Slinky Posted December 24, 2016 Report Share Posted December 24, 2016 You can discard this card to add up to 2 "Thunder Dragons" from your Deck to your hand. A somewhat popular tech card in the PePe era to grant the deck access to R5, the card now effectively be used in Metalfoes or Zarc Magicians as a means to effectively field a free Constellar Pleiades or other disruptive R5s such as Artifact Durandel, if you can find the space for it. Both R5s are still strong options, and neither deck actually restricts what you can pendulum summon, which also makes Qliphort Scout/Monolith great techs as well (which Metalfoes also use already) for Infinity plays (with Scout/Monolith also making Sky Iris plays in Zarc Magicians stronger as well if you want to go down that route). So, discuss? Link to comment Share on other sites More sharing options...
Blake Posted December 24, 2016 Report Share Posted December 24, 2016 Sky Iris isn't worth it. Deck needs enabling more than it needs power plays, so this is overkill as funk. Link to comment Share on other sites More sharing options...
Ryusei the Morning Star Posted December 24, 2016 Report Share Posted December 24, 2016 Neat little tech in Eidolons Link to comment Share on other sites More sharing options...
Darj Posted December 24, 2016 Report Share Posted December 24, 2016 Neat little tech in Eidolons Eidolons? Can you please elaborate on that?I'm guessing its for Merkabah summons and/or as fodder for its effect, but is there more than that? Link to comment Share on other sites More sharing options...
Ryusei the Morning Star Posted December 24, 2016 Report Share Posted December 24, 2016 Eidolons? Can you please elaborate on that?I'm guessing its for Merkabah summons and/or as fodder for its effect, but is there more than that?Nope, that's it. I'm a guy with simple tastes and a simple vision Link to comment Share on other sites More sharing options...
GarlandChaos Posted January 3, 2017 Report Share Posted January 3, 2017 I like it solely because it's a really old card with bad stats and it fuses with a copy of itself to make a decent card with nice stats. Sadly the latter isn't exactly viable but oh well. Pretty neat how it discards itself for use later as BLS fodder too. Link to comment Share on other sites More sharing options...
Ryusei the Morning Star Posted January 4, 2017 Report Share Posted January 4, 2017 I like it solely because it's a really old card with bad stats and it fuses with a copy of itself to make a decent card with nice stats. Sadly the latter isn't exactly viable but oh well. Pretty neat how it discards itself for use later as BLS fodder too. This guy makes it worth it "Aleister the Invoker" + 1 LIGHT monster Once per turn, during either player's turn, when a Spell/Trap Card, or monster effect, is activated: You can send the same type of card (Monster, Spell, or Trap) from your hand to the Graveyard; negate the activation, and if you do, banish that card. Note, it's not a hard OPT, so you can summon 2 of these off a Thunder Dragon by searching 1 copy twice Link to comment Share on other sites More sharing options...
~~~~ Posted January 4, 2017 Report Share Posted January 4, 2017 This guy makes it worth it "Aleister the Invoker" + 1 LIGHT monster Once per turn, during either player's turn, when a Spell/Trap Card, or monster effect, is activated: You can send the same type of card (Monster, Spell, or Trap) from your hand to the Graveyard; negate the activation, and if you do, banish that card. Note, it's not a hard OPT, so you can summon 2 of these off a Thunder Dragon by searching 1 copy twiceor you can just fuse from the hand Link to comment Share on other sites More sharing options...
Ryusei the Morning Star Posted January 4, 2017 Report Share Posted January 4, 2017 or you can just fuse from the handYeah, my bad Was thinking it had to be field or grave Link to comment Share on other sites More sharing options...
Jeet0Nick Posted January 8, 2017 Report Share Posted January 8, 2017 This guy makes it worth it "Aleister the Invoker" + 1 LIGHT monster Once per turn, during either player's turn, when a Spell/Trap Card, or monster effect, is activated: You can send the same type of card (Monster, Spell, or Trap) from your hand to the Graveyard; negate the activation, and if you do, banish that card. Note, it's not a hard OPT, so you can summon 2 of these off a Thunder Dragon by searching 1 copy twice He also has the benefit of looking like the baddest motherf'er alive Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.