玄魔の王 Posted April 25, 2016 Report Share Posted April 25, 2016 Am I the only one excited for this card? Probably. 1 Tuner Synchro Monster + 2 or more non-Tuner Synchro MonstersMust be Synchro Summoned, and cannot be Special Summoned by other ways. Each card you control cannot be destroyed by battle or card effects once per turn. Once per turn, during either player's turn, when your opponent activates a monster effect: You can negate the effect, and if you do, destroy 1 card on the field. You canbanish this card from your Graveyard, then target 1 Level 8 or lower "Stardust"monster in your Graveyard; Special Summon it. So the manga Quasar wannabe is one of the import cards in SHVI, and has been pointed out previously, it's better T1 than Quasar and better to make than a 2nd Quasar for offering more protection that's harder to bait. Still, can anything use it? Link to comment Share on other sites More sharing options...
Ryusei the Morning Star Posted April 25, 2016 Report Share Posted April 25, 2016 Blackwings can make it over Quasar and you can protect Whirlwind. There's a really cool triple lock you can make with this Majestic Star and Quasar Link to comment Share on other sites More sharing options...
玄魔の王 Posted April 25, 2016 Author Report Share Posted April 25, 2016 If you manage to pull off that triple lock, you deserve to win. EDIT: This is confirmed by process of elimination as Ultra. Link to comment Share on other sites More sharing options...
evilfusion Posted April 25, 2016 Report Share Posted April 25, 2016 I've always felt a bit sorry for every Level 12 Delta Accel Synchro. No matter its merits, it will ALWAYS be compared unfavorably to Quasar, because Quasar just does so much, being a 4000 double + attacker that can negate anything once a turn and SS a Shooting Star when it dies. Sifr is still pretty awesome, though. Giving immunity to destruction to ALL your cards, once each, is a phenomenal effect on a 4000 body, which is especially nice when coupled to its ability to negate any monster effect and then nuke a card. Its Graveyard effect is all right, reviving any Level 8 or lower Stardust monster, but in the same vein you have to hope you never need that effect. Link to comment Share on other sites More sharing options...
玄魔の王 Posted April 25, 2016 Author Report Share Posted April 25, 2016 Its Graveyard effect is all right, reviving any Level 8 or lower Stardust monster, but in the same vein you have to hope you never need that effect. Mill it off with Mega Zaborg and revive a properly-summoned Stardust? Link to comment Share on other sites More sharing options...
Lizardonx Posted April 25, 2016 Report Share Posted April 25, 2016 I've always felt a bit sorry for every Level 12 Delta Accel Synchro. No matter its merits, it will ALWAYS be compared unfavorably to Quasar, because Quasar just does so much, being a 4000 double + attacker that can negate anything once a turn and SS a Shooting Star when it dies. Sifr is still pretty awesome, though. Giving immunity to destruction to ALL your cards, once each, is a phenomenal effect on a 4000 body, which is especially nice when coupled to its ability to negate any monster effect and then nuke a card. Its Graveyard effect is all right, reviving any Level 8 or lower Stardust monster, but in the same vein you have to hope you never need that effect.The solution is obviously to tack on the extra attack clause on all deltas so the opportunity cost for summoning it over quasar isn't game ending damage. Link to comment Share on other sites More sharing options...
VCR_CAT Posted April 25, 2016 Report Share Posted April 25, 2016 It's at this point in the game that I would argue that this is better than Quasar. Now, here me out. A well-timed Quasar wins a game, yes. If you're able to summon it against a field where you're able to deal enough damage (not terribly difficult) and they only have one answer, then yes you've got game and it was thanks to Quasar. However, Quasar is very easy to answer these days now. Being able to only negate one card, and with how many pools have access to means to either remove this or straight steal it; Quasar is, more or less, just a card you go for because it's iconic and fun to. There's a huge card commitment, and you have to open ungodly well to really back this card up so it doesn't just get baited and killed. Now, Sifr on the otherhand, pay attention to its effects. Not only does it grant every card on your field an OPT protection, it also has the ability to negate monster effects. This may not look as great on paper, but think about it for a second. Opening similar backrow to a Quasar field, this card not only protects your backrow and keeps them from removing it with a single Twin Twister (and using more than one is just going to murder their hand), but it protects itself as well. In other words, your opponent can't drop a Raigeki and expect everything to go smooth sailing. In fact, looking at the most common methods of removing monsters, Monster effects are going to be a primary method of taking care of Sifr. This means that, in order to actually take care of Sifr, you're opponent is going to have to use a monster effect 9 times out of 10. And, of course, Sifr can negate monster effects; and this isn't even counting your backrow that your opponent will most likely not being able to remove. I mean yeah sure, Quasar can output better damage in a single turn, but more often than not I've seen Quasar be a player's downfall when they were unable to win in that given turn. Sifr, overall, is much more difficult to deal with when it comes to protection effects, and the 4K fat stats and definitely nothing to ignore. Honestly, at this point, it feels like people get too starry-eyed over Quasar's multi-attack clause and neglect more important factors that should be influencing your decisions while playing. Honestly, with where the game is now, Quasar is only good if you can win in that turn. In every other situation, Sifr is better. Link to comment Share on other sites More sharing options...
