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And the angel opened the 7th seal and...


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AngelO7LODT-EN-ScR-1E.png

This card is not the best in what it does, but it does in an unique way. Negating the activation of effects, but allowing you to use continuous effects is a good thing if you know how to use it.

I made a little list of how this card interacts with other cards.

[spoiler=little list]

It doesn't negate Wildheart, so your little Tarzan is still safe of traps.

It negates the effects of those big beatsticks usually played in Skill Drain (Goblin Attack Force, etc). But the difference is that your Spear Dragon will still have the piercing effect, without drawbacks.

It doesn't negate Jinzo, Silent Swordsman LV7 or Sky Scourge Invincil, so you can make a little lock with these (Note: Level up your Silent Swordsman before summoning this or this will negate the activation of the effect that summons the next LV.)

It negates the effect of Gellenduo that self-destroys it, but doesn't negate the effect that makes it immune to destruction by battle, that gives you a good defending beatstick.

It prevents the spirit monsters to return to the hand. (Note: It also negates the other effects of the spirits, so if you want to use those with this card, use one with a good continuous effect, like Asura Priest.).

It prevents those annoying things that scape of Skill Drain, like Stardust Dragon, Honest, Gorz, Doomcaliber Knight, Exiled Force and Mezuki.

It allows you to summon your Chimeratech Fortress Dragon without losing field advantage.

It prevents the destruction by its own effects of cards like the Majestic Mechs, Malevolent Mech or Mist Archfiend.

It turns Brionac, Enrise, Norleras, Chaos Sorcerer, Dark Armed Dragon and Judgment Dragon into mere beatsticks.

It prevents your LOLNeos Fusion monsters to return to the extra deck by their own effect (Note: Also prevents the other effects, so use cards with continuous effects like Air Neos and Flare Neos.

It negates the effects of Flip Monsters

It lols at Light and Darkness Dragon, Neo Spacian Grand Mole and the Monarchs.

It kills Vayu.

Kills most kinds of kuribohs.

Spellcasters still gains spell counters and still get the ATK boost for those counters.

Crystal Beasts are not placed on the S/T zone by their own effects.

Negates all the effects of the Sacred Beasts, except the Atk boost of Uria and Armytael.

The original Batterymen are unnafected.

Kills Dark World effects.

 

 

Those are just some of the effects that come to my mind. There are others, like negating monsters like mystic tomato and sangan, but I don't remember it now. So... How about making a deck around this card?

 

I just wanted to write something to practice my english redaction. I did well?

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Is this out? Because I'm half way through a DAD deck, and I don't want this being pulled on me.

 

IMO, it is mainly something you want to put in your deck as a counter to effects.

 

As for a deck build, what kind of offensive strategies would it have besides attack?

 

Also, I'm pretty sure it won't let GB's tag out, and LS's mill.

 

It's a good card that could do damage if put out there, but I don't know about an effective deck build.

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Guest JoshIcy

I'm thinking Arcana Force... But they need their effects.

Unless this card dodges them? Otherwise no.

 

Not techable in Counter Fairies, LOL ><"

 

Umm... So yeah. Maybe in some kind of Anti-Meta deck that uses Cost Down?

Otherwise, I don't see a valid use for this.

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Bond. James Bond. Well, almost then.

 

Grrrrr, it would have been so much better if the 7th star isn't in the way.

 

On the bright side, it does stop monster effects everywhere, while commonly run cards stop effects only in specific zones.

 

Umm... So yeah. Maybe in some kind of Anti-Meta deck that uses Cost Down?

 

Star Blast needs more love. Well, not really.

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It prevents the destruction by its own effects of cards like the Majestic Mechs' date=' Malevolent Mech or Mist Archfiend.[/quote']

Angel 07 = Skill Drain variant

 

The original Batterymen are unnafected.

Of course, sence they have continuous effects.

 

Oh, and this card keeps Mirage Knight on the field ;)

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Let's organize your little "points" in three categories. Things that Skill Drain can already do, totally useless things, and useful things.

 

Things Skill Drain already takes care of.

 

It doesn't negate Wildheart' date=' so your little Tarzan is still safe of traps.

It prevents the spirit monsters to return to the hand.

It allows you to summon your Chimeratech Fortress Dragon without losing field advantage.

It prevents the destruction by its own effects of cards like the Majestic Mechs, Malevolent Mech or Mist Archfiend.

It turns Brionac, Enrise, Norleras, Chaos Sorcerer, Dark Armed Dragon and Judgment Dragon into mere beatsticks.

It prevents your LOLNeos Fusion monsters to return to the extra deck by their own effect

It negates the effects of Flip Monsters

It lols at Light and Darkness Dragon, Neo Spacian Grand Mole and the Monarchs.

Crystal Beasts are not placed on the S/T zone by their own effects.

Negates all the effects of the Sacred Beasts.

[/quote']

 

Useless Functions

 

It negates the effects of those big beatsticks usually played in Skill Drain (Goblin Attack Force' date=' etc). But the difference is that your Spear Dragon will still have the piercing effect, without drawbacks. [b']You lose two tributes and a Normal Summon so Spear Dragon can pierce. Your opponent'd have to be pretty bad to allow you to still have a Spear Dragon afterwards.[/b]

 

It doesn't negate Jinzo, Silent Swordsman LV7 or Sky Scourge Invincil, so you can make a little lock with these (Note: Level up your Silent Swordsman before summoning this or this will negate the activation of the effect that summons the next LV.) Good luck getting all of those out.

 

(Note: Also prevents the other effects, so use cards with continuous effects like Air Neos and Flare Neos. ...Really?

 

Kills most kinds of kuribohs. Read this to yourself and think it over for a sec.

 

Spellcasters still gains spell counters and still get the ATK boost for those counters. Spellcasters and double-Tribute Fairies don't mix, and the main use for Spell Counters is conversion into advantage, tricky to do when they can't use their effects. Two Tributes for ATK boosts from Spell Counters for completely unsupporting monsters won't work efficiently.

 

The original Batterymen are unnafected. The original Batterymen already have enough set-up problems as is. Throwing in a double-tribute Fairy'll gain you nothing but another dead draw to worry about.

 

Kills Dark World effects. Cool kids side against Dark World.

 

It prevents those annoying things that scape of Skill Drain, like Stardust Dragon, Honest, Gorz, Doomcaliber Knight, Exiled Force and Mezuki. Had it occured to you that these monsters might be useful in YOUR line-up if you're running Skill Drain?

 

Useful things that Skill Drain can't do.

 

It kills Vayu.

 

Is that worth losing two Tributes and a Normal Summon? Couldn't you just use IIW' date=' D-Fissure, or one of the countless others that can also kill Vayu?

 

[b']Resolution[/b]

 

Garbage card.

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