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Big Sea & Great Worth (Written)


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Big Sea & Great Worth

(Kai-o, with Kai meaning Ocean/Sea or Worth spelled the Worth way. Normally I wouldn't explain Japanese names because that is so extraneous but it fits this set of cards)

WATER

Level 3

Psychic/Tuner/Effect

During either player's turn, if your opponent has Special Summoned 2 or more monsters this turn: You can discard this card; Your opponent chooses 1 Special Summoned monster they control and banish the rest. You can only use this effect of "Big Sea & Great Worth" once per turn.

0 ATK/1800 DEF

 

My take on the anti-meta Ghost Girls like Ghost Ogre and Ghost Reaper. Wanted a Water attribute as a counter to the Fire attribute Ash Blossom. Being a low ATK Water hand trap also means a Salvage grants a fair bit of extra use, especially with multiple copies so you can grab both with one Salvage. And being a low level Psychic gives E-Tele use though it doesn't have a field effect like Ghost Ogre so I'm not sure if that is too useful.

 

Big Sea is meant to stymy swarm strategies. If your opponent special summons multiple times in one turn then they lose all their other SSed monsters through banishing so it is harder to recover them. It affects all SSed monsters they control, not just ones from that turn, so it can potentially hit problems already on the field. Opponent chooses which one they keep though, so if they can use one to quickly get rebuilding again then things aren't hurt that much-like if a Zoodiac Player keeps an Xyz with Ratpier attached then they can use its effect to just get another Ratpier and start Xyz summoning again.

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I like this. It stops swarm decks that get things out quickly while not doing so multiple times. It won't stop them from starting up thier summons again, but if you use it right, it will put a big block in thier plan.

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