Tinkerer Posted January 14, 2017 Report Share Posted January 14, 2017 Hello fine peoples! I've found Meklords to be interesting. The Meklord Emperors in particular have more potential now than ever with the plethora of self-destructing effects in the game. That said, they are drastically out of date what with their Synchro-specific hate. I hope these few cards will help rectify some of that problem and also help strengthen their good points. Astro Meklord Army of MekanikleLIGHT ****Machine/EffectIf your opponent controls a monster summoned from the Extra Deck and you do not, you can Special Summon this card from your hand. While this card is in the Graveyard, all monsters Special Summoned from the Extra Deck are also treated as Synchro monsters. You can reveal 1 "Meklord" card in your hand; destroy this card, and if you do, add 1 "Meklord" card from your Deck to your hand. You can only use this effect of "Astro Meklord Army of Mekanikle" once per turn.1200/1600 Astro Meklord Army of AsteriskDARK ****Machine/EffectUnless this card was Special Summoned by its own effect, its original ATK is halved. If this card is sent to the Graveyard by the effect of a "Meklord" card, you can Special Summon this card. You can only Special Summon "Astro Meklord Army of Asterisk" once per turn this way. Once per turn, you can declare a monster type (Fusion, Synchro, Xyz, or Pendulum); your opponent Special Summons 1 card of that type from their Extra Deck, but it's treated as a Synchro monster, also it's effects are negated.2400/0 Meklord AssaultCounter TrapIf your opponent activates a monster effect while you control a "Meklord" monster, negate that effect then destroy 1 card you control and 1 card your opponent controls. If the negated effect was a Synchro monster's effect, you can destroy 2 of your opponent's cards instead. Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted January 18, 2017 Report Share Posted January 18, 2017 (Because you asked for it in the review thread) Meklord Army of Mekanikle is basically a free set-up for whatever Emperor you want, so that helps them a bit. Forcing everything to be Synchros does give them new purpose, since yeah, most Decks have moved on to stuff like Rank 4 / Pendulum spam or anything that is not Synchro. At the very least, Pendulums can be punished harder now. A bit iffy on Asterisk having 30/0 stats even with the halving condition in play, since you probably will be blowing this up via Assault or Factory (Mektimed Blast won't cut it though); does give them added muscle in case you can't steal Synchros to make the Emperors stronger. Last effect is situational, well it probably shouldn't if you can tell what the opponent's playing, but you can't count on the opponent to even HAVE a Synchro Monster in their ED (would you expect an Xyz deck to be carrying one for example [not counting stuff like Dracopals in prime, if they still matter]?) At best, you can probably mill support monsters in the Extra, but getting off the forced Synchro is another story. Still gets something for Meklords to steal, but I think Astro Meklord of Mekanikle does a better job here. Assault's going to be really fun with Mekanikle (the Astro Meklord Army one in here), since by its effect, ED monsters are Synchros regardless of what their original types are, and you get to blow up two cards at once, while setting up for the Emperors in hand. Though, by that token, if you hit a Main Deck or anything else while Mekanikle is NOT around, 1 for 1 removal that sets up is still fine. I mentioned Mektimed Blast earlier, right? At worst, that's what you get on top of negation, whereas if you do play against, say YZ, Crystron, Speedroid/WW, etc or can negate a Synchro elsewhere, you hit more. ====Asterisk is sort of iffy outside of its massive body and forced mill (which can backfire against certain Decks), but other two are fine. These won't push Emperors to competitive level, least for now, but it's a start to help them adapt to the ARC-V era of play. Link to comment Share on other sites More sharing options...
Tinkerer Posted January 18, 2017 Author Report Share Posted January 18, 2017 (Because you asked for it in the review thread) Meklord Army of Mekanikle is basically a free set-up for whatever Emperor you want, so that helps them a bit. Forcing everything to be Synchros does give them new purpose, since yeah, most Decks have moved on to stuff like Rank 4 / Pendulum spam or anything that is not Synchro. At the very least, Pendulums can be punished harder now. A bit iffy on Asterisk having 30/0 stats even with the halving condition in play, since you probably will be blowing this up via Assault or Factory (Mektimed Blast won't cut it though); does give them added muscle in case you can't steal Synchros to make the Emperors stronger. Last effect is situational, well it probably shouldn't if you can tell what the opponent's playing, but you can't count on the opponent to even HAVE a Synchro Monster in their ED (would you expect an Xyz deck to be carrying one for example [not counting stuff like Dracopals in prime, if they still matter]?) At best, you can probably mill support monsters in the Extra, but getting off the forced Synchro is another story. Still gets something for Meklords to steal, but I think Astro Meklord of Mekanikle does a better job here. Assault's going to be really fun with Mekanikle (the Astro Meklord Army one in here), since by its effect, ED monsters are Synchros regardless of what their original types are, and you get to blow up two cards at once, while setting up for the Emperors in hand. Though, by that token, if you hit a Main Deck or anything else while Mekanikle is NOT around, 1 for 1 removal that sets up is still fine. I mentioned Mektimed Blast earlier, right? At worst, that's what you get on top of negation, whereas if you do play against, say YZ, Crystron, Speedroid/WW, etc or can negate a Synchro elsewhere, you hit more. ====Asterisk is sort of iffy outside of its massive body and forced mill (which can backfire against certain Decks), but other two are fine. These won't push Emperors to competitive level, least for now, but it's a start to help them adapt to the ARC-V era of play. Thanks for the review! I tried to focus on making Mekanikle and Asterisk help out their big forms (Army Asterisk's big body and resummoning condition to help give OG Asterisk some OTK potential) while also being relatively useful on their own. Link to comment Share on other sites More sharing options...
