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[OCG] Tindangles


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news_data_201709140401-3_lQ9C7gHKXAN6lOX

 

EXFO-JP045 Tindangle Acute Cerberus
Link 3 DARK Fiend Link Effect Monster
ATK 0
LINK-3: Bottom Left, Up, Bottom Right

 

3 “Tindangle” monsters
(1) if there’s 3 or more different “Tindangle” monsters in your Graveyard, including “Tindangle Base Gardna”, this card gains 3000 ATK.
(2) This card gains 600 ATK for each “Tindangle” monster it points to.
(3) When a Battle Phase in which this card declared an attack ends: Special Summon 1 “Tindangle Token” (Fiend/DARK/Level 1/ATK 0/DEF 0).

 

EXFO-JP009 Tindangle Angel
Level 4 DARK Fiend Flip Effect Monster
ATK 500
DEF 1800

You can only use the effect of this card’s name once per turn.
(1) FLIP: Special Summon 1 Flip Monster, except “Tindangle Angel” from your hand or Graveyard in face-down Defense Position. If this effect was activated during a Battle Phase on your opponent’s turn, also end that Battle Phase.

 

EXFO-JP010 Tindangle Base Gardna
Level 5 DARK Fiend Effect Monster
ATK 0
DEF 2300

This card’s name can only be Special Summoned by its (1)st effect once per turn
(1) If you control a face-down Defense Position monster, you can Special Summon this card (from your hand).
(2) If a monster is Normal or Special Summoned to a Monster Zone your opponent’s Link Monster points to: You can Tribute this card; Special Summon 1 “Tindangle” monster from your hand or Deck in face-up Attack Position.

 

news_data_201709140404-9_PmBypGlgT8Psvo5

 

EXFO-JP011 ティンダングル・ハウンド Tindangle Hound
Level 7 DARK Fiend Flip Effect Monster
ATK 2500
DEF 0

(1) FLIP: Target 1 face-up monster on the field, except this card; this card gains ATK equal to the original ATK of the target. Afterwards, change the target monster to face-down Defense Position.
(2) Your monsters on your opponent’s side of the field lose 1000 ATK for every monster that monster is Linked to.
(3) If this card is destroyed (by battle or by card effect): You can target 1 face-down monster on the field; that monster is changed to face-up Defense Position.

 

EXFO-JP012 ティンダングル・アポストル Tindangle Apostle
Level 3 DARK Fiend Flip Effect Monster
ATK 800
DEF 1600

You can only use the effect of this card’s name once per turn.
(1) FLIP: Change up to 3 face-down monsters on your field to face-up Defense Position. If all the monsters changed to face-up Defense Position by this effect are “Tindangle” monsters, you can add a “Tindangle” cards from your Deck to your hand up to the number of those monsters.

 

EXFO-JP013 ティンダングル・イントルーダー Tindangle Intruder
Level 6 DARK Fiend Flip Effect Monster
ATK 2200
DEF 0

You can only use each effect of this card’s name once per turn.
(1) FLIP: Add 1 “Tindangle” card from your Deck to your hand.
(2) If this card is Normal Summoned: Send 1 “Tindangle” card from your Deck to the Graveyard.
(3) While this card is in the GY, if a monster is Special Summoned to your side of the field in face-down Defense Position: You can Special Summon this card in face-down Defense Position from the GY.

 

EXFO-JP054 ナーゲルの守護天 Nagel no Shugoten (Protected Sky of Nagel)
Continuous Spell Card

You can only use this card’s name’s (3)rd effect once per turn:
(1) “Tindangle” monsters you control cannot be destroyed by battle or by your opponent’s card effects.
(2) If a “Tindangle” monster you control inflicts battle damage to your opponent, once per turn, you can double that damage.
(3) You can banish this card from the GY, then discard 1 “Tindangle” card. Add 1 “Protected Sky of Nagel” from your Deck to your hand.

 

EXFO-JP055 オイラーサーキット Euler Circuit
Field Spell Card

You can only use the (3)rd effect of this card’s name once per turn.
(1) If you control 3 or more “Tindangle” monsters, monsters your opponent controls cannot attack.
(2) During your Standby Phase: You can target 1 “Tindangle” monster you control; Give control of that monster to your opponent.
(3) You can banish this card from your GY, then discard 1 “Tindangle” card; add 1 “Euler Circuit” from your Deck to your hand.

 

EXFO-JP069 ティンダングル・ドロネー Tindangle Delaunay
Normal Trap Card

(1) When you take battle damage due to the attack of your opponent’s monster, while there’s 3 or more “Tindangle” monsters in your Graveyard: Destroy the monster that attacked, then Special Summon 1 “Tindangle Acute Cerberus” from your Extra Deck.
(2) If you control no monsters in an Extra Monster Zone: You can banish this card from the GY, then target 3 “Tindangle” monsters in your GY that have different names; Special Summon those monsters in face-down Defense Position.

 

Sauce: https://ygorganization.com/aliewithinalieturnsitselfinsideout/http://yu-gi-oh.jp/news_2017091404.php

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To be honest, you really should wait until we got translations from YGOrganization or something, because I'm pretty sure not everyone can read Japanese [fluently] (and especially not off the picture itself).

