White Void Posted January 12, 2018 Report Share Posted January 12, 2018 Light of SekkaNormal SpellYou can only use the (1) and (2) effects of this card once per turn.(1): If you have no Spell/Trap Cards in your GY: Draw 2 cards. After activating this card, you cannot activate Spell/Trap cards or effects for the rest of the Duel, except “Light of Sekka”.(2): You can banish this card from your GY; reveal 1 monster in your hand, and if you do, Return it to the Deck and shuffle it, then draw 1 card. Brb playing Superheavies again. I love this. Link to comment Share on other sites More sharing options...
Ryusei the Morning Star Posted January 12, 2018 Report Share Posted January 12, 2018 Light of Sekka Normal Spell You can only use the (1) and (2) effects of this card once per turn. (1): If you have no Spell/Trap Cards in your GY: Draw 2 cards. After activating this card, you cannot activate Spell/Trap cards or effects for the rest of the Duel, except “Light of Sekka”. (2): You can banish this card from your GY; reveal 1 monster in your hand, and if you do, return it to the Deck and shuffle it, then draw 1 card. Trying to think of a deck that won't run many other spells/traps or at the very least can banish them easily. Coming up blank except for maybe BA which can use both effects. A Monster focused BA build that gave up on traps might be able to use this Link to comment Share on other sites More sharing options...
Dova Posted January 12, 2018 Report Share Posted January 12, 2018 SHS? I mean, considering you can use both effects in the same turn, it might make for a cute addition, especially as it adds to consistency. I wonder how MR4 affected them, anyway; they have enough MD bosses to not be too hurt. Link to comment Share on other sites More sharing options...
BlackBeartic Posted January 12, 2018 Report Share Posted January 12, 2018 Hidden SHS support in disguise.I'd assume you could run 3 of this with no issue solely because (as mentioned above) you can get it out the grave the minute it goes there, but I don't play SHS so idrk for sure.Could also use in casual Monster Mash decks lol. Link to comment Share on other sites More sharing options...
Thomas★Zero Posted January 12, 2018 Report Share Posted January 12, 2018 SHS? I mean, considering you can use both effects in the same turn, it might make for a cute addition, especially as it adds to consistency. I wonder how MR4 affected them, anyway; they have enough MD bosses to not be too hurt. With Cards like Missus Radian and Qliphort Genius, SHS are fine in MR4 still this does give them draw support which is good for the SHS style. Also kind of makes me wonder if Konami (if they take on how this does support SHS) will make SHS S/T support like this. Link to comment Share on other sites More sharing options...
Atypical-Abbie Posted January 12, 2018 Report Share Posted January 12, 2018 Cool monster mash and Super Heavy support, the shuffle into the Deck could be useful in a few situations as well, plus simply being able to draw so many cards works wonders for them. Link to comment Share on other sites More sharing options...
Darj Posted January 12, 2018 Report Share Posted January 12, 2018 Oh, I just noticed the Spell/Trap lock excludes copies of itself. I was thinking it was a mere 1-of Pot of Greed for monsters mash, but you actually get to run 3, that's so much better. The grave effect is handy too. I wonder if it has some applications in non-Monster mash decks, since you can mill ir an use it right away. My first thought was Serpentine Princess, but that one only works when spun from field to the Deck. As for flavor, I was thinking on how it's related to the anti-backrow effect of Denko Sekka, but I figured it goes in theme because this card doesn't want you to run any backrow at all. Link to comment Share on other sites More sharing options...
White Void Posted January 12, 2018 Author Report Share Posted January 12, 2018 Not so sure I like this as much for SHS anymore after the hype wore off and I thought about it. Unless I'm utterly missing something, this cuts off Soulpiercer and Soulpeacemaker, which are two of the most vital cards in the entire archetype. There might be a build that can work around it but it definitely won't be the standard. And going +1 after you've set up your plays doesn't really help as much as it does some other decks. In fact, I'd be willing to argue that perhaps this card should be a draw 3/+2 given how extreme the stipulation it imposes. I still like it a lot conceptually but other than some kind of hand trap heavy monster mash, I'm not sure what can play this without having to heavily adapt. This also further increases my opinion that equips should be their own type of card instead of spells and that monsters that become equips being treated as spells is dumb. Link to comment Share on other sites More sharing options...
Dova Posted January 12, 2018 Report Share Posted January 12, 2018 You're activating a monster effect that equips iirc, not a Spell/Trap Card. Link to comment Share on other sites More sharing options...
The Warden Posted January 12, 2018 Report Share Posted January 12, 2018 I think he means Soulpeacemaker's activated effect as an equip, and also the destruction effect of Soulpiercer after it was an equip. In the latter's case, I'm pretty sure it goes back to being a monster again once sent to the grave. Link to comment Share on other sites More sharing options...
CraneMonk Posted January 12, 2018 Report Share Posted January 12, 2018 You're activating a monster effect that equips iirc, not a Spell/Trap Card.Peacemaker needs to activate as an equipment card though. Link to comment Share on other sites More sharing options...
EndUser Posted January 12, 2018 Report Share Posted January 12, 2018 Dova got me first: All Superheavy Soul monsters activate as monster effects + activate their effects in the Graveyard also as monster effects (e.g. Soulpiercer). The only cards that are affected by this Spell Card are Soulshield Wall, Soulclaw, Souhorns and Soulpiecemaker if they're already equipped to monsters. Of course, the only ones of interest are Soulpiecemaker and (maybe) Soulhorns, so you need to be cautious whether to use Light of Sekka or not.For good measure, I tested the monsters above with Cold Wave: All of them could equip from the hand, only those who are already equipped can't use thir secondary effects (if they do it on the field). In general though: The card came out of nowhere and (for a very strange but obvious reason) is at least 85% a hint for SHS. If a deck doesn't need to utilize Trap Cards & their Spells aren't the important playmakers, then I guess it's a fine free draw; unfortunately nothing certain comes to mind. Link to comment Share on other sites More sharing options...
~~~~ Posted January 12, 2018 Report Share Posted January 12, 2018 Activate this while your control Vanity's Emptiness Link to comment Share on other sites More sharing options...
King K. Azo Posted January 12, 2018 Report Share Posted January 12, 2018 Not so sure I like this as much for SHS anymore after the hype wore off and I thought about it. Unless I'm utterly missing something, this cuts off Soulpiercer and Soulpeacemaker, which are two of the most vital cards in the entire archetype. There might be a build that can work around it but it definitely won't be the standard. And going +1 after you've set up your plays doesn't really help as much as it does some other decks. In fact, I'd be willing to argue that perhaps this card should be a draw 3/+2 given how extreme the stipulation it imposes. I still like it a lot conceptually but other than some kind of hand trap heavy monster mash, I'm not sure what can play this without having to heavily adapt.This also further increases my opinion that equips should be their own type of card instead of spells and that monsters that become equips being treated as spells is dumb..Soulpiercer may lose its piercing effect, but the search effect just activates when it's sent from the field to the graveyard. That's why synching with it is always a good idea. Soulpeacemaker, while very useful, is not vital to the deck. Samurais have worked without it before. And you could, you know, use Soulpeacemaker AND THEN activate this. You could argue that this cuts off the pendulums as well, but most people barely use them in the first place. Link to comment Share on other sites More sharing options...
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