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Crystrons


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Crystron Quon
Water Machine Tuner / Effect
LV1 500/500
You can only use the effect of “Crystron Quon” once per turn.
(1) During your opponent’s Main or Battle Phase: You can Special Summon 1 non-Tuner monster from your hand, but its effects are negated, and if you Summoned that monster, immediately after this effect resolves, Synchro Summon 1 Machine-Type Synchro Monster using that monster and this card only.

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Crystron Citri
Water Machine / Tuner / Effect
LV2 500/500
You can only use the effect of “Crystron Citri” once per turn.
(1) During your opponent’s Main or Battle Phase: You can target 1 non-Tuner monster in your Graveyard; Special Summon it, but its effects are negated, and if you Summoned that monster, immediately after this effect resolves, Synchro Summon 1 Machine-Type Synchro Monster using that Summoned monster and this card only. These Synchro Materials are banished instead of being sent to the Graveyard.

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Crystron Prasirator
Water Machine / Effect
LV2 500/2000
You can only use 1 “Crystron Prasirator” effect per turn, and only once that turn.
(1) You can target 1 face-up card you control; destroy it, and if you do, Special Summon 1 “Crystron” Tuner monster from your Deck, but you cannot Special Summon from the Extra Deck for the rest of this turn, except Machine-Type Synchro Monsters.
(2) You can banish this card from your Graveyard; Special Summon 1 “Crystron” monster from your hand.

Note: Still guessing on the name of this thing, we might change it later.

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Crystron Smoger
Water Machine / Effect
LV3 1000/1800
You can only use 1 “Crystron Smoger” effect per turn, and only once that turn.
(1) You can target 1 face-up card you control; destroy it, and if you do, Special Summon 1 “Crystron” Tuner monster from your Deck, but you cannot Special Summon from the Extra Deck for the rest of this turn, except Machine-Type Synchro Monsters.
(2) You can banish this card from your Graveyard; add 1 “Crystron” Spell/Trap Card from your Deck to your hand.

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Crystron Thystvern
Water Machine / Effect
LV3 1500/1500
You can only use 1 “Crystron Thystvern” effect per turn, and only once that turn.
(1) You can target 1 face-up card you control; destroy it, and if you do, Special Summon 1 “Crystron” Tuner monster from your Deck, but you cannot Special Summon from the Extra Deck for the rest of this turn, except Machine-Type Synchro Monsters.
(2) You can banish this card from your Graveyard; add 1 “Crystron” monster from your Deck to your hand, except “Crystron Thystvern”.

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Crystron Rosenix
Water Machine / Effect
LV4 1800/1000
You can only use 1 “Crystron Rosenix” effect per turn, and only once that turn.
(1) You can target 1 face-up card you control; destroy it, and if you do, Special Summon 1 “Crystron” Tuner monster from your Deck, but you cannot Special Summon from the Extra Deck for the rest of this turn, except Machine-Type Synchro Monsters.
(2) You can banish this card from your Graveyard; Special Summon 1 “Crystron Token” (Machine-Type/WATER/Level 1/ATK 0/DEF 0). It cannot be Tributed.

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Citri is also the best one, since it can turn Ametrix into a pseudo-battle fader much more easily than Quon can.

 

Also noteworthy, is that Quon and Citri don't need to target Crystron monsters. They are completely generic so long as they target a non-tuner, meaning you can make higher levels as well.

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Citri is also the best one, since it can turn Ametrix into a pseudo-battle fader much more easily than Quon can.

 

Also noteworthy, is that Quon and Citri don't need to target Crystron monsters. They are completely generic so long as they target a non-tuner, meaning you can make higher levels as well.

It's nice how they can Summon generic monsters.

 

Also: For what it's worth, with the exception of one, these can be Summoned and added by Mother Grizzly and Salvage.

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Machine synchros are very mediocre defensively and this deck relies heavily on plays on the enemy's turn. I don't really think wiping out backrow or turning a few monsters into defense is that good with the current level of power creep. I'm not even seeing any straightforward path into phoenixion either. If they said machine monsters instead of machine synchros at least you can make infinity to provide real defense. Besides what's the point of making an accel synchro deck if the only ones you can use are phoenixion and the quite bad TGs?

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Machine synchros are very mediocre defensively and this deck relies heavily on plays on the enemy's turn.

