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Tyranno Negativity


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[spoiler='Lore']This card gains 400 ATK for each Dinosaur-Type monster in your Graveyard. If this card is destroyed by battle and sent to the Graveyard: You can banish this card; send 2 Dinosaur-Type monsters from your Deck to the Graveyard OR banish 2 Dinosaur-Type monsters from your Graveyard to Special Summon this card in face-up Defense Position.[/spoiler]

 

Obvious support and counterpart to Tyranno Infinity. I always liked the card. And Konami creates all these indirect support to old cards and such, so I gave it a try.

The good thing about this card is that it's its own beatstick, but when it's destroyed, it banishes other dead dinosaurs to revive itself. Although its ATK gets weaker, it sets up more banished monsters to massively boost Tyranno Infinity's ATK. 

Bad thing is that it's Special Summoned in DEF. And it has to be destroyed by battle. Thoughts?

 

EDIT: Fixed the wording (and quantity) for its ATK gain that Gadj pointed it out. I also added an effect via newhat's suggestion.

 

EDIT: I took newhat's suggestion to actually give it a real drawback so it doesn't revive itself over and over by making it banish itself to send dinosaurs to the Graveyard. Also lowered the ATK gain now to 400ATK per monster instead of 700.

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Uh, why does it boost itself according to Fiend-Type monsters? I'll assume it was intended to boost off other Dinosaurs.

 

Negativity is pretty interesting, but the problem is that, discounting the opponent's monsters, it has rather mediocre ATK through and through, only reaching okay ranges (2000 ATK) when you have a full field of Dinosaurs. It's cannon fodder at this rate.

 

I would recommend raising the boost to 800-1000 instead so that it can hold its own without needing you to field too many Dinosaurs. It getting a boost off the opponent's monsters should be treated as icing on the cake.

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Tyranno Infinity has a combo with Skull Lair and Babycerasaurus. While this is a single card, it is far less efficient and rewarding than that combo. The hard part about getting Tyranno Infinity to work is filling up your Graveyard, not the banishing, and this doesn't help with that.

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Isn't the Image "The World Eater" from that one movie called "Dragon Hunters"?

Anyway, The Card seems to be fairly well balanced for a supporting card for Tyranno Infinity. I can easily see myself using this card, if i had a dinosaur deck.

One such combo i predict is 

"Tyranno Negativity" is destroyed

Activate "Call of the Haunted" or other such effect

      Or

Summon "Tyranno Negativity"

Equip "Mist Body" to It

that alone would prevent its destruction for atleast one more turn.

Also, where does it say to special summon in defense position? Maybe i'm just being an idiot, but i can't see where it says to special summon it in defense position.

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That last wording implies banishing is a cost and although I'm not usually picky on lores, that interferes with Problem Solving Card Text.

It is easily fixed by:
-Changing "to" for "and" to make them simultaneous actions.

-Changing "to" for ",then" (comma included) to make them a sequence without making it a cost.

-Getting rid of the "OR" and make it 2 effects with bullet points, but we know the card maker can't handle that so, yeah...

 

I find it a bit situational that it is both a potential beater and a monster that works when destroyed by battle.

I think destroyed by an effect at this point is more likely to happen. I mean, I made a Dinosaur Deck not that long ago that actually used Ultimate Tyranno (more of a tech boss actually, not the focus) and ran on Babycerasaurus as an engine. It was more smooth to trigger than people thought. Also, your Dark Hole and Torrential plays would be beautiful letting this card revive itself and giving you draws off of Supply Units. Also, Dinosaurs don't have much support for actually banishing stuff, I used a copy of Soul Release and a copy of Survival Instinct and depended on lucky draws with them; that should say something. Not to mention they don't per say work early game nor do they have any synergy with the deck at all.

 

The deck might not be worth noting in the radar, but it is at least functional enough. If very well Dinosaurs don't tend to fill up the Graveyard quickly, this card is enough of a tech to help Tyranno Infinity become a little more viable, at least.

 

All in all, I like it.

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The "send Dinosaurs from Deck to Graveyard" effect is not OK because it doesn't have a real cost, and in combination with the ATK gain effect, this card gains a lot of ATK very fast. You can Summon it with 0 ATK, ram into a stronger monster, mill two Dinosaurs to revive it, ram it into a stronger monster again, etc. until it has 2100+ ATK.

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The "send Dinosaurs from Deck to Graveyard" effect is not OK because it doesn't have a real cost, and in combination with the ATK gain effect, this card gains a lot of ATK very fast. You can Summon it with 0 ATK, ram into a stronger monster, mill two Dinosaurs to revive it, ram it into a stronger monster again, etc. until it has 2100+ ATK.

Hmm true, you are right.

Also, he's only 300 ATK per card short in power from Tyranno Infinity itself, in exchange for not needing to jump through hoops with banishing your dinnos. Pretty much renders Tyranno Infinity useless to run, instead of being a support option. Not to mention now that I think about it I didn't factor the increased speed of filling up the Graveyard from its other effect...

For the sake of balance, intended purpose, and more fair card design, it probably needs to reduce the Graveyard sending effect to 1 Dinosaur only, and lower its own boost to troubling lows (since even half the boost of Infinity would mean this card can touch the 4000's with relative consistency). It is probably better off just having a set unchanging ATK that could put it on the "decent beater" standard....

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