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Black D'Sceptyr

Vendread Siege (Cuz this is Chiller, Chiller Night...)

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Ain't no chance to escape unless the Slayer wants a new fight....






They've come with mouths agape for your brain...










[spoiler=Vendread Siege: Info]

Continuous Trap Card


Lore: When this card is activated: You can destroy 1 Level 7 or lower Ritual Monster you control or in your hand, and if you do, banish 2 "Vendread" monsters from your Deck with different names whose total Levels exactly equal that destroyed monster's Level. The "Vendread" Ritual Monster(s) you control with the highest Level gains the effects of those banished monsters that a "Vendread" monster would gain by using them for a Ritual Summon (if any.) Once per turn, if you control "Vendread Nights": You can activate 1 "Vendread" Spell/Trap from your hand. You can only control 1 "Vendread Siege".




Slaughtering beloved pop songs while presenting over-leveraged support cards: That's the BD'S Guarantee.


ANYWEZ, this card essentially plugs a couple holes-in the Vendread's finicky Ritual Summoning game, their otherwise lackluster Spells, and of course, their lore. Specifically, just what commotion outside the contained area caused Revendread Slayer to go in like Leeroy in Vendread Nights.


How about something that allows him to quick-play spam-out Spells, their otherwise somewhat alright Traps, and that feeds the banished zone for Anima and Vendread Revolution? 

That's be worth jumping a wall over. 


Yes it's a Trap. But could you honestly say this card's usability would improve that much if it were a Spell? The surprise is what is the selling point, sometimes-ask Necro Fusion. 


Anyways, until the next card, reviews, revelry, you know the drill.


BD'S, signing off.

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This is really good. If I had to offer any critique, I'd say that this is a mid game card and doesn't do much if you don't have the resources.

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