Care to elaborate?

I don't really think wiping out backrow or turning a few monsters into defense is that good with the current level of power creep.

If you're going to argue this, at least get ypur facts straight. The Synchro Monster not only banishes cards in the Spell & Trap Card Zone, but in the Pendulum Zone and Graveyard, too.

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This Archetype could be really damn funny if it's Spell/Traps end up being like the Fire Formation cards.

You know... Continuous stuff that supports the Archetype/enables more plays/etc, then acts as fodder for the Maindeck monsters/etc.

 

Also-

I find it amusing how we have a few Crystrons that are targets for Machine Duplication

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I thought shiranuis were bad with their shitty level 6 that only took zombies for no reason,

 

These just takes wtf why restrictions to a whole new level.

 

Also aren't these supposed to be pendulums?

"Shiranui were bad"

 

were being operative

 

Aside from not being comparable, as there's no Xenophobia to sword, only a means to keep it from being too powerfl by limiting what it summons, the deck has been genuinely "okay" to decent since we got Sage.

 

So why are you comparing them to a different deck that got a second wave support that made it playable?

 

Anyways, it's weird that they're not Legacy Support or Pendulums.

 

015-019 is generally where we've been getting the legacy archetypes, while Chemical Beasts are where the Pendulum deck notmally goes.

 

Given that this is post-Anime and pre-Aroma/etc. support, which Chemical Beasts are directly ahead of (implying PSY-Frame/Super quantum count as third archetype deals, which makes sense), this is the "Dracoslayer" archetype, unless they randomly decided to end the story with Metalfoes.

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Care to elaborate?

 

If you're going to argue this, at least get ypur facts straight. The Synchro Monster not only banishes cards in the Spell & Trap Card Zone, but in the Pendulum Zone and Graveyard, too.

They can't deal with monsters other than turning special summoned ones into defense position. yes there are probably cheeky accel synchro plays for black rose or something with the synchro tuner, but you could easily do it with less hassle with yang zings or synchrons or whatever

"Shiranui were bad"

 

were being operative

 

Aside from not being comparable, as there's no Xenophobia to sword, only a means to keep it from being too powerfl by limiting what it summons, the deck has been genuinely "okay" to decent since we got Sage.

 

So why are you comparing them to a different deck that got a second wave support that made it playable?

 

Anyways, it's weird that they're not Legacy Support or Pendulums.

 

015-019 is generally where we've been getting the legacy archetypes, while Chemical Beasts are where the Pendulum deck notmally goes.

 

Given that this is post-Anime and pre-Aroma/etc. support, which Chemical Beasts are directly ahead of (implying PSY-Frame/Super quantum count as third archetype deals, which makes sense), this is the "Dracoslayer" archetype, unless they randomly decided to end the story with Metalfoes.

I didn't feel like the level 6 Synchro needed such strict summoning conditions just like how I feel like crystrons are too over restricted with their machine synchro only nonsense. For the record I think shiranuis were one of the best one off archetypes in Arc-V

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They can't deal with monsters other than turning special summoned ones into defense position. yes there are probably cheeky accel synchro plays for black rose or something with the synchro tuner, but you could easily do it with less hassle with yang zings or synchrons or whatever

The point is to use your flooding correctly in order to make Ametrix, and consequently Phoenixion on your opponent's turn in order to completely stall their play, and give you a chance to retaliate on your turn. Remember that the synchros don't have to be destroyed by an opponent's card specifically. If you stack into Phoenixion, then destroy it to grab a Tuner, you also get any monster in your grave which allows you to make something to deal with their board.

 

Yes the machine restriction hurts and these guys don't have any real sort of power play, but that's not how they are designed. They are, as we see now, built to make your opponent's life miserable on their turn as you whip out stronger monsters

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As a synchro based archetype these things would have had plenty of power plays if not for the blasted machine restrictions. Ametrix didn't even have the decency to flip them facedown to prevent them from being used as further synchro/xyz fodder. I don't even know why the tuners are locked to machines when yang zings and synchrons have been enjoying opponent turn black rose and trish drops for years and neither have even come close to being competitive. Then there's still the fact that it seems like they were supposed to be a pendulum archetype based on set patterns but Konami decided lolno for god knows what reason.

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