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Divine Magister


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I'm gonna guess the rules will be in charge of saying it won't do much with Continuous, Field, or Equip Spell Cards.

Though Quick-play, Ritual, and of course Normal Spells seem fair game.

 

Quite a few decks would love something like this. Yes I wanna tell my opponent I'll start up my next turn with an extra Raigeki, a Mind Control, a costless (but predictable) Twin Twister/Cyclone. Especially drawing cards like good old Destiny Draw or Golden Bamboo Sword.

 

It seems decent, even if a little bit slow (which makes her fair).

Though she'd be ideal as a DARK monster. Something that Dark Magic Veil can revive with ease, and because the Diamond Dude / TeleDAD kinds of decks are the ones that'd love her the most.  Yeah it would conflict with her name and art, and I'm under the impression you chose the pic as step 1 and made the effect in accordance, but just saying.... mechanically it'd work better like that.

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Why does it make Inferno Tempest so much easier to use?

That should sum up my concern with the card: it can abuse overpowering Spells that are only held back by their activation conditions. I'm assuming the monster doesn't have to be on the field during the next Standby Phase to activate the Spell's effect, but even if it did require to be there, the crazy abuse potential is there. It would be preferable if it didn't skip cost and activation conditions, basically a walking Double Spell.

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I'm gonna guess the rules will be in charge of saying it won't do much with Continuous, Field, or Equip Spell Cards.

Though Quick-play, Ritual, and of course Normal Spells seem fair game.

 

Quite a few decks would love something like this. Yes I wanna tell my opponent I'll start up my next turn with an extra Raigeki, a Mind Control, a costless (but predictable) Twin Twister/Cyclone. Especially drawing cards like good old Destiny Draw or Golden Bamboo Sword.

 

It seems decent, even if a little bit slow (which makes her fair).

Though she'd be ideal as a DARK monster. Something that Dark Magic Veil can revive with ease, and because the Diamond Dude / TeleDAD kinds of decks are the ones that'd love her the most. Yeah it would conflict with her name and art, and I'm under the impression you chose the pic as step 1 and made the effect in accordance, but just saying.... mechanically it'd work better like that.

Like this?

 

Ch6n3xo.jpg

Why does it make Inferno Tempest so much easier to use?

That should sum up my concern with the card: it can abuse overpowering Spells that are only held back by their activation conditions. I'm assuming the monster doesn't have to be on the field during the next Standby Phase to activate the Spell's effect, but even if it did require to be there, the crazy abuse potential is there. It would be preferable if it didn't skip cost and activation conditions, basically a walking Double Spell.

Not quite. Sleepy mentioned a couple of other Spell Cards, many of which can be activated right off the bat so you can use them, and maybe in a later turn once you've Summoned this, banish them to activate them again. You wouldn't want to run Inferno Tempest because it'd needlessly take up card space. Can you activate its effect? Perhaps. But first you would need to properly dispose of it in the first place.
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Not quite. Sleepy mentioned a couple of other Spell Cards, many of which can be activated right off the bat so you can use them, and maybe in a later turn once you've Summoned this, banish them to activate them again. You wouldn't want to run Inferno Tempest because it'd needlessly take up card space. Can you activate its effect? Perhaps. But first you would need to properly dispose of it in the first place.

 

Since it is practically a win condition, decks dedicated to it can resort to milling it with Foolish Burial of Belongings, or pack the deck with draw power, then it's just a matter of adding a way to drop a Synchro5, not that difficult with tools like Draconnet and Junk Synchron available. Normally Inferno Tempest decks run cards to force the 3000+ battle damage, like Grinder Golem + Battle Mania and whatnot, but with that condition out of the way, it becomes much more dangerous.

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Since it is practically a win condition, decks dedicated to it can resort to milling it with Foolish Burial of Belongings, or pack the deck with draw power, then it's just a matter of adding a way to drop a Synchro5, not that difficult with tools like Junk Synchron available. Normally Inferno Tempest decks run cards to force the 3000+ battle damage, like Grinder Golem + Battle Mania and whatnot, but with that condition out of the way, it becomes much more dangerous.

It's still a waste of Deck space. Sure, Foolish Burial of Belongings can send it. However, what if you draw Inferno Tempest before that card. With something like Terraforming, if you draw the Field Spell before Terraforming, you could at least still use it. Inferno Tempest however, will just sit in your hand or take up space on your side of the field.
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It's still a waste of Deck space. Sure, Foolish Burial of Belongings can send it. However, what if you draw Inferno Tempest before that card. With something like Terraforming, if you draw the Field Spell before Terraforming, you could at least still use it. Inferno Tempest however, will just sit in your hand or take up space on your side of the field.

 

Discard it with Hand Destruction, which also doubles as draw power, or something else? Besides, all you need is 1 copy in the grave and this monster on board; dead-drawn Tempests are small prices to pay for a win condition that can be easier to set up than even Exodia.

And if not Tempest, another Spell may find its way into abuse through this card. Really, I suggest not to skip the cost and activation timings of the Spell.

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