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[RATE] Subterrors


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16299468_1349906691724975_79410662269446

Subterror Nemesis Defender

Level 2 EARTH Beast-Warrior-Type Effect Monster

ATK 100

DEF 2000

During either player’s turn, when your opponent activates a card or effect that targets exactly 1 Set monster you control (and no other cards) or when a Set monster you control is targeted for an attack [by an opponent’s monster?]: you can send this card from your hand or face-up on your field to the Graveyard, then target 1 other monster you control that is an appropriate target for that effect/attack; that card effect/attack now targets the new target. As long as you control a Set monster, this card cannot be destroyed by battle or card effects.

 

 

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Subterror Behemoth Voltelluric

Level 9 EARTH Thunder-Type Flip Effect Monster

ATK 1900

DEF 3000

FLIP: You can target 1 Set monster your opponent controls; take control of it until your next End Phase. You can only use this effect of “Subterror Behemoth Voltelluric” once per turn.

When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position. Once per turn: You can change this card to face-down Defense Position.

 

 

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Subterror Behemoth Dragossuary

Level 6 EARTH Zombie-Type Flip Effect Monster

ATK 2400

DEF 1600

FLIP: You can activate this effect, this turn, “Subterror” cards you control cannot be destroyed by your opponent’s card effects. You can only use this effect of “Subterror Behemoth Dragossuary” once per turn.

When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position. Once per turn: You can change this card to face-down Defense Position.

 

 

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Clash in the Subterror Caverns

Continuous Spell Card

All “Subterror” monsters you control gain 500 ATK and DEF for each Set monster on the field.

Once per turn, when a “Subterror” monster you control inflicts battle damage to your opponent: you can target 1 “Subterror” card in your Graveyard, except “Clash in the Subterror Caverns”; add it to your hand.

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The 9 is crap, but that 6 is pretty interesting, though  I can't say the same for Defender. I mean, if he negated that would be cool, but switching targets is just... just crap. Also, that continuous spell is a one-off I reckon. Most Subterrors have ample stats already, and you can easily recur Nemesis Warrior with his own effect.

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I mean at least you can Tenki Defender. I feel like the 9 isn't awful, but it needs better ways to flip other monsters down (though I guess Ultramafus is the best way currently). The 6 is hard to say, since it isn't nearly as reactive as Burrowing, but it IS a body. And Clash is a solid 1-2 of, since it's basically unsearchable but the 500 means a lot when you're dealing with already big bodies.

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I honestly don't think the 9 is all that good tbh, since it feels winmoar really. Plus it should have been a way lower level with those stats to justify summoning off of Nemesis Warrior. And I guess you could spare the space for Clash to run 2, but honestly again, while it is solid, it doesn't feel vital unless you need to run down a big boss card.

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The 9 is crap, but that 6 is pretty interesting, though  I can't say the same for Defender. I mean, if he negated that would be cool, but switching targets is just... just crap. Also, that continuous spell is a one-off I reckon. Most Subterrors have ample stats already, and you can easily recur Nemesis Warrior with his own effect.

I feel the opposite TBH in regards to 6 and 9

Protection is already overrated in general, but this is also protection that doesn't cover your face-down monsters and cards and currently it is protection that basically triggers 1. During your own turn via your Field Spell or Flip Summon, in which case the protection is largely unnecessary, or 2. Via your opponent's ATK, in which case, again, you've already missed all the M1 effects.

You also already have Behemoth Burrowing.

 

9 is probably winmoar, to be sure, but currently it's worth noting that virtually all the Behemoths are. What 9 offers as winmoar, however, is that you can Tribute what you steal with Nemesis Warrior.

 

It is also worth noting that 9 is probably a nice Normal Set if you can resolve Predaplant engine to get Invoker off your field and start triggering Subterrors from hand*

 

*Predaplant engine plays > search Brilliant Fusion > make Invoker and summon Nemesis Warrior > Brilliant Fusion, you'd prob dump Trick Clown but that might get in the way so this can be figured out later** > Tribute Set 9 > flip up via Field Spell > Tribute stolen monster with Nemesis Warrior for another Behemoth > Set both Behemoths to start pulling Behemoths out of your hand

 

**Probably use it as additional Tribute fodder or something, in which case the Tribute Set does not have to be the 9 and you can Tribute Nemesis Warrior + Seraphinite instead.

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Defender: Not really seeing the practicality in its effect, not just its hand effect, but even its stand alone effect.

 

Voltelluric: This one sounds like fun; potentially taking your opponent's monsters, maybe using them as Tribute fodder so is not ti return to your opponent, and nice DEF for when your opponent attacks it. I like this one.

 

Dragossuary: Feels underwhelming

 

Clash: It gives a nice ATK boost to your monsters and recovery. I feel like this card should have a little more to its effect, but I guess it'd be too much.

Also, funking really? People are now using Brilliant Fusion in Subterrors too?

Wouldn't that be impractical and inconsistent with this archetype?

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Guys did you forget Ultramafus exists? It's a pretty easy way to flip your opponent's stuff face down. Wouldn't play more than one of each though to be honest.