 

(Going to assume Tindangles Angel, Hound and Gardna didn't change too much from the anime)

 

====

New theme apparently is high Level spam, but how good they end up being is unclear right now. All we know is that they crossed with Star Grails (Relics because it's Seikon) and got a 3K Link 3 with all arrows going down.

 

Will add more detailed thoughts once effects are posted.

 

(Let's see if I can read it on my own to some extent)

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So, Delaunay is pretty much the Nebula Meteorite of the archetype, while Apostle is the second most-advantage-generating card? Well, not really, since they got other cool toys there, like Intruder that can keep the card advantage steady and funnily enough can combo with that Trap that revives in face-down Defense at the cost of some LP.

Also I find interesting the effects the Spells got to search for a copy of themselves, all without being part of the archetype by name. An intriguing design choice IMO, since not only it kind of addresses the issues with running multiples of Field and Cont. Spell/Traps that have the chance of becoming dead when drawn in multiples, also you get the option of milling them to use their search effects.

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These are definitely...something. They have the potential for some good things, Protected Sky's protection is golden for something like this, too bad it's not easy to search, though you can dump it with Foolish Burial Goods and then banish it to search it I suppose, also I like that Euler Circuit seems to encourage giving your opponent a monster that Cerberus can point to, that's something I was expecting them to do, so that's neat. Delaunay is also very good for that last effect, and taking battle damage for a 3-Link is not too bad either. Yeah, they could easily dead draw a lot of the time, but they have so many good options in both spam, protection and lockdown as well.

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Acute Cerberus is ... eh.

Angel is cute ... also for the anime lock.

Base Guardna ... is alright, I like that he can grab from one's deck ... however being rliant on a single mechanic being used by one's opponent is never a good sign.

Hound is alright.

Apostle is a potential + 3.

Intruder is a high stat, flip, archtypal searcher, nemesis warrior.

Nagel effectively turns those monsters into beelzes, saving them after using their flip effects, so it sounds alright (though it should protect face down monsters from effects, rather than face up one).

Euler Circuit sounds ... weird and not beneficial ... am I missing something or is this only for an anime like "take this weak monster in ATK POSITION, haha" (protagonist drops plot armor similar kuriboh copy) ?

Delaunay's first effect is ... a worse recoded alive ... yet its second effect (and thus burial of belongings) is an archtypal mass revival effect, which prepares apostle ... sounds decent.

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From what I can tell, this deck really just wanted to summon Cerberus, get its ATK to 4200, then use Protected Sky to hit for lethal. The real question is how quickly and consistently it can do this. Base Gardna and Intruder are both very powerful in-theme as far as I can tell, and Apostle has a ton of potential for stupid amounts of value, albeit taking a decent amount of devotion beforehand to be worth it.

 

I think that as-is, they lack the starting plays and consistency required to really get rolling, but the damage output from Cerberus with Protected Sky is nothing to scoff at.

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Let's see:

  • Cerberus is deadly enough, IF you have Base Gardna; idk why it specifically needs that monster. Otherwise, yeah. 
  • Angel/Gardna/Hound are the same as anime; see thoughts in anime thread. (I may not have to update the new ones if they are copy/paste)
    • As I noted on Hound, being anti-Link doesn't help Akira's case, though it works.
  • Apostle is pretty nice and heavy searching doesn't hurt either; though yeah, they need a way to actually get 3 monsters on board to search. (Maybe tech in other Flip decks; idk)
  • Intruder's the general searcher; not much to say about it. 
  • Nagel is amazing.
  • Euler's Circuit is okay; attack lock is fine (assuming field advantage). Not sure on where the 2nd effect will go, except giving away used Angels to blow up. 
  • Delaunay is iffy; GY effect sets up for massive searches, but that's about it. 

Seems good on paper, but yeah, field advantage is needed to even do anything (and Link requires Base to do stuff; I mean, you probably will use it to summon Hound anyway, so I guess). In the long run, Hound probably will do more for obvious reasons.

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Really underwhelming archetype so far. A lot of battle effects, they all have different levels with most above 4 (granted Reasoning is a card that would be good for them and could possibly mill the Spell/Traps but it's at 1), and they largely depend on Flip effects and GY setup. Imagine attacking something with Acute Cerberus and your Base Gardna gets D.D. Crow'd...

 

The Spells and Traps are the best part, and it's cool that they can replace themselves (when they don't get Cosmic Cycloned), but the monsters so far aren't nearly good enough.

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  • 2 weeks later...

Come on the synergy with ghostricks is undenyable. Lots of ways to get all the effects off. For one, there are many things that special summon themselves in face down def. Ghostrick mansion protects face downs and so does ghostrick vanish. Throw all the stuffs with the 3x allure of darkness. In a addition to getting to flip summon initaly you can put them all facedown again with ghostrick doll, flip them face up on their turn with ghostrick scare and when ghostrick doll actuvates during the end phase you can flip them again on your turn. Plus you can also get out the field spell with ghostrick reform. Get the effects that happen when you take battle damage because ghostrick s. It's no coincidence the new ghostrick card is coming the same set as this archetype this already seems like a huge boon to this 10/10 would flip stuff face down again. Probably lots I've missed but I can already tell this is going to be fun

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