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[V Jump news] Magibullet and Weathery Combo


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It’s that time of the month again.

 

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Madan no Shashu Doctor / Magibullet Shooter Doctor
Light Fiend / Effect
LV3 1400/1200

You can only use this card name’s (2) effect once per turn.
(1) You can activate “Magibullet” Spell/Trap Cards from your hand during either player’s turn.
(2) If a Spell/Trap Card is activated in the same column as this card: You can add 1 “Magibullet” card with a different name from that card from your GY to your hand.

 

Madan no Shashu Starr / Magibullet Shooter Starr
Light Fiend / Effect
LV4 1300/1700

You can only use this card name’s (2) effect once per turn.
(1) You can activate “Magibullet” Spell/Trap Cards from your hand during either player’s turn.
(2) If a Spell/Trap Card is activated in the same column as this card: You can Special Summon 1 Level 4 or lower “Magibullet” monster from your Deck in Defense Position, except “Magibullet Shooter Starr”.

 

Madan – Cross Dominator / Magibullet – Cross Dominator
Spell Quick-Play

You can only activate 1 card with this card’s name per turn.
(1) If you control a “Magibullet” monster: Target 1 face-up monster on the field; that monster’s ATK and DEF become 0, also it has its effects negated (if any). These effects last until the end of this turn.

 

Madan – Devil’s Deal / Magibullet – Devil’s Deal
Trap Continuous

You can only activate 1 card with this card’s name per turn.
(1) “Magibullet” monsters you control cannot be destroyed by card effects.
(2) If this card is sent to the GY by an opponent’s card effect: You can add 1 “Magibullet” card from your Deck or GY to your hand, except “Magibullet – Devil’s Deal”.

 

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Yukitenki Ciel / Snow Weathery Ciel
Level 3 EARTH Fairy Effect Monster
ATK 0
DEF 2200

You can only use this card name’s (1) effect once per turn.
(1) When this card is Normal Summoned: You can take place 1 “Weathery” Spell/Trap Card directly from your Deck face-up to your Spell & Trap Zone.
(2) Once per turn, during the Standby Phase, if this card is currently banished and was banished since the previous turn because it was banished to activate a “Weathery” card’s effect: You can Special Summon this card.

 

Kumori no Tenki Moyou / Cloudy Weathery Pattern
Spell Continuous

(1) You can only control 1 face-up “Cloudy Weathery Pattern”.
(2) A “Weathery” effect monster(s) in the Main Monster Zone in the same column as this card, as well as in the Main Monster Zones adjacent to that zone gains this effect.
● Quick Effect, except during the Damage Step: You can banish this card, then target 1 face-up monster; halve its ATK, also it can attack directly. These effects last until the end of this turn.

 

Aurora no Tenki Moyou / Aurora Weathery Pattern
Trap Continuous

(1) You can only control 1 face-up “Aurora Weathery Pattern”.
(2) A “Weathery” effect monster(s) in the Main Monster Zone in the same column as this card, as well as in the Main Monster Zones adjacent to that zone gains this effect.
● When exactly 1 card is added to either player’s hand: You can banish this card; banish that added card, and if you do, that player draws 1 card.

 

Source: https://ygorganization.com/cowboyoperaandweatherpainters/

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Have Magibullets even gotten a bad card? Devil's Deal is mediocre at best and probably not really good (although plopping it down from hand in response to a Raigeki sounds hilarious,) but all the other cards are really good. They have in-archetype one-for-one removal, an Honest, and now an effect negator, and all the monsters give consistency or speed. This deck looks really, really good, and their gimmick is cool. I, for one, am hyped.

 

As for the Weatherys, that's certainly a good monster. Cloudy seems OK I guess? Direct attacking is OK, I feel like most of its use will be as a janky, but reusable, Shrink. Doesn't seem that good, especially with the damage step restriction. Aurora isn't bad, though. The fact that they get to draw afterwards is annoying, but it can still disrupt plays unless your opponent topdecks like an anime protagonist. The archetype still seems pretty slow though.

 

EDIT: IDK if someone has mentioned this before, but I just saw someone point out that the Magibullets get their effects when a Spell/Trap is activated anywhere in their column, not just if YOU are the one who activates it. That's actually funking hilarious.

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They are starting to shape up, Magibullet especially, they got a lot of speed, searching, protection and offense all in one, yet they also aren't too powerful either, which I like. I hadn't noticed that it can be the opponent's Spell/Trap that triggers their effect, that helps a lot too.