infinity234 Posted January 20, 2017 Report Share Posted January 20, 2017 Ok here are my thoughts: Astro Meklord Army of Mekanikle: One thing that i would want to change personally, change the order of its last effect to add the meklord card, then destroy itself, because that way it synergies with the emperors in a way that the other meklord army cards don't. other than that, it does exactly what the meklords need in its second effect in letting the emperors handle fusion and xyz monsters (and the occasional pendulum). Astro Meklord Army of Asterisk: This card is the problem child of the three cards. First off, though the first effect kind of balances its humungous attack, its way to special summon itself is just gives you too much advantage considering the cards you use to activate this effect give you a gigantic monster along side it. Second, having to declare a type of card to send to the graveyard is iffy, as half of the decks out there you don't know how much concentrations of each card they have (with some decks able to run all three types of extra deck summoning). Third, some decks don't run synchros, so requiring them to summon a synchro monster may be impossible to ask. IF i were to rewrite this card, and at the same time make it useful for the archetype, it would be something like this: Astro Meklord Army of AsteriskLight *****Machine/EffectIf you control no monsters, you can special summon this card from your hand in attack position. Once per turn, you can destroy one monster you control, this card gains 1000 atk. If this card is face-up on the field, if you would send monster(s) from your hand or field to the graveyard for an effect of a "Meklord" card, you can send a number of "Meklord" cards from your deck to the graveyard, up to the number of monsters that would normally be sent to the graveyard. Once per turn, special summon to your opponents side of the field 1 random monster from either players (your choice) extra deck in defense position, ignoring its summoning conditions, but its effects are negated and it cannot change its battle position, also it is treated as a synchro monster. While this card is face-up on the field or in the graveyard, If you control a 'Meklord Emperor' monster, other monsters you control can attack, irregardless of the effects of face-up "Meklord Emperor" monsters you control. 2000/2000 Meklord Assault: Meh, its ok, though in my opinion its too similar to "Mektimed Blast" to really differentiate it. Link to comment Share on other sites More sharing options...
Tinkerer Posted January 20, 2017 Author Report Share Posted January 20, 2017 Ok here are my thoughts: Astro Meklord Army of Mekanikle: One thing that i would want to change personally, change the order of its last effect to add the meklord card, then destroy itself, because that way it synergies with the emperors in a way that the other meklord army cards don't. other than that, it does exactly what the meklords need in its second effect in letting the emperors handle fusion and xyz monsters (and the occasional pendulum). Astro Meklord Army of Asterisk: This card is the problem child of the three cards. First off, though the first effect kind of balances its humungous attack, its way to special summon itself is just gives you too much advantage considering the cards you use to activate this effect give you a gigantic monster along side it. Second, having to declare a type of card to send to the graveyard is iffy, as half of the decks out there you don't know how much concentrations of each card they have (with some decks able to run all three types of extra deck summoning). Third, some decks don't run synchros, so requiring them to summon a synchro monster may be impossible to ask. IF i were to rewrite this card, and at the same time make it useful for the archetype, it would be something like this: Astro Meklord Army of AsteriskLight *****Machine/EffectIf you control no monsters, you can special summon this card from your hand in attack position. Once per turn, you can destroy one monster you control, this card gains 1000 atk. If this card is face-up on the field, if you would send monster(s) from your hand or field to the graveyard for an effect of a "Meklord" card, you can send a number of "Meklord" cards from your deck to the graveyard, up to the number of monsters that would normally be sent to the graveyard. Once per turn, special summon to your opponents side of the field 1 random monster from either players (your choice) extra deck in defense position, ignoring its summoning conditions, but its effects are negated and it cannot change its battle position, also it is treated as a synchro monster. While this card is face-up on the field or in the graveyard, If you control a 'Meklord Emperor' monster, other monsters you control can attack, irregardless of the effects of face-up "Meklord Emperor" monsters you control. 2000/2000 Meklord Assault: Meh, its ok, though in my opinion its too similar to "Mektimed Blast" to really differentiate it. Thanks for the review! I'm glad that Mekanikle has been received positively by both you and Sakura. I wanted to make sure that Mekanikle could trigger the summon of an Emperor, and the wording that I used here actually does that (having the text "and if you do" in a card makes the event happen at the same time. For an in-game example, Meklord Emperors can summon themselves off a Metalfoe pendulum effect and the wording is pretty much the same).Asterisk however... I'll probably need to revamp. Its whole effect is to help it's bigger form (from giving it loads of ATK on-summon, to helping trigger its secondary effect by forcing the opponent to summon a Synchro if possible). Plus, I actually wanted something to be able to synergise with "The Resolute Meklord Army". Either way, I'll try to tone it down in the ATK department while also going about a different way to force your opponent to summon Synchros (I might even take a phrase or two out of your suggestion!)Meklord Assault isn't wholly original, you're right, but in bringing Meklords up to speed, I figured why not give them some kind of negation that pushes plays forward.Again, thanks for taking the time out to look at and review 'em! Link to comment Share on other sites More sharing options...
Tinkerer Posted January 21, 2017 Author Report Share Posted January 21, 2017 Update: fixed Asterisk Link to comment Share on other sites More sharing options...
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