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Pendulums for "weaker/older" archetypes?


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So I was at locals the other day, and ran into someone who is a regular. We talked for a bit, I mentioned Aster/Edo is coming back in the anime, and he just says "Just let HEROs die already." Then we joked next thing you know, they'll make HERO Pendulums, and he said how much more useful some cards would be if they had Pendulums, like Ice Barriers, since a decent number of them focus on multiple cards on the field, or Arcana Force, and I thought "Maybe a Pendulum Effect that let you re-toss a coin for an Effect".

 

So I looked around for a bit, and found of the non-Pendulum archetypes that exist, the only archetypes that are before Arc V, and have AT LEAST 2 Pendulums are Crystal Beasts and Symphonics.

 

 

I don't know if this topic even would go here, if not, a mod could move it, if they want.

 

 

So what archetypes could poentiall benefit from having Pendulums, and what effects wouldl it have on the game?

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Dark Scorpions, for one. The problem with them was that Meanae could search on damage, but once she had searched there was little you could do with the card you searched. In addition, they had a few high-Level members that often left you Tributing useful members like Cliff and Meanae. Pendulums would speed them up a lot, especially if they boosted member ATK or gave them Armades clauses to make their damage effects trigger more easily and more often.

 

The Equip Spell Guardians, dear everything. So stupidly slow, and because of their Summon requirements running subpar monsters was a requirement to have something to equip to.

 

Reactors. Level 5/6 monsters that burn and blow stuff up, fine, cool. But they don't have ways of SS'ing themselves, and although SKY FIRE can bring them out you need to have had all three on the field in the first place to bring out that behemoth.

 

Aromas need whatever help they can get, but I suppose Konami has already forgotten they exist.

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Pendulum monsters, mind you, guys, aren't exactly THAT splashable. It's not so much being able to shoehorn the mechanic into some Deck just to mooch off of it, but you would also want to be able to capitalize on everything said Pendulum monsters are capable of.

 

Look at Pendulum Scraps for example, that was floating around in the early days of when Pendulums first existed- Deck was hyped just cuz' you could play Golem earlier- It was literally just adding more gimmicks on top of an already gimmick card, and it ultimately went nowhere fast.

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Pendulum monsters, mind you, guys, aren't exactly THAT splashable. It's not so much being able to shoehorn the mechanic into some Deck just to mooch off of it, but you would also want to be able to capitalize on everything said Pendulum monsters are capable of.

 

Look at Pendulum Scraps for example, that was floating around in the early days of when Pendulums first existed- Deck was hyped just cuz' you could play Golem earlier- It was literally just adding more gimmicks on top of an already gimmick card, and it ultimately went nowhere fast.

 

Yes, but when the Pendulums are actually part of the archetype you are using them with, and probably support the archetype in ways other than just being a Pendulum, they become a lot more usable.

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Amazoness could use some help with battle stuff and protection.

Koa'ki Meirus could use Pendulums as some type of maintenance.

Charmers for a quick effect attribute change and searching the trap.

Another Bujin Pendulum Monster to finish the pair.

Magnet Warriors for sure.

Hazy Flames. 


I feel like a lot of old archetypes could use them.

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Aliens.

Shameless Gol'gar abuse.

 

Gadgets (could essentially replace ultimate offering.. kinda, not really, but it'd help)

Scraps  (Pendulum Scrap was sooo good when it was just Odd-Eyes, and the original 2 magicians, now imagine if they had their own pendulums)

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What about alternate forms of the crystal beasts (with the cyber harpie clause), which are pends, supporting the old playstyle and not outclassing pegasus and carbuncle, while making vanguard's searching effect less gimmicky and fragile, so the deck would actually be playable ... seriously their support included 3 decent cards, thought absolutely no consistency for them (also I would not mind golden rule), making them in literally no way better.

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Pendulum monsters, mind you, guys, aren't exactly THAT splashable. It's not so much being able to shoehorn the mechanic into some Deck just to mooch off of it, but you would also want to be able to capitalize on everything said Pendulum monsters are capable of.

 

Look at Pendulum Scraps for example, that was floating around in the early days of when Pendulums first existed- Deck was hyped just cuz' you could play Golem earlier- It was literally just adding more gimmicks on top of an already gimmick card, and it ultimately went nowhere fast.

 

The reason why pendulum scraps didn't take off, was because the only pendulums available were sheet. This is no longer the case. It was a good deck in and of itself. Also not helping was the almost immediate release of Shaddolls, which pretty much made it pointless anyway.

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Totally forgot about Charmers, hell yes Pendulum Charmers. Maybe 4 of them, showing the Charmers that survived to adulthood (Eria, Hiita, Aussa, Wynn) and how their story has developed.

