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Comparison: Plasma vs Sapphira


ShadowKyogre

Who's better (plz comment for reasons)?  

1 member has voted

  1. 1. Who's better (plz comment for reasons)?

    • Plasma hands down!
      5
    • Sapphira hands down
      3
    • What's the point, they're almost the same?
      0
    • Neither, they are equal.
      0


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Okay, if this doesn't belong here, it might be in the TCG. Anyway, how does Plasma, the original Monster-negating monster, fair with Sapphira, who can do a bit more under some circumstances? Who would be better and why?

 

42434pc6.jpgDestinyHero-PlasmaCT04-EN-ScR.jpg

 

Sapphira: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 3 monsters. This card cannot be destroyed by battle. You can send 1 card from your hand to your Graveyard to place 1 Divine Venom Counter on 1 face-up monster. Monsters with Divine Venom Counters have their effects negated and cannot attack, except for this card. When this card destroys a monster by battle, increase its ATK and DEF by half of the destroyed monster's original ATK and DEF.

 

Plasma: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 3 monsters you control. Once per turn, select your opponent's monster and equip it to this card. (You can only equip 1 monster at a time to this card.) This card gains ATK equal to half of the ATK of the equipped monster. While this card is face-up on the field, negate all the effect of face-up Effect Monsters your opponent controls.

___

And yes, I do know Plasma is disproportionately large to the YCM card I'm comparing it with.

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Basically, I would rather use a Level 8 DARK Nomi that has as many Draw engines as possible (like Plasma or Dogma) or one that is a field nuker (like Demise or Norleras).

 

Draw engines significantly increase your chances of winning. I say the more the better.

 

Ignoring Draw Engines then.

 

Lets look at the cards on an individual basis.

 

Plasma:

 

Negates Monster effects while face-up as long as it has been summoned.

Good Archetype support that makes it possible to easily summon.

Has a very good Fusion Monster (one of few that is good that doesnt have an archetype-devoted card (like E-Heroes with Miracle Fusion) but has Fusion Gate and Chain Material which makes that card very broken).

The monster snatching effect can easily make up for the loss of advantage from Tributing 3 Monsters to summon it.

 

Sapphira:

 

Is a Semi-Nomi meaning it can be Special Summoned from the Graveyard if summoned properly before-hand. It is a distinct advantage over Plasma.

Can be used for Dark Gaia (it is a Fiend so it could).

Cant be destroyed in Battle (both good and bad at the same time. Good because it can double as a staller but bad because you basically give Gladiator Beasts a free tag out).

Situational compared to Plasma.

Loss of advantage to activate the effect really stacks up combining it to the fact it needs 3 Tributes.

Gets stronger for each time when it destroys a Monster. Being able to run over big Monsters is a very good thing.

 

I still prefer Plasma since its effect is practically straight forward.

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There's one thing that I forgot to mention. Dark Armed Dragon and Judgment Dragon's effects can easily wipe out Sapphira since both of them have extremely powerful destruction effects that makes Sapphira's inability to be destroyed in battle and her huge ATK potential pointless. Judgment Dragon and Dark Armed Dragon's effects are usually used as soon as they hit the field.

 

Plasma stops this since he negates their effects immediately. That means, no field nuking for JD and no all purpose removal for DAD. They are basically forced to run over Plasma by attacking it. Attacking before using the effects if needed is most of the time not a smart move but they either take a chance or get sucked up by Plasma next turn. A well timed Mirror Force stops them dead in their tracks in this circumstance (normally, Mirror Force is rendered useless because of its lack of chainability). Raigeki Break and Threatening Roar are other good options to protect Plasma from battle destruction. Threatening Roar makes your opponent lose a Battle Phase which is needed to beat Plasma in battle and Raigeki Break well, a dead monster cant attack now can it.

 

Basically, both have their strengths and weaknesses over one another. Plasma's immediate effect negation is very significant since DAD and JD are some of the hugest threats to any Deck.

 

Then again, being able to run over big Monsters (like DAD and JD, provided you can survive their attacks) is also a good thing.

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Say you are able to survive the attacks from JD and DAD.

 

It isnt impossible to spring 3 Tributes to the field. It is actually rather easy to do.

 

A Machine with 500 ATK or less + Machine Duplication. Instant 3 Tributes for Saphira's Special Summoning. Summon Sapphira. Instead of a -3, you basically -1 since you are really using Monsters from the Deck for the Special Summon. Good 500 ATK or less Machines include Cyber Valley (3 versatile effects, basically choose the one that is best for that situation) and Jinzo #7 (Allureable). Use Shrink to cut the DAD or JD in half so it is possible to run over that Monster and avoid any Damage. Attack that monster, use the effect to place the Divine Venom counter onto that Monster in-case of an opposing Waboku. Once the effect is negated, DAD or JD (whichever one is on the field) is basically a huge beatstick and nothing more if it survives. Shrink is optional though. Its not really like you have to use it. I would however use Shrink for an additional boost that can turn 2000 ATK into 3400 or 3500 ATK.

 

To run weak Machines effectively, some good draw power is needed to get a Machine and the Machine Duplication to your hand as soon as possible.

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