Jump to content

Qlinfernoid Adrenomelech - DT spin-off of a Qlip+Infernoid


Darj

Recommended Posts

VqcfCXX.jpg

Qlinfernoid Adrenomelech
Attribute: FIRE
Type: Machine/Effect
Rank: 4
ATK: 1800
DEF: 0
2 Level 4 monsters
Opponent's card effects that make cards (including themselves) become unaffected or un-targetable by card effects, or prevent them from being destroyed (by battle or card effect), are negated. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 monster in your opponent's Graveyard; equip that target to this card, and if you do, if it would be removed from the field, banish it instead. While equipped with a card(s), this card gains 600 ATK, also if it would be destroyed (by battle or card effect), you can destroy 1 of those cards instead. While this card has no Xyz Materials, it gains 400 ATK.

 

I posted this as a written card a while ago, but I recently took up on the task of looking for a picture for it, and the above is the best I could find that resembled anything like a (more) mechanical Infernoid. I also took the opportunity to buff it, specifically turning the equipping effect into a quick effect and apply the protection effect with cards equipped to it through means other than its own effect. Also, this was coincidence but the red bulbs on its back could be taken as the canisters that Infernoids have.

 

Anyway, this is a card intended to nullify the effects that turn cards unaffected or un-targetable by card effects, such as Yazi, Forbidden Lance, Safe Zone, Traptrix, Dark Destroyer, etc. Then, since said effect is situational, the monster makes itself useful by equipping a monster from the opponent grave to gain ATK and protect itself from destruction while doubling as a Graveyard disruptor.

In addition, as a "Qli" Xyz Monster, it is Summonable under the restrictions of Qliphort Pendulum scales, which ought to be a cute boon for Qliphort decks.

 

[spoiler=Flavor, rulings, tips & stuff]

- Basically, the card is a fusion of Qliphort Helix with the Infernoid it imprisoned, Attondel.

- The name comes from a combination of the OCG names of Helix and Attondel: Genome and Adramelech, respectively. I chose to name it after their OCG names out of preference, but properly translated to TCG its name would be "Attondhelix" or something among those lines.

- It has the same ATK as Helix when Summoned as a Level4, and the same DEF as Attondel. Coincidentally, it has 1000 less ATK than Attondel, and 1000 less DEF than Helix. With the boost from the second effect, its ATK becomes 2400, the same as Helix's original ATK. Finally, with both boosts stacked, its ATK becomes equal to Attondel.

- To be honest, I picked Helix/Attondel because Helix is my favorite Qliphort art-wise, and I like how the name "Adramelech" sounds. Ideally, the "fusion" would be with Disk + Patrulea, since the latter is Level4 and coincidentally has 1800 ATK.

- The equip effect is intended to be a reference to both Infernoid's banishing effect and the prison function of Qliphorts: Instead of banishing the monster from the grave, the monster imprisons it and banish it eventually.

 

- Ruling vs. monsters that protect themselves from monster effects: If this card is already on the field when a monster with an effect that protects itself from other monster's effects is Summoned (e.g. First of the Dragons, Tatsunoko), then said effect will be negated.

 

 

 

 

Now, I'm asking for feedback on this one because on one hand it seems it has too many things for a generic Rank4, but on the other hand I somehow feel it can get away with it, since at best it is a 2800-ATK protection canceller with 2 lives, and maybe it's just me but that doesn't seem as overwhelming.

 

Thoughts?

 

 

EDIT:

07/10/16:

- Changed its name so it gets both "Qli" and "Infernoid" support. Thank TCG for choosing "Qli" as keyword.

Link to comment
Share on other sites

Talk about a high quality card. Since I, personally, have had so much trouble with cards that can't be affected by this or that, maybe I'm a bit too biased to make an argument for or against this card, but honestly this card is quite well made. However, personally I'd tone down its ATK boosts. Though I could understand why you would make it go up to 2800 (flavour-wise, anyways, and lore-wise), that's a bit too much for something that makes any and everything target-able and destructible. I'd tone it down, or make it drop the last part, where it gets the 400 ATK boost from not having materials, because honestly that last effect seems a bit tagged on, like it was an afterthought.

 

Overall, a very well made card. It'd be interesting to see how this card would be played and used (as an out to Ultimate Falcon, if RRs ever became meta) since it's generic, which is always nice. The ATK boosts are also relevant and powerful-- something you always want in a card-- but in my opinion, are a bit too powerful. 4/5

Link to comment
Share on other sites

Yeah, I agree the last ATK boost feels like it was shoved in, but as you said, I put it there mostly for flavor purposes, and at the same time, a maximum of 2400-ATK feels low for a defensive/disruptive Rank4, which most likely won't let it last long enough on the field nor become a notable threat; it already misses 200 ATK to contest Dark Destroyers, White Dragons, etc.

 

I suppose making the card based on Carrier+Seitsemas instead in order to drop the max. ATK to 2600 would work, but it wouldn't be my preferred combination anymore.

Link to comment
Share on other sites

  • 2 weeks later...

I would suggest changing the "Once per turn, during either player's turn" to "Once per turn, during your opponent's turn", so that it functions more like a lower level Infernoid monster's Graveyard manipulation effect, since the Level 4 Infernoid, Patrulea, functions like that.  It also prevents it from becoming an instant 2800 ATK by the beginning of your opponent's turn (using it's effect once during your turn, and then again during your opponent's).

Link to comment
Share on other sites

I actually considered that, also because of the hint of flavor towards the low-level Infernoids. But then I wasn't fully convinced by how it would be limited to 1800 ATK during your turn and instead wait until the opponent's to gain the initial +600, leaving him quite vulnerable IMO. Besides, this monster reaching 2800 ATK right on the next turn is not so much of a threat anymore AFAIK will all the beaters (e.g. Blue-Eyes White Dragon, Kozmo ships, the ABC fusion) and removal tools (e.g. Castel)  around.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...