CrabHelmet Posted December 14, 2008 Report Share Posted December 14, 2008 When the Position of a monster is changed' date=' place 1 Deform Counter on this card. All "Deformer" monsters gain ATK equal to the number of Deform Counters on this card x 300. When this card on the field is destroyed and sent to the Graveyard, you can Special Summon 1 "Deformer" monster from your Graveyard.[/quote'] It's nice that Konami has finally noticed that Field Spells are hideously vulnerable to removal; of the four most recent Field Spells, two have effects to help protect themselves from destruction, and two replace themselves when destroyed. Unfortunately, they seem to have moved away from the lesson they learned when they made Ancient City - Rainbow Ruins of giving Field Spells effects that aren't just lolatk; of the four Field Spells I mentioned, only one (Gear Town) has an effect outside of its destruction-related effect that gives something other than an ATK boost, which is part of why the ones that merely self-protect instead of self-replacing are basically worthless, since they just don't do anything. Of course, people primarily use Gear Town for its Special Summon effect anyhow. Anyhow, discuss this card. Link to comment Share on other sites More sharing options...
Skuldur Posted December 14, 2008 Report Share Posted December 14, 2008 Magical Hats, maybe? Link to comment Share on other sites More sharing options...
CrabHelmet Posted December 14, 2008 Author Report Share Posted December 14, 2008 Magical Hats' date=' maybe?[/quote'] That's the obvious answer. Of course, Special Summoning 2 Deformers from the Graveyard doesn't have quite the same feel as Special Summoning 2 Ancient Gear Gadjitron Dragons from the deck, especially since you need to dump them in the Graveyard first (not to mention that they don't exactly have 3000 ATK each). Link to comment Share on other sites More sharing options...
Zeppeli Gyro Supreme Posted December 14, 2008 Report Share Posted December 14, 2008 On topic of the card itself, it's iffy. I'm assuming that its effect activated when a monster is Flip Summoned as well, so it could gain some support that way. But I don't think even with this support that Morph monsters will be able to do much of anything. Morph monsters have some okay combos between one another, but all try to accomplish things in a different way, and they don't seem to like to be able to attack all the time, being that most of their better effects activate while in defense. Therefore, this card's best use will probably be its second ability. On topic of the current Field Spells now. While I don't feel that Field Spells should have only abilities to increase ATK, that is a pretty fundamental way of increasing the power of a Type, Attribute, or Archetype. Monsters like the Dark Scorpions especially would appreciate some ATK increases, though maybe only situationally because with their lower ATK values they also have more cards that can be used with them. But that's not all that a Field Spells these days should provide. While Dark Scorpions would become a slightly more usable Archetype with situational ATK/DEF increases, they obviously don't want to only concentrate on that. They need more than just ATK to make people want to play them more. Players can take advantage of their abilities nowadays. So when they have a Field Spell, it should also help their Archetype's theme in some way or another, like disabling your opponent from using cards in their Graveyard (as an example). But more importantly than assisting the theme, the Field Spell should be able to be on the field for a few turns. Otherwise you just put this crappy 200 ATK increasing card in your deck for nothing. At least if you are going to lose the card, you should get something in return to make it worthwhile to place it on the field. At least, this is how I feel about it. Old Field Spells were very terrible, and we definitely need new, better ones if we're going to keep them alive. Link to comment Share on other sites More sharing options...
Abstract [Atrocity] Posted December 14, 2008 Report Share Posted December 14, 2008 well, on the subject of lolATK, i was running this and got an easily +1500 in two turns, a couple more turns and you could have something dangerous, although it's easy to stop.Geartown is better, but the Deformers aren't bad. Link to comment Share on other sites More sharing options...
Phantom Roxas Posted December 14, 2008 Report Share Posted December 14, 2008 Well, the art sure shows that someone had their expedition planned out. Link to comment Share on other sites More sharing options...
Blue Lightning Posted December 14, 2008 Report Share Posted December 14, 2008 Its called Deformer Field and yet they are scattered on a map. On the card itself, This card self-replaces, thats good. And, It also works with this: Magical Hats Windstorm of Etaqua/Zero Gravity/Enemy Controller/Book of Moon, etc.. And, obviously, Deformers. Link to comment Share on other sites More sharing options...
Exiro Posted December 14, 2008 Report Share Posted December 14, 2008 It's nice that Konami has finally noticed that Field Spells are hideously vulnerable to removal; of the four most recent Field Spells' date=' two have effects to help protect themselves from destruction, and two replace themselves when destroyed. Unfortunately, they seem to have moved away from the lesson they learned when they made Ancient City - Rainbow Ruins of giving Field Spells effects that aren't just lolatk; of the four Field Spells I mentioned, only one (Gear Town) has an effect outside of its destruction-related effect that gives something other than an ATK boost, which is part of why the ones that merely self-protect instead of self-replacing are basically worthless, since they just don't do anything. Of course, people primarily use Gear Town for its Special Summon effect anyhow.[/quote'] Where did Endymion go? Anyhow' date=' discuss this card.[/quote'] Good Deformer decks will rarely change their battle positions, so it ain't that effective. Magical Hats' date=' maybe?[/quote'] That's the obvious answer. Of course, Special Summoning 2 Deformers from the Graveyard doesn't have quite the same feel as Special Summoning 2 Ancient Gear Gadjitron Dragons from the deck, especially since you need to dump them in the Graveyard first (not to mention that they don't exactly have 3000 ATK each). I lol'd. Link to comment Share on other sites More sharing options...
