Guest Posted July 6, 2014 Report Share Posted July 6, 2014 This card can be Special Summoned from your hand by removing 1 "Summon Skull" card in your Graveyard from play. When this card is removed from play, you can Special Summon 1 "Summon Skull" that is removed from play to your field and it gains 800 ATK for every "Skull Armonite" that is removed from play. This card cannot be Normal Summon or Set. This card can only be Special Summoned by removing 5 cards in your Graveyard and 5 Spell/Trap cards in your hand from play. This card gains 300 ATK for each card that is removed from play. As long as you have 1 "Summon Skull" and 1 "Skull Armonite" that are removed from play, this card gains 800 ATK for each "Summon Skull" and "Skull Armonite". You can negate card effects that target this card by adding 1 "Summon Skull" or "Skull Armonite" that is removed from play to top of your Deck. Strategy wise, this card needs Skull Armonite to be removed from play first before Summon Skull, so Skull Armanoid can inherit it's 2nd special ability which is temporary immunity to card affects. Hope you enjoy :) Link to comment Share on other sites More sharing options...
krakonfour Posted July 6, 2014 Report Share Posted July 6, 2014 This card can be Special Summoned from your hand by removing 1 "Summon Skull" card in your Graveyard from play. When this card is removed from play, you can Special Summon 1 "Summon Skull" that is removed from play to your field and it gains 800 ATK for every "Skull Armonite" that is removed from play. So as many times per turn as you want, you can get a 3300 attack beatstick with no restrictions other than having the cards? Then, if you do the combo with, god forbid, TWO Armonites, you get up to two 4100 attack cards on the field? Also, level 5/6 cards should not have over 2500 atk, so 2800 atk is a bit broken. This card cannot be Normal Summon or Set. This card can only be Special Summoned by removing 5 cards in your Graveyard and 5 Spell/Trap cards in your hand from play. This card gains 300 ATK for each card that is removed from play. As long as you have 1 "Summon Skull" and 1 "Skull Armonite" that are removed from play, this card gains 800 ATK for each "Summon Skull" and "Skull Armonite". You can negate card effects that target this card by adding 1 "Summon Skull" or "Skull Armonite" that is removed from play to top of your Deck. Many errors. First off: You remove ANY 5 cards from your graveyard? That's very broken by itself, since we have cards like Soul release that do that. The condition for removing 5 S/T in your hand is broken in the other way: it is practically impossible to bring this card out with this condition. Never will you have 5 S/T in your hand, and if you did have a deck that allowed you to get this type of hand consistently, then it will be damn near impossible to get THIS card in your hand in the first place. After those two ludicrous conditions are met, you get a... 3000 attack monster? That's a lot for something with zero protection that just cost you your entire hand. If you want to get more than 3000 attack, you need to have BOTH a Normal monster in your banished zone, and a monster that can only be summoned by banishing that monster, and can only be banished if you have another effect that banishes it, which I presume is going to be done with Armanoid's effect. Let me recap: 5 cards in the grave 5 S/T in your hand 1 non-searchable Normal Monster, sent to the grave and banished 1 Skull Ammonite that got sent to the grave, then banished Result: Lvl 8 beatstick with 4600 attack. Umm... Lvl 8 monsters shouldn't have over 3k atk, 4600 is for the lvl 10+ cards. And finally... it's "Summoned Skull", not "Summon Skull". Link to comment Share on other sites More sharing options...
Guest Posted July 6, 2014 Report Share Posted July 6, 2014 Armonite has potential to exceed it's level, it doesn't have to be above level 8 and that's why it's summoning conditions is ridiculous cuz it has overpowered ATK and temporary immunity to spells, so it's balanced. And idk where you going with 2800 ATK, cuz Armonite has exact level and ATK and DEF as it's brother "Summon Skull" and what are odds of having "Summon Skull" in graveyard, it's possible but takes well prepared deck and strategy, so special summoning Armonite isn't that straightforward, plus the odds of Armonite even getting removed from play aren't casual odds, this card is useless with unprepared deck, it's meant to be best support to summon skull and it's power reaches just the end of overpowered boundary. Link to comment Share on other sites More sharing options...
Dragonawsed Posted July 7, 2014 Report Share Posted July 7, 2014 Armonite has potential to exceed it's level, it doesn't have to be above level 8 and that's why it's summoning conditions is ridiculous cuz it has overpowered ATK and temporary immunity to spells, so it's balanced. Balanced? This card is an perfect example of what players want over what they could actually use. This card is insanely powerful because that it has the ability to special summon an monster equal to itself and boast it to overwhelming heights. 800 ATK is to much for an monster that has well enough power at level 5/6. And idk where you going with 2800 ATK, cuz Armonite has exact level and ATK and DEF as it's brother "Summon Skull" and what are odds of having "Summon Skull" in graveyard, it's possible but takes well prepared deck and strategy, so special summoning Armonite isn't that straightforward, plus the odds of Armonite even getting removed from play aren't casual odds, this card is useless with unprepared deck, it's meant to be best support to summon skull and it's power reaches just the end of overpowered boundary. First off, I may not be the best with grammar but look at this, a LOT of commas. Second, foolish burial gets the trick done to put ANYTHING in the grave as well as dark grepher, armageddon knight or the new kuribandit. And you can easily banish monster thanks to chaos cards. Lastly, have you play yugioh lately... everything about having one or two strategy that go all in, and with this set of cards, its no different. I could easily add these cards into archfiends or darkworld. Link to comment Share on other sites More sharing options...
Guest Posted July 7, 2014 Report Share Posted July 7, 2014 I made Armanoid have ridiculous summoning conditions since it's the ultimate card in summon skull deck, however once it summon it has balancd effect, 300 ATK for each card remove from play and 800 ATK if you lucky to assemble summon skull or Armonite to be removed from play, it's only immune to card effects equal to number of summon/skull Armonite you return to top of your deck, so it does lose 800 ATK each time. Link to comment Share on other sites More sharing options...
Guest Posted July 7, 2014 Report Share Posted July 7, 2014 And sorry I meant "Armanoid has the ability to exceed it's own ability". I do agree Armanoid is slightly overpowered but it's worth it, since summon skull deserves strong cards Link to comment Share on other sites More sharing options...
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