 

As for Weathery, still seem to lack a bit of speed, Ciel will help with the Spell/Traps for sure, but the monsters need some too. If they intend to avoid attacks by removing themselves and then build up over time, they need something to make that less of an annoyance, and the speed will suffer from that I feel. The new Spell/Traps are both interesting, either disrupting an attack or making it easier to get some damage in, as well as annoying search effects, but nothing too amazing either.

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Have Magibullets even gotten a bad card? Devil's Deal is mediocre at best and probably not really good (although plopping it down from hand in response to a Raigeki sounds hilarious,) but all the other cards are really good. They have in-archetype one-for-one removal, an Honest, and now an effect negator, and all the monsters give consistency or speed. This deck looks really, really good, and their gimmick is cool. I, for one, am hyped.

 

As for the Weatherys, that's certainly a good monster. Cloudy seems OK I guess? Direct attacking is OK, I feel like most of its use will be as a janky, but reusable, Shrink. Doesn't seem that good, especially with the damage step restriction. Aurora isn't bad, though. The fact that they get to draw afterwards is annoying, but it can still disrupt plays unless your opponent topdecks like an anime protagonist. The archetype still seems pretty slow though.

 

EDIT: IDK if someone has mentioned this before, but I just saw someone point out that the Magibullets get their effects when a Spell/Trap is activated anywhere in their column, not just if YOU are the one who activates it. That's actually f***ing hilarious.

 

I would say the Magibullet Level7 is also among their worst cards, if only because it needs 2 Tributes for its Normal Summon, but even then, it can be Summoned by Calamity and its effect is not bad. And yes, Magibullet monster effects activating when the opponent uses as Spell/Trap in their same column is a sick find. I find funny how you have to be careful with Devil's Deal because as a Continuous Trap it locks you from activating the effect of a Magibullet monster in it column.

Having a Magibullet monster in grave and 3+ Magibullet Spell/Cards on hand, then going Starr --> Calamity --> revived Magibullet would be so amusing to see.

 

Seems Magibullets are getting the long end of the stick, while Weathery the short one. Really wish that Aurora didn't require the Tribute of a Weathery and/or didn't give the opponent a card draw; it would have made Rain and Lightning weathers so much better. Snow should confirm these will be a poli-Attribute archetype; I find odd that EARTH was assigned to snow, though.

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Aurora wording make me wonder. what if instead turning your monster into instant-use Dark Law.....can it be used to banish your own drawn card? particularly drawn monster to fix your draw and then during next standby phase (opponent turn) you get both of those monster back on your field ready for another round of disruption in addition to... IDK another additional weathery monster you may get on that draw. no?

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Yeah, using it as a Card Trader of sorts on your own cards is an option and can lead to funny plays like trading a ROTA for a card draw, but IDK if giving up a Weathery, albeit temporarily, would be practical or worth it when you can reserve it for another effect, although it can make a plus if you banish a monster that floats when banished (e.g. Metaphys?). Pointing out that it won't work on a banished Weathery monster, however, since for them to come back they must be banished for the activation of a "Weathery" effect, not by a "Weathery" effect.

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I would say the Magibullet Level7 is also among their worst cards, if only because it needs 2 Tributes for its Normal Summon, but even then, it can be Summoned by Calamity and its effect is not bad. And yes, Magibullet monster effects activating when the opponent uses as Spell/Trap in their same column is a sick find. I find funny how you have to be careful with Devil's Deal because as a Continuous Trap it locks you from activating the effect of a Magibullet monster in it column.

Having a Magibullet monster in grave and 3+ Magibullet Spell/Cards on hand, then going Starr --> Calamity --> revived Magibullet would be so amusing to see.

 

Seems Magibullets are getting the long end of the stick, while Weathery the short one. Really wish that Aurora didn't require the Tribute of a Weathery and/or didn't give the opponent a card draw; it would have made Rain and Lightning weathers so much better. Snow should confirm these will be a poli-Attribute archetype; I find odd that EARTH was assigned to snow, though.

The level 7 only needs 1 tribute if you use a Magibullet monster, actually. It's still probably not one of their best cards, but it's better than it would be if it was just a level 7 sitting around.

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The level 7 only needs 1 tribute if you use a Magibullet monster, actually. It's still probably not one of their best cards, but it's better than it would be if it was just a level 7 sitting around.

Well, the kid + either calamity/soul charge can get it out rather easily and with star being a thing it should not be difficult arranging tribute fodder.

In the end zamiel wants multiple low level monsters to cycle through one's spells/traps (mostly doctor, the kid and caspar), this will only get better with more cards of the archtype being released.

Zamiel is basicly a snowball card, which requires as many different (and solid) archtypal spells/traps as possible to reach its full potential.

