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Raigeki Flash


drcrisis

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IT'S.  IT'S.  Trash.  Raigeki Break outclasses this by a mile, and even that is mediocre at best.  Plus, Lightning Vortex has the same exact cost and playability as this card but is far more destructive, but even THAT doesn't see play.  Food for thought.  First thing I'd do is get rid of all of the restrictions.  They're not necessary.

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-2 me

-1 opp

Total: -1 me

 

Why would I ever want to use this? As if being a discard cost and being a -1 wasn't bad enough, I also lose my ability to Special Summon and use other Spell Cards for a turn.

 

The card doesn't aid any deck in any way and would only serve to bog the deck down or winmoar. Remove the inability to Special Summon/use Spells and the card is at least realistic, albeit still unplayed, but at least it wouldn't be useless like as-is.

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Sora sort of summed up my thoughts and there really isn't much else to say about this card as this card is so simple. Remove the cost and one of the restrictions or you could lower the restriction(s) (e.g. you can only Special Summon 1 monster this turn). Then, it could possibly see play. Otherwise, it's just trash. Toilet paper. Tree-slayer.

 

Best idea would be:

 

Destroy 1 card on the field. You can only Special Summon 1 monster the turn you activated this card.

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[quote name="♥ D.A._Siegfried ♥" post="6137336" timestamp="1360102415"]Welp, everyone else has summoned up what this card does.   How about you keep the cost but have negate the effect of the card it destroys until the end phase of that turn. Also make it a quick-play. Those changes alone would make this card more viable but still a -1 but possible a good -1.[/quote] What would negating the effect do, though? Are you saying we should give it super poly clause?

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Raigeki Break can be played as a 0 by chaining it to an effect that would destroy it, and so can Phoenix Wing Wind Blast. Being a Quick-Play doesn't change that. This has 2 major advantages over Raigeki Break: you can activate it the turn you draw it, and you can chain it on your turn (to something like Fiendish Chain or Abyss-sphere). But since you can't use other Spells or Special Summon the turn you use it, you'd have to play defensively anyways.

 

So the main draw of this card over Raigeki Break, to clear the opponent's field for a push, doesn't work because of the restrictions.

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[quote name="♥ D.A._Siegfried ♥" post="6137419" timestamp="1360106496"]It'd stop sangan, reduce zenmains to a vanilla even if it stopped it's destruction. Can counter myst, bottomless, ect.[/quote] Then it'd have to say "on the field and in the graveyard" to stop sangan/card trooper/etc. I think. Although that sort of buff might be a decent idea. [quote name="Blaster Black" post="6137399" timestamp="1360105087"]It's still awful. Being a Quickplay doesn't change how awful it is.   It'd be better if you removed the restrictions, because it'll still be a -1.[/quote] Definitely agree with this. You can't just slap the quick play label on a spell and expect everything to be ok.

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It is outclassed by so many things. Soul taker, lightning vortex, etc. Sure it's a quick spell, but it has too many negatives to be useful. Remove the summon and spell negation. Put a super poly clause on the card then it'll be better. So basically what the people said up there. 

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