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[DBSW] Magibullet – Death-perado


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A new Magibullet card appears, this time one of the Deck’s Trap Cards, and likely to be a key utility card!

 

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DBSW-JP025 魔弾-デスペラード Madan – Desuperaado (Magibullet – Death-perado)
Normal Trap Card
You can only activate 1 card with this card’s name per turn.
(1) If you control a “Magibullet” monster: You can target 1 face-up card on the field; destroy that card.

Note: This card is probably just Desperado, but considering Never Endorphin, it wouldn’t be too shocking to suspect it might be a Des/Death pun.


welp since our reliable edit post is gonna be broken for along time:

 

Sauce: https://ygorganization.com/dbsw-magibullet-death-perado/

 

well what do you know somehow i can edit my post

 

on the card though: yep typical removal. has wide ranged despite being target so that's good nothing more to say 

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before any of you do the "BUT TARGET IS BAD" meme-- oh wait, OP already did that. Anyways, before any MORE of you go on about "BUT TARGET/DESTROY IS BAD", just a reminder what Zoodiac card was causing a lot of fuss, and how good quickplay removal is.

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Yeah, everyone here should know by now that Spell-Speed-2 removal is good, even if it targets and is bound to only face-up cards. Curious to see what else they get in their arsenal, because there is a chance for the archetype to be held back if, let's say, the only 1-for-1 Spell/Trap Card they get is this one.

 

I wonder if they will get a Quick-Play Spell or Normal Trap omni-negation, since a removal and an "omni-Counter" Trap is kind of a cookie-cutter pairing, like Infernity Break+Counter, Blasting Wire+Shut Line, and to a lesser extent Zefra War + Divine Strike.

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Yeah, everyone here should know by now that Spell-Speed-2 removal is good, even if it targets and is bound to only face-up cards. Curious to see what else they get in their arsenal, because there is a chance for the archetype to be held back if, let's say, the only 1-for-1 Spell/Trap Card they get is this one.

 

I wonder if they will get a Quick-Play Spell or Normal Trap omni-negation, since a removal and an "omni-Counter" Trap is kind of a cookie-cutter pairing, like Infernity Break+Counter, Blasting Wire+Shut Line, and to a lesser extent Zefra War + Divine Strike.

I hope they get an e-tele (that doesn't remove the summoned monster in the end phase) or a Rota on a quick play spell

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I've been thinking about this archetype a lot (I think it's what I'll end up playing next) and I'm pretty certain that I've more or less figured out the design ideas behind it. 

 

First off, we're looking at 7 shooters and 7 bullets for a total of 14 cards once the theme is fully revealed, looks to be that each bullet depicts a different shooter on it. This is a main deck focused deck that will likely not contain much in the way of special summoning, the strength of this deck will be the mind games it can generate and how it can react to opponent's plays on their turn without telecasting their plays. Think similar to Dark Magician stuff with less immediate damage potential but more consistent or Psyframe where you trade in negation for presumably many one-for-one plays with your bullets and not having a reliance on any single key card to initiate plays. Zamiel is definitely the boss and I can more or less guarantee that nothing will top him in printed attack in the archetype, summoning him will be important for keeping any notion of advantage going strong. I half expect a shooter that can activate from the graveyard or retrieve a bullet opt when one is activated though so you're not entirely burning out too quickly.

 

I'm thinking that the usage of the column and placement mechanics will be common among the majority of the monsters for the sake of balance. In this way, having multiple shooters on the field won't have all of their effects trigger at once by activating a single bullet. Instead, you have to choose which of your monsters will effectively "fire" the bullet. As far as the bullets go, I think Never-Endorphion and Deathperado show us that the focus is mostly going to be cards that are strong on your own turn but you'll most likely get the most mileage out of using them during the opponent's. I'm almost positive that based on the lore, the final bullet is going to be the power card of the theme that ends up being what most likely lets you get game, I'm predicting something that can only be activated by banishing six other bullets or having Zamiel on the field or possibly even both. No idea for actual effect of it. 

 

Really excited to see where these end up going.

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Is there even space in the set for 14 magibullet cards?

Yeah, remember these are from the current version of booster SP packs, so there's only Six Samurai, Magibullet, and Weathery in here. There's 5 spaces between Caspar and Zamiel, so exactly five more monsters since Never-Endorphin is immediately after Zamiel. There's a space after Never-Endorphin so it looks like only one more of the bullets is a quick-play and then 4 spaces after Death-perado before the first Weathery in the set.

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