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Well, the kid + either calamity/soul charge can get it out rather easily and with star being a thing it should not be difficult arranging tribute fodder.

In the end zamiel wants multiple low level monsters to cycle through one's spells/traps (mostly doctor, the kid and caspar), this will only get better with more cards of the archtype being released.

Zamiel is basicly a snowball card, which requires as many different (and solid) archtypal spells/traps as possible to reach its full potential.

True. I think Cross Dominator and Devil Deal probably make Zamiel a lot stronger because now you have more options to protect it so it actually lives long enough to get a bunch of draws off.

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True. I think Cross Dominator and Devil Deal probably make Zamiel a lot stronger because now you have more options to protect it so it actually lives long enough to get a bunch of draws off.

Yea and you can actually use those cards to actually do something and then get rewarded for it.

Zamiel's main issue is there being neither a point, nor (especially due to their hard once per turn clauses) enough archtypal spells/traps to be used, so he could be better than the small members.

Cross Dominator definitely buffs him (due to increasing the pool of worthwhile cards to be used during the opponent's turn(and (as you mentioned) helps him survive long enough to use his super rejuvenation effect)), devil deal as well, though I would say star supports him more than deal, considering it is tribute fodder, which sets up caspar/the kid/doctor, which you can afterwards use to loop with zamiel.

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It's level 8, not 7

 

On topic: I was wondering how they were going to deal with the lore of the 7th bullet, honestly not impressed with the card from a gameplay pov, but I like where they went with it for the lore. Feels like a combination of the actual bullet and the wreath.

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Are you talking about Magis or Wethrys?

Magic, considering they have 3 solid cards for level 3 and miss a third for level 4, so it could be used on both.

Though your idea of using it with weathery's is quite interesting (I cannot believe I missed this), considering their speed without it is just an insult.

Funnily enough the level 4 line-up is actually kind of strictly inferior to the level 3 line-up (considering card of demise and pot of duality are really strong alongside the archtype) ... that being said, considering 1 more spell/trap is about guaranteed and a second might be possible, they might get another card to buff the level 4s.

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Are you talking about Magis or Wethrys?

Er... Magis. Weatherys have no level 4s nor common attributes, so his comment wouldn't make any sense for them.

 

Ties does sound really cool though. I'd been testing with Card of Demise, but even though I was able to draw Spells/Traps pretty consistently, having to Set them loses out the surprise factor and gives my opponent the information they might need to play around it. On top of which, yeah, I did have a bit of trouble getting them started. If I test Ties, I might as well throw in a couple Fableds or something to compensate (need to see what LIGHT Fiends there are).

 

EDIT: Answer ninja'd

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Er... Magis. Weatherys have no level 4s nor common attributes, so his comment wouldn't make any sense for them.

 

Ties does sound really cool though. I'd been testing with Card of Demise, but even though I was able to draw Spells/Traps pretty consistently, having to Set them loses out the surprise factor and gives my opponent the information they might need to play around it. On top of which, yeah, I did have a bit of trouble getting them started. If I test Ties, I might as well throw in a couple Fableds or something to compensate (need to see what LIGHT Fiends there are).

 

EDIT: Answer ninja'd

Forgot that ... so ... forget I ever said that.

As for Magibullets:

I suggest you run 1x Upstart, 2-3x Duality, 2-3x Ties (I am actually only testing 2 due to it being dead if you do not open with the level 3s and you hardly ever want to draw a second), 2-3x Cosmic Cyclone (to intercept and trigger the caspar and the kid).

Well it worked out for me, at the very least (you could also decide to tech. double summon, considering the level 3s make up for the (-1) it presents (considering it does circumvent solemn warning etc to cripple your for an entire turn).

Edit: An interesting tech. Lithium came up with would be to use toon table of contents + toon world to get 4 spell activations for a single card and 1000 lp.

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not shitting on toon tables, but you should def play desires before playing stuff like that

 

also level 4 light fiend isnt even that necessary for ties when your best targets are already the level 3s

Yea, though ties not being dead if you only get a level 4 is kind of important (or at least better), given the fact you run out of level 3s rapidly if you use ties on them and having more options is never terrible (though I admit star being able to pull the level 3s kind of makes up for him not being a ties target).

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Really, I think the main issue with Ties and the level 4s (besides, you know, not being able to use it on 'em) is that Ties stops SSing for the rest of the turn and all the level 4s do is SS.  If you play it on a level 4, you wouldn't be able to trigger its effect after Ties resolves.  But yeah, setting up Star for the corresponding level 3s would make up for it if you have enough stuff to hold off the opponent during their next turn.

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