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[Written] Chilling Onslaught


IQuitDolphin

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Chilling Onslaught

Trap | Normal

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Target 1 face-up WATER monster you control and 1 other face-up card on the field: Destroy them, then you can add 1 Level 4 or lower WATER monster from your Deck to your hand. You cannot Special Summon monsters the turn you activate this effect, except WATER monsters. If this card is sent to the Graveyard by your opponent's card effect: You can target 1 WATER monster in your Graveyard; add it to your hand. You can only activate 1 "Chilling Onslaught" per turn.

 

This is indirect WATER support made with Mermail and Atlantean in mind. It's a pretty powerful card that can be used both offensively and defensively.

 

Offensively, it can get rid of problem cards your opponent might have, such as ABC Dragon Buster by baiting out its activation. It can clear your board of monsters like Undine that have already fulfilled their purpose. To top it all off, the search can be used to fetch a Moulinglacia, a Kaiju, an Atlantean, or anything that the situation requires.

 

Defensively, it gives Mermail an actual defensive card to work with aside from Abyss-Sphere, and it synergizes incredibly well with Abysslinde. By destroying Abysslinde you not only get a free summon, you also get an additional search, which is amazing in terms of card advantage. Since the card is continuous it generates constant advantage and even replaces itself when it gets sent to the Graveyard with a WATER monster.

 

Of course, this is Frog support too, they get a card that acts as spot removal for problem cards that Treatoad can't attack over, and it can revive Treatoad should it get destroyed. Being a trap card is its only downside, as the Special Summon restriction doesn't do too much to decks that would run this anyways.

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This card is too good to be fair IMO. It's like the "+0 Trap Card" (Fish Depth Charge/Icarus Attack/etc.) for WATERs, that also gets to float, plus searching for any WATER with no other kind of restriction (like Level 4 or lower, for instance) is damn strong. Hold on, it's OPT too, not just when the card is activated? Wow

And as you said, the restriction on summoning only WATERs won't matter as much in decks that run this card.

 

So yeah, I would nerf this to make the first effect only once, and preferably on activation a la Tenki style to cut down on its flexibility (e.g. no tricks like activating the card but not its effect, so it cannot be negated later on by effects that only negate card activation), limit to searching Level4 or lower WATERs (and I still feel it's strong) and maybe make the float into adding the WATER into the hand instead of summoning it.

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