CrabHelmet Posted December 14, 2008 Author Report Share Posted December 14, 2008 Where did Endymion go? The same place as Secret Village of the Spellcasters. Of course, Endymion comes with a self-protection effect, and Secret Village's spell negation could be seen as a form of self protection. Link to comment Share on other sites More sharing options...
Megaworm Posted December 14, 2008 Report Share Posted December 14, 2008 Field cards are pretty much dead. they can't be activated in a big good chain, and there is only one place to put them, since they can't be placed in the Spell/Trap Zones, so they need to make field cards that make their one space matter. Perhaps a variant or Royal Decree or Infinite Dismissal. Perhaps a deck-rapist or hand destroyer. Link to comment Share on other sites More sharing options...
Tabris Posted December 14, 2008 Report Share Posted December 14, 2008 Morphtronics are bad, and this card is too... so... Link to comment Share on other sites More sharing options...
tonisanoob Posted December 15, 2008 Report Share Posted December 15, 2008 ----^ your horribly wrong :D deformers are actually a hidden archtypenone uses them bcos they look gay but are in effect VERY toolboxy Link to comment Share on other sites More sharing options...
Spiff! Posted December 15, 2008 Report Share Posted December 15, 2008 Stumbli- OMG.O.M.G.Labyrinth of Nightmare+This.(Rocks in a corner with a delirious smile) Link to comment Share on other sites More sharing options...
iAmNateXero Posted December 15, 2008 Report Share Posted December 15, 2008 Clown control into the 2 Attacker Deformer for game? I guess its okay, the deformer's need to get better. Link to comment Share on other sites More sharing options...
Lemniscate Posted December 15, 2008 Report Share Posted December 15, 2008 This card doesn't neccessarily apply to Deformers. I wonder what other decks could be built though? Link to comment Share on other sites More sharing options...
Zeppeli Gyro Supreme Posted December 15, 2008 Report Share Posted December 15, 2008 This card doesn't neccessarily apply to Deformers. I wonder what other decks could be built though?If you want to use it effectively at all, you better be running Deformers of some number greater than 0 o.O Link to comment Share on other sites More sharing options...
werewolfjedi Posted December 15, 2008 Report Share Posted December 15, 2008 Where did Endymion go? The same place as Secret Village of the Spellcasters. Of course' date=' Endymion comes with a self-protection effect, and Secret Village's spell negation could be seen as a form of self protection.[/quote'] although, seeing as there are few remove from play effects that can target field spells (at least on the field), endymion is going nowhere fast. but village forces traps or creature effects to be used on it, both of which take up more than a spell destruction. traps have to wait, and you only get 1 normal summon a turn, so you are forced to s. summon when you may not want to. on the topis itself though,field spells need to do more, or at least somthing unexpected. what would you like to see a field spell do? Link to comment Share on other sites More sharing options...
CrabHelmet Posted December 15, 2008 Author Report Share Posted December 15, 2008 Where did Endymion go? The same place as Secret Village of the Spellcasters. Of course' date=' Endymion comes with a self-protection effect, and Secret Village's spell negation could be seen as a form of self protection.[/quote'] although, seeing as there are few remove from play effects that can target field spells (at least on the field), endymion is going nowhere fast. How many of those are there? The only one that readily comes to mind is Caius, and Caius is only ever run at 1 and isn't searchable. There's also 2 PWWB, if the opponent feels like -1'ing themselves to spin it. field spells need to do more' date=' or at least somthing unexpected. what would you like to see a field spell do?[/quote'] Ancient City - Rainbow Ruins is an excellent example of a Field Spell that supports its theme. Gear Town ends up being better used for Magical Hats into 2 Gadjitron than as regular Ancient Gear support, while the Lightlord and Gladial Field Spells, despite being able to self-protect, are terrible. The Spellcaster Field Spells are also fabulous. Link to comment Share on other sites More sharing options...
Zeppeli Gyro Supreme Posted December 15, 2008 Report Share Posted December 15, 2008 Snipe Hunter is also used. I was going to make a thread about something, but then I looked at the deck lists to make sure, and he was used in a lot of them that I saw. But other than DAD, the Glad's guy, Lyla, Caius, and Snipe Hunter, I don't think there are much others. Link to comment Share on other sites More sharing options...
werewolfjedi Posted December 15, 2008 Report Share Posted December 15, 2008 Snipe Hunter is also used. I was going to make a thread about something' date=' but then I looked at the deck lists to make sure, and he was used in a lot of them that I saw. But other than DAD, the Glad's guy, Lyla, Caius, and Snipe Hunter, I don't think there are much others.[/quote'] and that is my point on the village, you have no choice but to do it that way, and that means I can prepare for it. and on crab's point, would this be a good theorical field spell? cloud of peace when a cloudian monster is in battle, redirect all damage from that battle to your opponent. if this card would be destroyed, you may remove 3 cloud counters (or whatever that theme uses) from the field instead. if this card is removed from the field by the opponent, you may summon 1 "cloudian" monster from your deck, hand or graveyard. Link to comment Share on other sites More sharing options...
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