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Summon Breaker


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SummonBreaker-MP14-EN-C-1E.png

 

Remember that part of Luigi's Mansion where a lightning attack blacked out the house, and you needed to capture a certain ghost that held the key to the breaker room?

 

That's this card.

 

Anyways, seems pretty effective against decks that summon a lot, which is quite a few this format. Can you guys think of any decks this could be a great side against?

 

Discuss.

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Question:
If a player Summons twice and then Demise of the Land brings this card out before the third one, does it still count as the third Summon or does it only count the Summons that happened while it was in play?

I'm guessing the first option would apply but would not be surprised if I heard otherwise.

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Question:

If a player Summons twice and then Demise of the Land brings this card out before the third one, does it still count as the third Summon or does it only count the Summons that happened while it was in play?

I'm guessing the first option would apply but would not be surprised if I heard otherwise.

 

Taking into account the rulings on Summon Limit (the card with the closest effect to this one, as far as I know), which does count the Summons already performed during the turn and before the Trap Card was activated, plus considering that this card specifically applies after the third Summon of the turn and apparently disregarding if this card was present or not during the previous Summons (as in, this card being activated after the second summon of the turn won't change the fact that said Summon was still the second one of the turn, if that makes sense), then yes, this card should also count the previous Summons, unless Konami drops a BKSS/exception ruling.

 

 

That aside, I cannot but compare this with Summon Limit: On one hand, Summon Limit's restriction is more harsh, but is not as searchable as this one. On the other hand, this is searchable by Terraforming and the aforementioned Demise of the Land, plus it gets other Field Spell support, but the restriction is more flexible, giving the opponent the chance of playing around it.

 

Regarding this card as a side for this current TCG format, I don't think it would be really effective since Pendulums can more or less play around it as Black explained, I suppose Kozmos can reserve their pilot effects and floating Summons for the Battle Phase anyway, and I believe Infernoids can more or less moderate their Summons as well and 2 Summons should be enough for them to keep pushing, at least from what I have seen; you would only be harming Yang Zings and rogue decks. You may be better off with Summon Limit... as long as your own deck isn't badly hindered by it, and even then, there should be better cards to side than Summon locks.

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