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[RATE] Void Madness


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RATE-JP076 Rengoku no Kyouen / Void Madness

Normal Trap Card

(1) Send 1 “Void” Spell/Trap Card from your hand or face-up from your field to the Graveyard; Special Summon up to 3 “Infernoid” monsters whose total Levels equal 8 from your Deck, ignoring their Summoning conditions.

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Activation (-2), effect ... whatever you summon ... summon the level 1 tuner + either level 2,3 or 4, use their effects (perhaps go for omega or black rose) and end on the setup for both the level 9 and 10 ... sounds like something they can use quite well ... what about something that protects the player next ?

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The Void S/Ts encouraged slower play compared to the quick milling of Lightsworns or the turbo of Goyo Defender. 

 

There are some disadvantages when it comes to -1 a potential Void Card, but at the very least you can summon things like 2 Harmadiks and 2 Dekatrons or 1 Dekatron and 1 Pirmais for setup into multiple Dantes or Goyo Defender shenanigans albeit Turn 2+. This card can potentially give Infernoids a stable Turn 1 as long as they have this and another Void card and it can bait TT as well as defend/setup for your kill on the the next turn.

 

EIther way I'm glad Infernoid support is hanging on for the final saga of DT.

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the quick play isn't a bad card, it grants protection from your opponent's cards, and banishes from grave as protection, so i there's at least one worthwhile card you can use for this.  so i could see that being run alongside this,

 

and the void emptiness, while slow on it's own, when in combination with this, can mill 2 and summon up to 3.

 

then we have void dream imagination, which sets you up to drop as many as you want, and then you can pitch it with this to summon even more.

 

oh yeah, let's not forget you can also just drop this from hand to pay for the cost, meaning if you run three, two in hand turn one is never a dead draw. 

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WOW! Something!
 
[spoiler=Reminder]
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Frozen Void

You can discard 1 card, Special Summon up to 3 “Infernoid” monsters whose total Levels equal 8 from your Deck, ignoring their Summoning conditions.

 



The potental for this card is ENORMOUS when you consider that Dekatron is a mere Level 1, and the lowest levels have instant removal effects. You can use this to clear boards and Synchro basically anything you want. The only real downside is that you can't double Dekatron because Belphegor is worthless...

 

It may actually be possible to play pure Infernoids now, but let's not get ahead of ourselves.

 

There's also Into the Void and Void Trap Hole just for the record.

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Yeah, I don't see a lot of the Void stuff run that often, though maybe this could see an increase in the use of those cards? I like it, it promotes wider use of the archetype to make power plays.

 

Though I have to ask, jumping off of that Majespecter thread: Who do I have to suck off/threaten/bribe to get some friggin Dinomist support?

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Both Void Dream and the searcher Void Spell are fast and compact, with the searcher being an instant setup of this card. Hell, you can summon multiple dekatrons off this, which can send the big 'noids to grave so they turn into on demand negations of both S/T and monsters, or just set you up massively.

 

Dekatron isn't once per turn, so you can summon 2-3 off this card along with another two or so of other small infernoids, and that is a minimum of 6 selective card dump that allows you to negate things and nuke the grave along with being chump blockers too. Also note that this card allows you to summon noids even if your field already exceeds 8 in level, which allows for some really fun things.

 

Ridiculously powerful even if it's a trap, being pretty consistent even without using the weaker infernoid S/T helps it on the matter. And furthermore, it's lacking in restrictions.

 

Hell, if you use this on your turn, you can even summon Crystal Wing.

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unless i'm mistaken while you can summon anything from 1-3 copies, you do have to make sure the total levels equal 8, so the most you could do would be to drop 2 dekatron, and one of the level 6.

 

also, keep in mind, void seer is still a thing. so it's not like you'd be losing anything from dropping that.

 

also, since this thing doesn't negate effects like most other cards of its type, you could literally use 2 of this in one turn after dropping the level 9 or 10 (or anything else) the damn card is literally a walking OTK that provides banish fodder for other infernoids, removes useless spell/traps, fixes the issue of consistent milling post reasoning hit, and overall improves the decks swarm ceiling. this is one of the cards that is legit better as a trap than it would be as a spell of any variety other than quick-play, and if it were quick play, i could see it getting list attention.

 

also, as a side note, if you managed to summon 2 infernoids prior, you could easily fulfill 1/2 the cost for the new goddess monster. not bad imo.

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