Guest BGMCANN0N Posted May 12, 2017 Report Share Posted May 12, 2017 Wattstatic Jump[Normal Spell] Special Summon 1 Level 3 or lower Thunder-Type monster from your hand or Deck. You cannot Special Summon monsters during the turn you activate this card, except Thunder-Type monsters. During either player's turn, you can banish this card from your Graveyard, and target 1 Thunder-Type monster you control; it cannot be destroyed by battle or by card effect until the end of this turn. You can only activate 1 "Wattstatic Jump" per turn.________________________________________________________________________________________ [spoiler=Support To]http://yugioh.wikia.com/wiki/WattTo get into their Synchros or prep their Watthopper lock.http://yugioh.wikia.com/wiki/BatterymanTribute fodder for their big guns And other obscure Thunder-Type monsters... Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted May 13, 2017 Report Share Posted May 13, 2017 Right now, I think Watts would appreciate this card's support more given that nearly anything can beat them over in summon speed and what not. But yeah, I guess Batterymen have faster access to D/C/AA; latter can still do OTKs off Inferno Reckless. Protection effect is fine, though I think you can get away with giving it effect protection as well (as in the destructive kind); would help to deal with rogue Drancia and the like that are seeing heavy usage. At present, Thunder-Types aren't really doing too much and can use all the help they can get. (Think you can increase the Level to 4, so stuff like 'hunders can get things done too). Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted May 15, 2017 Report Share Posted May 15, 2017 As far as balance goes, this one's perfectly fine. There's very little outside of Watt that'd also be able to access that, and the Thunder-Type restriction assures there is to be little to no abuse. Only other I can think of right now is Batteryman, so this should be fine. And it's always nice for a card to grant Special Summons for a Deck that needs them. Guessing the last effect is for them to have more field presence, given their average ATK and DEF. Maybe not enough to push these to competitive, but a nice effort in trying to prolong this archetype. Link to comment Share on other sites More sharing options...
Darj Posted May 16, 2017 Report Share Posted May 16, 2017 IMO you can get away with a continuous protection on the grave effect, like Return of Dragon Lords/Gospel, the Zefra searcher, etc. Such approach comes with the perk of protecting your cards from being destroyed by spell Speed 3 effects like Solemn Strike.As for the first effect, it looks quote solid to me. It may pretty much be a watered down E-Tele that doesn't remove your monster afterwards, and said Spell has caused so much trouble that it is currently Limited, but that lock on Special Summons should keep it from being too splashable. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.