 

Also, just had this idea now, Pendulum Fortune Ladies that can Pyro Clock turns away to pump up the monsters they Summon faster. Maybe even introducing a Scale 0?

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Yes, but when the Pendulums are actually part of the archetype you are using them with, and probably support the archetype in ways other than just being a Pendulum, they become a lot more usable.

 

Because this worked so well with the Zefras.

 

You need to realize that an archetype's ability to swarm is often not the problem; and that if something like Ice Barriers is really bad, there's a lot more to them being bad than just their ability to output monsters in a given turn.

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Normally when an old archetype receives new support, if the pushing is executed poorly, the new support is so strong it's practically eclipsed everything the old archetype was.

 

It comes down to whether the archetype can function well with Pendulums in the equation, and how the Pendulum effects can support the archetype in general. Crystal Beasts were okay with their new Pendulums since they had several effects that can trigger off a Special Summon and already had a shred of a swarm strat in a few cards.

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HERO will not get Pendulums. Just like Crow and Jack didn't get them.

 

Given that you can liken them to Tuners, it seems like a fine and decent idea to give 1-ofs to a lot of different themes. Encourages adventurous deckbuilding, and you really don't need a set of scales if the effect of the monster is good.

 

D/D uses Pendulums as power spells.

Performapal uses Pendulums as general spells (outside of Monkeyboard) that enable swarm. Same for Qli, where you discount Scout/the other vanilla.

 

This is the design of Pendulums. And they can benefit decks in multiple ways, due to such, and should be embraced. The problem comes from decks made out of Pendulums.

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ice barrier pendlums could actually be a pretty decent addition to the archtype. 

 

another archfiend and counter fairy scale would be nice.

 

arcana force has a ton of empty slots open to use if you count major and minor arcana, so giving them pendulum monsters could also work pretty well.

 

also, more generic insect and plant scales.

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adding pendulums to archetypes isn't really the same as adding tuner, at least in the regard of "lol now we can pendulum summon". This is due to the fact pendulums become inherently better the more pendulum monsters you run, while most tuners are the opposite.

 

Of course, examples like Hiruko exist, but their real addition isn't really in pendulum summoning, rather in making all of them fast as funk.

 

What I'm trying to say, is that a 2 card combo that allows you to summon ice barrier monsters from hand doesn't stop them from being trash, just as it didn't help scraps, and just as it wouldn't help most archetypes, at least in the capacity most are implying here.

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adding pendulums to archetypes isn't really the same as adding tuner, at least in the regard of "lol now we can pendulum summon". This is due to the fact pendulums become inherently better the more pendulum monsters you run, while most tuners are the opposite.

 

Of course, examples like Hiruko exist, but their real addition isn't really in pendulum summoning, rather in making all of them fast as funk.

 

What I'm trying to say, is that a 2 card combo that allows you to summon ice barrier monsters from hand doesn't stop them from being trash, just as it didn't help scraps, and just as it wouldn't help most archetypes, at least in the capacity most are implying here.

I know you're not replying to me with the first part, at least not directly, but I want to build off this.

 

This is why I made a point of Performapal and D/D/D. The average legacy pendulum is more akin to a D/D/D than a Ppal, because it's meant to be a power card that works better if you run extra-archetypal cards to boost it.

 

It's honestly something I'd like to see most every deck have, just because the versatility of Pendulums (without centering around them) is helpful

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I know you're not replying to me with the first part, at least not directly, but I want to build off this.

 

This is why I made a point of Performapal and D/D/D. The average legacy pendulum is more akin to a D/D/D than a Ppal, because it's meant to be a power card that works better if you run extra-archetypal cards to boost it.

 

It's honestly something I'd like to see most every deck have, just because the versatility of Pendulums (without centering around them) is helpful

I agree completely, I just tossed that first bit in so your tuner bit wouldn't be misconstrued
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What I'm trying to say, is that a 2 card combo that allows you to summon ice barrier monsters from hand doesn't stop them from being trash, just as it didn't help scraps, and just as it wouldn't help most archetypes, at least in the capacity most are implying here.

i'm not saying it for the summoning power, i'm saying it for the versatility. ice barriers actually have a lot of powerful cards, and with medallion they can even search almost any card they need on a whim, but they lack (for lack of a better word in this context) versatile monsters and can't really replenish advantage all that well from what i've played and built of them, and pendulums could bring that to the table. for an example, look at Ariadne, both it's effects grant new power to counter fairy decks, and they don't even need the PS, that's the kind of thing i'm thinking of with ice barriers. ultimately, yes, i'd like them to be able to utilize the PS mechanic, but i'm perfectly fine with just giving them new effects without the ability to use the full mechanic.

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