakthrough.

 

And this is why I would never use this card in SHS.

 

Thanks Konami.

About point 2). It's not like Breakthrough or Galaxy Cyclone. Does it say that anywhere on the card? No.

 

Also, this card obviously has some superficial synergy with SHS, which is why it has Big Benkei's shadow in the artwork. But if it isn't actually good in SHS.... don't use it in SHS. Doesn't make it a useless card.

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About point 2). It's not like Breakthrough or Galaxy Cyclone. Does it say that anywhere on the card? No.

 

Also, this card obviously has some superficial synergy with SHS, which is why it has Big Benkei's shadow in the artwork. But if it isn't actually good in SHS.... don't use it in SHS. Doesn't make it a useless card.

I was just listing the ways it sucks in SHS, since Komani seems to be implying it should be used it in.

 

If it works for other decks, by all means, use it.

 

Basically, it might be a good card for other decks. Just not the one it's implying.

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