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[DP18] Red Roid Call


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Red Roid Call
Counter Trap
You can only use this card name’s (2) effect once per turn.
(1) When a monster effect, or a Spell/Trap Card, is activated, if you control a “roid” Fusion Monster: Negate that activation, and if you do, the player that activated that card sends all cards with the same name as that card from their Deck and Extra Deck to the GY.
(2) You can banish this card from your GY, then target 1 “roid” monster in your GY; add it to your hand.

 

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https://ygorganization.com/guesswhichroidisntontheart/

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Holy s***.

The opponent now has a reason to make sure that Roid Fusions never hit the field.

Your own Roid deck will probably do a better job of that than your opponent.

 

Card is ass. Running Traps that are only live after you summon your bosses is bad YGO, even for decks that aren't as shitty as Roids. You have to be Zoo-level-cheap to consider this kind of card.

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Your own Roid deck will probably do a better job of that than your opponent.

 

Card is ass. Running Traps that are only live after you summon your bosses is bad YGO, even for decks that aren't as shitty as Roids. You have to be Zoo-level-cheap to consider this kind of card.

 

I mean...you're playing Roids anyway...Roids. They're probably not going to expect much from the deck anyway. I get that generally Solemn Brigade and other protective counters are more ideal if one tries to play them. To give credit to Roids. despite the activation condition, locking out a whole card-type can be very crucial against certain decks especially if they are careless. It also has an okay recycle effect to ensure it isn't totally bad; probably to synergize with Wonder Garage too. 

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I mean...you're playing Roids anyway...Roids. They're probably not going to expect much from the deck anyway. I get that generally Solemn Brigade and other protective counters are more ideal if one tries to play them. To give credit to Roids. despite the activation condition, locking out a whole card-type can be very crucial against certain decks especially if they are careless. It also has an okay recycle effect to ensure it isn't totally bad; probably to synergize with Wonder Garage too. 

This is the kind of card whose activation condition is harsh enough that it legitimately might as well not have an effect, or even exist.

I say this a lot in rando places, but activation conditions are more important than effects. Red Roid Call having a good effect means nothing if you can't activate it, and even without an opponent your ability to summon Roid Fusions is limited at best.

 

For a much more basic, mathematical argument, even in the best-case scenario where a Roid that requires 2 Roid materials exists (or you can summon Pair Cycroid), you're still going -2 to make this +0 card live, -1 if you're negating an on-field monster effect since it doesn't destroy, in the hopes that the cards you remove from the Deck or Extra will turn into soft plusses in a future you might not have enough LP to see, and/or that they don't straight-up plus on their removal.

 

The thing is, even if it said something like "If you control a level 8 or higher monster with 2.8k or higher ATK and 1k DEF" or "If you control a "Blue-Eyes" monster", you still shouldn't be running this, let alone with its actual activation conditions. Running cards that are only live after you get your wincon out, rather than cards that actually help you get your wincon out, is bad YGOs even for decks that aren't garbo.

 

Grave effect means you can at least get 1 effect out of it in specific conditions, ye, but even then largely not worth.

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In every card there are always good and bad points about it so let's examine this one shall we?

To begin with, good effect. You get to negate anything and send any copies of it from your opponent's deck to the graveyard. A free solemn judgement right? Well... No. What`s the point of having such an awsome effect if it will likely never be activated? Simply trash... Unless of course you use foolish burial for spell/trap cards (I forgot it's name) just to use its banish effect but that seems pointless at that point. Now, looking on the bright side...

 

This card has some serious COOL artwork. Like did Konami hired Picasso or who drew this? Its just plain awesome , even the name perfectly fits it.

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In every card there are always good and bad points about it so let's examine this one shall we?

To begin with, good effect. You get to negate anything and send any copies of it from your opponent's deck to the graveyard. A free solemn judgement right? Well... No. What`s the point of having such an awsome effect if it will likely never be activated? Simply trash... Unless of course you use foolish burial for spell/trap cards (I forgot it's name) just to use its banish effect but that seems pointless at that point. Now, looking on the bright side...

 

This card has some serious COOL artwork. Like did Konami hired Picasso or who drew this? Its just plain awesome , even the name perfectly fits it.

 

You mean Foolish Burial with Belongings / Goods? 

 

Yeah, it's essentially Judgment for GX roids, but that requires you to have a Fusion boss out to trigger it (none of which are really good, except Mobile Base and Pair Cycroid; not sure about Barbaroid if that's being used nowadays). Even with the new support, they still need a lot more to actually push out the bosses faster (or really ones that don't require specific mats to make).

 

As for the searching effect, I guess it's okay-ish (even though I think Expressroid does a better job at it).

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I sort-of agree with Notcleverusername here. It's effect on the field isn't bad but the activation condition means it's not going to be usable very often. I love using 'special attack' cards, but really, if you were using it purely as backrow you'd be better off using more generic cards that aren't going to be bricks.

 

However that isn't the only part about the card. The Graveyard effect is pretty good. Most of the time I'd return Expressroid (or Mixeroid who transforms into Expressroid) which can return even more roids to your hand, and there's the obvious synergy with Ambulanceroid.

 

I'd probably just play 1, since I can search it with Megaroid City if I really need to and it makes pretty nice fodder for it to destroy or to discard with something like Twin Twisters. Overall though, it just makes me sad that Speed Recovery doesn't work with any "roid".

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To look on the bright side, you get to look at your opponent's deck (if they have less then 2 in their deck to mill) and therefore netdeck something better than roids!
 
Also, if it only required you to control any roid, not specifically a Fusion, you could easily make it live in any deck that could Synch 5. Imagine sitting on this + a Hi-Speedroid Hagoita? Broken!!!!!1 [spoiler=Owait :/ (large image)]maxresdefault.jpg

 

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In every card there are always good and bad points about it so let's examine this one shall we?

To begin with, good effect. You get to negate anything and send any copies of it from your opponent's deck to the graveyard. A free solemn judgement right? Well... No. What`s the point of having such an awsome effect if it will likely never be activated? Simply trash... Unless of course you use foolish burial for spell/trap cards (I forgot it's name) just to use its banish effect but that seems pointless at that point. Now, looking on the bright side...

 

This card has some serious COOL artwork. Like did Konami hired Picasso or who drew this? Its just plain awesome , even the name perfectly fits it.

Why would you use Foolish Burial of Belongings when you Have Megaroid City to not only get its effect off, but also use Red Roid Call as a way to collect more pieces for their fusions?

 

I feel most people here are underestimating just how useful this card is. It works well with all of the new support and it's flexible to boot. If you have a rod fusion you can use it as protection, if you don't you can use it as a way to regain advantage.

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