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Cyber Ouroboros


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Since Allure of Darkness and Gold Sarcophagus are both at 3 now, that's 6 cards that can trigger it. Just for a little bit more deck-thinning and hand consistency. I used to use it in a Spell Counter Deck back in like 2009. I'm sure at the very least a Royal Magical Library deck could do something with it.

 

Apf85A6.jpg

Effect in PSCT form:
When this card is banished: You can send 1 card from your hand to the Graveyard; draw 1 card.

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I find funny how this card would be telling a different story if it didn't have the discard cost, let alone missing its timing. But right now, as it stands, it's difficult for it to do anything noteworthy. It's not even Level1 for Level1 support, for whatever that might have been worth.

I remember that one time I thought about making a Fusion or support around this card and Cyber Dragons, given its name and appearance, but with that effect... I couldn't come up with anything that stood out. I suppose I could try again now considering that Cyber Dragon Core is Level2...

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Regarding Sarcoph/Allure... It actually would be pretty cute to Banish This with Sarcoph, then Banish it later with Allure.

'Cept you'd be saving Allure the whole time, and This card would be a little useless outside of this.

 

....

 

Honestly, the problem with This card is literally the fact it's a "When... You can"-effect. I mean, it's damn near useless even with this sort of effect, since only an oddly specific number of cards would genuinely Banish it for stuff, but making This also miss the timing is just thinning that set of cards even further, which is what kills This card's potential :/

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I just realized that it could still have been a decent engine along Allure and Sarcophagus in decks with monsters that can float from the hand (e.g. Shaddolls) if it discarded by effect, but nope, it discards by cost. Thinking about it... it actually can be used to discard BAs but, most likely it's not worth it; I don't think they run Allure for the draw power in the first place. But discarding Spell/Traps with graveyard effects is a possibility too...

Heck, probably this would have been nothing more than a cute idea, but if it was Level3 it could have had an interesting application in PKs, but yet again its Level gets in the way.

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Aside from missing timing, it has very awkward attributes. Assuming this can somehow have some versatility with banish effects, it's still pointless if it's a +0 and there's not much support Level 2 Machines can afford (with the exception of Machine Dupe but why Dupe this at all).

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This card is literally no different than Dark World Dealings; the gold sarcs function exactly like it except there's an additional engine requirement ie Ouroborous

Dark world dealing let's your opponent dig. And you don't get a dark in hand after 2 turns

There is one difference in which you don't benefit your opponent as well as giving them a +1 in hand advantage over you.

Also dark in hand after 2 turns

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Even comparatively you can't consider the differences between as actual positives (add a vanilla 2 years later!!!) in favor of this engine. "Grave setup" is already a vague phrase which people don't properly define because the assumption is that it's beneficial; rather than to go into specifics people just plant the flag and that's that.

 

You would definitely run Dark World Dealings before this, since its 3 cards vs 4 cards, engine requirements inclusive (strawman prevention I'm not citing "you will draw ouroboros before gold sarc!1!! as a reason because I do find it to be an acceptable engine requirement; the idea here is that 1 set of cards is better than another set of cards).

 

There IS a scenario where you would play Ouroboros before DWD: Gold Sarc would have value in banishing other cards as DWD is already terrible, but now the drawn Gold Sarc can be other things; therefore drawing gold sarc will be better in more scenarios than DWD. 

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