vla1ne Posted April 26, 2016 Report Share Posted April 26, 2016 personally, i prefer sifr because in addition to the field protection and negation, you don't have to destroy whatever you hit, instead you can negate their monster, but then you can pop anything else you want. Link to comment Share on other sites More sharing options...
玄魔の王 Posted April 26, 2016 Author Report Share Posted April 26, 2016 personally, i prefer sifr because in addition to the field protection and negation, you don't have to destroy whatever you hit, instead you can negate their monster, but then you can pop anything else you want.Which is good in the face of Kozmo. Or Monarchs. Link to comment Share on other sites More sharing options...
evilfusion Posted April 26, 2016 Report Share Posted April 26, 2016 I somewhat agree that this might be better than Quasar. Quasar, while a game-winner, is often treated AS the win condition that must be accomplished almost immediately in order to function properly. I think Synchros now have enough methods of laddering to make the Summon Condition not so unbearable, but the game is also to the point where there are constantly methods of threatening a single, powerful monster with very few resources, whereas Quasar OTKs tend to expend all your resources, or devote an absurd amount of card investment that has only one major purpose, making it easy to brick and difficult to recuperate one's losses. Sifr extends enough protection without being a sitting duck, still has a very solid body to swing around, and is more flexible than Quasar because all your cards are immune to destruction once, making it harder to bait Sifr's effect. Link to comment Share on other sites More sharing options...
Lizardonx Posted April 26, 2016 Report Share Posted April 26, 2016 It's at this point in the game that I would argue that this is better than Quasar. Now, here me out. A well-timed Quasar wins a game, yes. If you're able to summon it against a field where you're able to deal enough damage (not terribly difficult) and they only have one answer, then yes you've got game and it was thanks to Quasar. However, Quasar is very easy to answer these days now. Being able to only negate one card, and with how many pools have access to means to either remove this or straight steal it; Quasar is, more or less, just a card you go for because it's iconic and fun to. There's a huge card commitment, and you have to open ungodly well to really back this card up so it doesn't just get baited and killed. Now, Sifr on the otherhand, pay attention to its effects. Not only does it grant every card on your field an OPT protection, it also has the ability to negate monster effects. This may not look as great on paper, but think about it for a second. Opening similar backrow to a Quasar field, this card not only protects your backrow and keeps them from removing it with a single Twin Twister (and using more than one is just going to murder their hand), but it protects itself as well. In other words, your opponent can't drop a Raigeki and expect everything to go smooth sailing. In fact, looking at the most common methods of removing monsters, Monster effects are going to be a primary method of taking care of Sifr. This means that, in order to actually take care of Sifr, you're opponent is going to have to use a monster effect 9 times out of 10. And, of course, Sifr can negate monster effects; and this isn't even counting your backrow that your opponent will most likely not being able to remove. I mean yeah sure, Quasar can output better damage in a single turn, but more often than not I've seen Quasar be a player's downfall when they were unable to win in that given turn. Sifr, overall, is much more difficult to deal with when it comes to protection effects, and the 4K fat stats and definitely nothing to ignore. Honestly, at this point, it feels like people get too starry-eyed over Quasar's multi-attack clause and neglect more important factors that should be influencing your decisions while playing. Honestly, with where the game is now, Quasar is only good if you can win in that turn. In every other situation, Sifr is better.Glass cannon decks, which is every single deck that can use something like sifr are generally always otk or die decks. Link to comment Share on other sites More sharing options...
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