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[MACR] The Phantom Knights of Wrong Magnet Ring


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MACR-JP067
Phantom Knights Wrong Magnering / The Phantom Knights of Wrong Magnet Ring
Normal Trap Card
(1) When an opponents monster declares an attack: negate that attack, then Special Summon this card in Attack Position as an Effect Monster (Warrior-Type/DARK/Level 2/0 ATK/0 DEF) with the effect below. (This card is NOT treated as a Trap Card.)
● During either players turn: You can send BOTH this card AND EITHER 1 face-up “The Phantom Knights” monster you control OR 1 face-up “Phantom Knights” Continuous Spell/Trap Card you control to the Graveyard; draw 2 cards.

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Why the hell was it necessary to make this monster attack reliant ?

If not for that restriction it would actually be worth running ... but this way ... it is basicly rendered unusable ... being a trap was slowing it down enough, but no, they had to make it completely unreliable.

It might still be worth it, considering it has a decent payoff, however being a PK trap that neither floats, nor has a reliable activation condition hurts it quite much.

At the very least it actually has a decent effect once touching the field (unlike the anime version, which was basicly a plot device).

Edit: Considering it can tribute itself right away it does not matter it gets summoned on the opponent's turn.

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Finally, something that's not based merely to direct attacks!

 

I believe they could have added some ATK/DEF points though, for situations where the player desperately needs a weak wall. And why Special Summon only in Attack Position? The 2ndary effect is what almost everyone would go for anyway, so that tiny detail wouldn't make any ignificant difference. Well, at least it can negate the attack it responds to, so that's a bit worth noting.

 

All in all, setting aside that detail, I like the card.

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So, it is a bit cumbersome to activate, but isn't it still kind of good? It's a deck thinner that gives extra value depending on the other PK card you send to the grave; plus the attack negation, of course. But IDK, I imagine PKs have faster cards to play at their disposal than a better but slower Allure of Darkness.

And yeah, this card shouldn't be at risk of being destroyed by battle since it should be able to activate its effect in response and leave the field for the card draws. In that sense, the stats and Level don't matter that much, I guess.

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