ExtremeG Posted September 17, 2016 Report Share Posted September 17, 2016 Some new support for Simorgh that I feel is overdue. For information on Abstract Monsters (the pink cards) visit the Abstract Monster topic post under Experimental Cards. [spoiler Zumrud, Heir to the Sacred Wind] [spoiler Haoma, Fruit to the Sacred Wind] [spoiler Hoopoe, Wisdom of the Sacred Wind] [spoiler Sacred Wind Razor] [spoiler Sacred Wind Trail] [spoiler Devastating Sacred Wind] [spoiler Shadow of Simorgh] [spoiler Legend of Simorgh] Link to comment Share on other sites More sharing options...
DiplomatfromPluto Posted September 20, 2016 Report Share Posted September 20, 2016 Zumrud is useful for putting Dark Simorgh in the graveyard and banishing monsters from your hand to summon it from their, or you can put monsters in the graveyard and banish them to summon Simorgh from the hand. It prevents your opponent from setting cards, so I think that locks them out of spells/traps and normal summoning. Of course, I'm pretty sure you can't use Zumrud as the only tribute since Simorgh calls for 1 DARK and 1 WIND. Hoopoe could help summon Bird of Ancestry (or you could just tribute one of these monsters to get its effect off; my only concern is whether Bird of Ancestry's effect, which says both players tribute WIND monsters wihone less tribute, applies when it's on the field, since it says it's treated as a normal monster in the hand. Anyway, once it's on the field, it makes summoning Bird of Divinity easier. I'm not sure if Haoma's ability to be treated as a LIGHT monster help, since the three main Simorgh monsters mostly require WIND tributes. It's ability to activate your opponent's st cards might help Bird of Divinity to inflict burn damage, but the effect seems a little strange. For example, one trap card that sees a lot of use is Anti-spell Fragrance, which says that both players have to set spell cards before using them, as if they were traps. Would Haoma's abiity destroy it, since it wasn't responding to a spell card, or would it not matter since it's a continuous trap? It should help against the "solemn" cards, which are all counter traps which negate special summons. Your three traps are pretty powerful in terms of searching and summoning monsters. What you have right now is a useful set of support cards for summoning the three Simorgh monsters to lock down your opponent's field. If you add more cards, spells would be useful since you can use them on your turn, and you could add a few DARK monsters to help summon Dark Simorgh. Link to comment Share on other sites More sharing options...
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