Anyway, this stuff is great and all, but Subterrors are STILL lacking the one thing they really need: a Nemesis that can flip itself or another Nemesis face down, and preferably can Special Summon itself. Right now Subterror have really awkward setup plays in order to get the advantages train rolling. They need a consistent play starter that can lead into both the level 4 effect and/or simply dropping big dudes from hand.

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They have a starter, it's called Tarotrei.

in what universe is that a starter? It summons 1 dude at the end phase. I'm talking about a combo starter; something that can actually start their already fairly solid engine and build field advantage on your turn.
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in what universe is that a starter? It summons 1 dude at the end phase. I'm talking about a combo starter; something that can actually start their already fairly solid engine and build field advantage on your turn.

Geargia, maybe?

 

Anyway, I have to agree with the later opinions, I personally like the 9 over the 6.

 

The 9 also seems to give more incentive to use stuff like Book of Eclipse to both get Subterrors on the field and now act as a form of removal. Give Subterror an in-theme Ghostrick Scare and then the 6 will seem...

 

...huh, never realized Ghostrick Scare was actually a generic mass flip card. That.. could actually be useful in Subterrors.

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also for the record, theres no way to assert that x card is "impractical" or w/e unless you have a basis for comparison

 

u can view cards in a vacuum but thats where often ppl make the mistake of labeling it as "works in theory/on paper, but not practical." Avoid this by placing the card in an actual context as theory can explain basically anything that goes on in-game if your theory is powerful enough to see that far ahead.

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Are the subterrors going for the whole level spectrum?

 

Most likely. Reason being we have every level covered so far except 1, 8 and 11. So far every expansion has yielded 1 Nemesis of level 4 or lower, 2 Behemoths of level 5+, and 1 S/T. Since we need 3 levels it seems like the next set will complete the archetype
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The continuous spell isn't too shabby to run a couple of, but Defender is just lacking in a lot of ways. His handtrap effect starts out promising, but it ends up being a worse Cairngorgon in terms of what it accomplishes. If it negated the effect/attack, it would be a lot better. The level 9 isn't... that bad. It requires a bit of setup, but it definitely shouldn't be too hard to trigger and comes with its uses. What's good about it is that at full-potency, it allows you to jack monsters that would otherwise be immune to targeting, which is kinda nifty. Dragu's not that shabby, but falls short in that it doesn't cover set cards either.

 

With a few of these cards, they just fall short, and at best they're cards you run at 1 or 2 apiece. What sucks is that none of them really give Subterrors what they need, which is more engine cards (something they're lacking in enough to hurt their play-ability). 

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With a few of these cards, they just fall short, and at best they're cards you run at 1 or 2 apiece. What sucks is that none of them really give Subterrors what they need, which is more engine cards (something they're lacking in enough to hurt their play-ability).

Agreed. Nemesis Warrior and Nemesis Archer seem closer to what the archetype really needs, while this card just seems random (at least by comparison). It already has plenty of big bodies; it just needs cards that can help bring them on the field.

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I'm curious on what the types of the last Subterror cards are going to be. I'm thinking: Psychic or Machine for the last Nemesis, Beast/Winged-Beast for the level 8, and Dinosaur for the level 11. (I mean, they had no problem with revealing the Rock Subterror Behemoth right after Tramid/all that Rock-type support, what's to say they won't jump on Dinosaur hype?)

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I'm curious on what the types of the last Subterror cards are going to be. I'm thinking: Psychic or Machine for the last Nemesis, Beast/Winged-Beast for the level 8, and Dinosaur for the level 11. (I mean, they had no problem with revealing the Rock Subterror Behemoth right after Tramid/all that Rock-type support, what's to say they won't jump on Dinosaur hype?)

I think if they ever make more, the Level 8 or 11 would be Aqua-Type, as we already have Rock, Pyro, and soon Thunder-Type. Though, I could see Dragon or Dinosaur added in. As for the Level 1, I think it'd be Spellcaster, but who knows; it may be Beast-Type, maybe a horse like Agro from Shadow of the Colossus.
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To be honest I would probably run 1 of each, maybe 0 Defender and/or 2 Clash. Defender is just so freaking niche that I don't understand why it even exists. Like we already have the trap card and this new level 6 for protection. Why do we need a literal worse-than-Cairne effect? The battle protection may be annoying enough to work though. It's honestly the only reason I would even consider a copy.

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The 6 protects all Subterror CARDs y'see? Granted, that would sound more fabulous if The Hidden City was a Subterror card course.

 

Also, f***ing really? People are now using Brilliant Fusion in Subterrors too?

It's not like you have any other actually good engines HAHA

Before you go "Aha, but Tarotrei!" again I've already counted that and it's not a good engine

 

Subterrors have 2 enablers right now and only Nemesis Warrior is Invoker searchable, and Archer is a combo card with no in-archetype combo enablers unless you want extremely mediocre Stygokraken plays

The Predaplant engine gives you Invoker if you so wish, at which point the main thing you're missing is a monster to Tribute with it, which searching either Brilliant Fusion or Instant Fusion solves.

Brilliant has more Main Deck concessions obv (unless you forgo Seraphinite and go into ZIRCONIA with Stalagmo) but both essentially serve the same purpose of actually summoning your monsters, which Subterrors are pretty ass at right now

 

Rando fun note but given Zoodiacs can search Defender, you can redirect opponents to attack Viper Drancia or something

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