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Magical Hats


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During your opponent's Battle Phase: Choose 2 non-Monster Cards from your Deck and 1 monster you control. Shuffle those 3 cards and Set them on the field in Defense Position. The 2 cards chosen from your Deck are treated as Normal Monsters (ATK 0/DEF 0) and are destroyed at the end of the Battle Phase.


So I was thinking about making a Metalfoe/Shaddoll build with this card as a power card that helps re-Set the 'dolls and also gain the floating effects of Core and the Metalfoe Spells/Traps.

Silly combo thoughts aside, with more and more Spell/Trap floaters in the game, how useful could this become based on effect alone? Ie. Ignoring its inherent slowness.

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I used to run this in Fluffals to have two Vendor searches, just grab Toy Vendors and even if they don't hit the Vendor with their attack you searched twice. Stopped using that once Wings came out and ultimately was more profitable and faster, of course.

 

Used to see it used a lot with Geartown to get double Gadjitron Dragon as well.

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I used to run this in Fluffals to have two Vendor searches, just grab Toy Vendors and even if they don't hit the Vendor with their attack you searched twice. Stopped using that once Wings came out and ultimately was more profitable and faster, of course.

 

Used to see it used a lot with Geartown to get double Gadjitron Dragon as well.

Nice! I saw someone use it in Harpies due to Harpie Harpist and their Continuous Spell Card.
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They never specify what types the tokens are. It's always intrigued me

 

I'm guessing they don't need to, since the only way to flip them is with Book of Taiyou, and you can't do much with them outside of the battle phase. 

 

This card was actually good in a few decks, like the aforementioned Harpie and Ancient Gear. It is slow, but in Spell-heavy decks, it could totally work, especially with spells that like being in Grave.

 

I always wondered if you could summon Pendulum Monsters as tokens, but I'm pretty sure that's not how it works.

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I'm guessing they don't need to, since the only way to flip them is with Book of Taiyou, and you can't do much with them outside of the battle phase. 

 

This card was actually good in a few decks, like the aforementioned Harpie and Ancient Gear. It is slow, but in Spell-heavy decks, it could totally work, especially with spells that like being in Grave.

 

I always wondered if you could summon Pendulum Monsters as tokens, but I'm pretty sure that's not how it works.

Flash Fusion/Super Poly on em

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wondered. past tense.

 

 

I didn't realize you could use those on facedowns. 

 

 

Yeah you can confirm that they are the proper materials when performing the Fusion Summon, the only exception is your opponent's facedowns even if you know its identity beforehand (it was BoM'd previously)

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Add to your Pendulum fodder?

I'm probably still misunderstanding, but how does Magical Hats summoning 2 Spell/Traps translate into adding stuff to the Extra Deck?

 

Or are you talking about the Spell/Trap float effects themselves? In which case, yeah, it does give you more to work with.

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I often forget this card exists for the purposes of milling Spell/Traps, or in this case pseudo-milling them.

And yeah, this card not specifying the attribute nor type of the Set Spell/Traps is strange; I wish they changed that with an update errata, but most likely that won't happen unless the card picks up relevance, or is released on a Yugi nostalgia pack or whatever.

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