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[Adorabubble] Archaic Intellect


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Target 1 monster on the field: That monster gains 1000 ATK and DEF and is unaffected by other card effects until the End Phase; If that monster leaves the field, the opponent of the owner of that monster reveals the top 3 cards of their deck and adds 1 of the revealed cards to their hand, shuffle their deck afterwards.

 

CnC Please! Another of my "Use first art you see on DA" challenge :D

 

 

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Is the Duality penalty supposed to persist even after the protection wears off?

 

It's stronger than Lance, and can be used mostly risk-free during your own turn and during your opponent's turn from the Battle Phase onwards. Seeing as it works as a battle trap (but is still Chainable outside of attacks nonetheless), that works. As long as you know your opponent doesn't run Kaijus, anyway. And if you know your opponent can't make UTL on top that, then you can use Archaic Intellect free of risk, always. (Or close to it. It only gets close to infallible with a monster that is decently strong in base form.)

 

If the Duality penalty lasts forever, after using it in your own turn to avoid negation and holes, beat over stuff, and whatnot, you could always just Xyz Summon using the monster. Even Level 4 monsters have enough base ATK to make proper use of this card's ATK gain.

 

You're probably more likely to trigger the Duality effect for yourself, especially if you run Kaijus or UTL (and especially if the Duality penalty lasts forever). That said, this is one of the fairer interactions with this card imo. You could also make your opponent reconsider using a monster as Tribute/Synchro fodder, which is fine too. On the other hand I don't like how it works with Dark Law. Unlike Lance, this increases ATK so you don't even have to make the choice between protection against card effects vs battle, and just protects against much more in general.

 

Target 1 face-up monster on the field; until the end of this turn, it gains 1000 ATK and DEF, and is unaffected by other cards' effects. If that monster leaves the field [during this turn], its owner's opponent excavates the top 3 cards of their Deck, adds 1 of them to their hand, and shuffles the rest back into their Deck.

 

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Is the Duality penalty supposed to persist even after the protection wears off?

 

It's stronger than Lance, and can be used mostly risk-free during your own turn and during your opponent's turn from the Battle Phase onwards. Seeing as it works as a battle trap (but is still Chainable outside of attacks nonetheless), that works. As long as you know your opponent doesn't run Kaijus, anyway. And if you know your opponent can't make UTL on top that, then you can use Archaic Intellect free of risk, always. (Or close to it. It only gets close to infallible with a monster that is decently strong in base form.)

 

If the Duality penalty lasts forever, after using it in your own turn to avoid negation and holes, beat over stuff, and whatnot, you could always just Xyz Summon using the monster. Even Level 4 monsters have enough base ATK to make proper use of this card's ATK gain.

 

You're probably more likely to trigger the Duality effect for yourself, especially if you run Kaijus or UTL (and especially if the Duality penalty lasts forever). That said, this is one of the fairer interactions with this card imo. You could also make your opponent reconsider using a monster as Tribute/Synchro fodder, which is fine too. On the other hand I don't like how it works with Dark Law. Unlike Lance, this increases ATK so you don't even have to make the choice between protection against card effects vs battle, and just protects against much more in general.

 

Man i totally forgot about kaiju and xyz wow.... 

Duality effects lasts forever. I actually made it unaffected by card effects so you couldnt put it on an opponents monster and immediately trigger it but maybe that's actually the way to go.... hmmm

Thanks for review! Brought alot to my attention ^^

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This is a weird one.

 

If you just use it to push for game, it won't matter if your opponent gets to add cards, since they would have lost. If you use it recklessly, then it won't matter, because they can just get rid of the monster and get a free card. The problem is, it's not difficult to just use it when you need to push. Getting a monster on board that's unaffected by card effects is pretty crazy, especially since it usually eliminates the whole destroying it by battle option too. To say the least, this card would either be extremely powerful and a game-changer, or it would be a detriment to you, since you'd actually have to be winning in the first place in order to use it properly. This one would be hard to tweak because of these things. You could always have it lose the attack and remove the duality thing, but that would probably make it kind of boring.

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