The Prophet Of Gaming Posted November 21, 2016 Report Share Posted November 21, 2016 Hello all, I am a massive fan of the Superheavy Samurai archetype, I mean, attacking from defence position, that's SO COOL! However, they have been out of the meta for the longest time now, as they just can't deal with good spells and traps well enough. Hopefully, with these new cards I designed they could give a massive helping hand to the fun archetype that is Superheavy Samurai. Tell me what you think of them down below in the comments section (if anyone ends up reading this :() Superheavy Samurai Supreme Fusion:Spell card:(This card is always treated as a "Superheavy Samurai" Monster LVL 1/ATK 0/DEF 0)This card can be returned from the field to the hand at any time (this is a quick effect and cannot be negated)Fusion Summon 1 "Superheavy Samurai" monster from your extra deck, using monsters from your field as Fusion materials. This effect cannot be negated nor this card's activation negated. Superheavy Samurai Battle StanceField Spell:(This card is always treated as a "Superheavy Samurai" Monster: LVL 1, ATK 0, DEF 0)This card can be put into the Field Spell Zone from your side of the field or your hand. The following effect only activates if this card is in the Field Spell Zone.All "Superheavy Samurai" Monsters gain 500 DEF. This card cannot be targeted by your opponents card effects. Twice per turn, during either players turn, you can change the battle position of 2 monsters you control. Superheavy Samurai Secret Saviour:Fusion Monster: LVL 12: 500 ATK/ 4000 DEF"Superheavy Samurai Warlord Susanowo" + "Superheavy Samurai Big Benkei" + 1 "Superheavy Samurai" monsterThis card can only be Fusion Summoned with "Superheavy Samurai Supreme Fusion" using the above cards whilst you have no spells/traps in your graveyard and cannot be Special Summoned by other ways. This card's summon cannot be negated. This card is unaffected by your opponents card effects. When this card is summoned, you can target any number of "Superheavy Samurai" monsters in your graveyard that could be equipped to this card and equip them to it. They are unaffected by your opponents card effects and their effects cannot be negated. This card can attack whilst in Face-Up Defence Position, if it does, apply it's DEF for damage calculation. Link to comment Share on other sites More sharing options...
EndUser Posted November 21, 2016 Report Share Posted November 21, 2016 First of all, welcome to YCM (I saw that you're very new here). The thing is, Superheavies were barely meta. Except creating some interesting counterplays and gaining more support with time, they were (and are) very gimmicky and include limitations that limit their plays anyway (you can make some Attack Turbo or Stun decks outside their style but that's all). Regarding the cards:Supreme Fusion and Battle Stance are so weirdly worded. You want to avoid them act as Spell Cards in your Graveyard, but their wording is wrong from many aspects. I'd say there are 2 main ways to make them both playable and acceptable as cards:1) Make them as Spell and Field Spell cards, but they are banished instead of being sent to your Graveyard, or2) Make them as monsters and use their effects to act as Spell and Field Spell Card (but only if they are already on the field; not sure if activating them from your hand is acceptable). Supreme Fusion looks very complicated. First of all, we don't know what type of Spell it represents (Normal, Continuous etc). Moreover, the fact that you can return it to your hard (whether it acts as a monster or a Spell Card on the field) during either player's turn is... not an accepted advatage (even if archetype-restricted). It's better if you remove it. The prevention of response from your opponent is a nice touch (for the Materials and the condition it's used on).Battle Stance is... ok to use in a SHS Deck, but I think you missed a detail: That the card's protection and the last effect can apply even outside of the archetype. Either limit it to Superheavies or remove the "during either player's turn" (if you don't want to remove this line, make it change the bp of only 1 SHS monster imo). Despite that, you may want to change the bp change to something that helps them more (I'll explain why later). ...And about time to have a look at the Fusion. Its Summon cannot be negated, because it depends to the card that Summons it, so remove this sentence. The equip effect it has creates some unique shenanigans, but also a great advantage (esp. with Soulpiercer and Soulhorns, maybe with some other commonly used Souls too). Keep the maximum cards to equip up to 2 (but equipping only 1 looks better).As for the immunity: The condition to Summon it is very hard, so it can be justified. However, I think it's more than just hard to actually make the Fusion playable. Having both Susanowo and Benkei on the field at the same time is hard to do, let alone having an additional monster to Summon Saviour. Either keep the immunity as it is or nerf it (but make the Summoning condition a bit easier). As for the cards' impact to the game: In order to use the Fusion, you need to change the Summoning condition (but taking all the changes into consideration) if you want it to be playable. Battle Stance can help, but it's not as optimal as other cards. Also, keep in mind that Superheavies almost require to be in Defende Position to make plays. If they're not, then you probably do something wrong. Hopefully my insight for your cards helps. Link to comment Share on other sites More sharing options...
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