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I know this is less than optimal, but it's fun.

 

EchoOscillation-MP15-EN-C-1E.png

 

 

 

You can target 1 card in your Pendulum Zonedestroy it, then draw 1 card. You can only use this effect of "Echo Oscillation" once per turn.

 

With Wild Hope not caring about how he's destroyed, you can pop him from the Scale with this to net both a draw AND a search. And since you can use Extra to dig for Wild Hope without wasting your Normal OR Pendulum Summon, you can get quite the combo train going.

 

Extra into Hope into this makes for a 3-card Deck Thin and a +1. Fun times.

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It's not a bad card by any means, it's just not so good that all Pendulum Decks run it. As a Trap, it is a bit slow, but its effect is chainable, so you can chain it to removal or similar, and then net a draw, plus put said destroyed card in your Extra Deck, where you could Pendulum Summon it back later. Plus, a lot of Pendulums seem to not mind being destroyed.

 

The biggest issue is that it's slow, so it doesn't get your plays rolling the way some of the Pendulum effects themselves do, like Lizardraw and Igknights and such.

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It's not a bad card by any means, it's just not so good that all Pendulum Decks run it. As a Trap, it is a bit slow, but its effect is chainable, so you can chain it to removal or similar, and then net a draw, plus put said destroyed card in your Extra Deck, where you could Pendulum Summon it back later. Plus, a lot of Pendulums seem to not mind being destroyed.

 

The biggest issue is that it's slow, so it doesn't get your plays rolling the way some of the Pendulum effects themselves do, like Lizardraw and Igknights and such.

Which is why I don't suggest it for them.

 

But the thing with Abyss Actors is they don't currently have a way to do that themselves, as well as the fact they sometimes want Wild Hope as a Scale (to bring out Heel), other times Bi-PLayer (recycling) and others still Comedian (boost). This allows them to switch between High Scales, and again, trigger Wild Hope without using a Summon.

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This is fun in dinomists since charge just gets back the popped scale.

 

 

Amorphages work the best with this. You can chain the effect before the Phages get popped and net a +1, and works wonders with Lysis. Fills your extra with a lot of fodder as well.

 

I can see Dinomists, to an extent, but wouldn't it be tough to get back the Amorphages once they're destroyed in scale? I mean, you could always put the Level 4s there, but they're not always the best ones, and I wonder if it would take too many cards to net advantage over your opponent. 

 

Not to say that this would be a bad card choice, though, I've just had those particular problems with Amorphage.

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I can see Dinomists, to an extent, but wouldn't it be tough to get back the Amorphages once they're destroyed in scale? I mean, you could always put the Level 4s there, but they're not always the best ones, and I wonder if it would take too many cards to net advantage over your opponent.

 

Not to say that this would be a bad card choice, though, I've just had those particular problems with Amorphage.

If you have Lysis up, you can swap out your scales using this card to keep your opponent locked out of using particular cards or mechanics. But seeing as both of those only net so much advantage I'd probably only play 1 of these and 2 Lysis. Otherwise this card only helps you dig into the deck to hopefully draw the last bit of your combo piece of more lock down.

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If you have Lysis up, you can swap out your scales using this card to keep your opponent locked out of using particular cards or mechanics. But seeing as both of those only net so much advantage I'd probably only play 1 of these and 2 Lysis. Otherwise this card only helps you dig into the deck to hopefully draw the last bit of your combo piece of more lock down.

 

Not to mention it's hard to gather the resources to search Lysis in the first place.

 

Don't be offended, but Amorphage really does lose to itself rather than anything else.

 

At the very least, this does polish it a bit. You could play a Magic Planter Demise variant with floodgates, I suppose.

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Not to mention it's hard to gather the resources to search Lysis in the first place.

 

Don't be offended, but Amorphage really does lose to itself rather than anything else.

 

At the very least, this does polish it a bit. You could play a Magic Planter Demise variant with floodgates, I suppose.

No Offense at all. I agree Amorphage bring themselves down 70℅ of the time. This is just a situationally viable tech. And a Magic Planter Demise Variant would work except to lock the opponent out of the extra deck your Amorphage monsters need to Pend Summoned except for Sloth and Goliath

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