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[CYHO] Link Turret


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Borrel Regenerator
 
Equip Spell
 
-You can only use each of this card name's (1) and (2) effects once per turn.
 
(1) Target 1 "Rokket" monster in your GY; Special Summon it, and if you do, equip it with this card, but banish it when this card leaves the field.
 
(2) If this card is sent to the GY because the equipped monster is destroyed: You can draw 1 card.
 
 
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Link Turret
 
Continuous Trap
 
(1) When this card is activated: Place 4 counters on this card.
 
(2) Each time you take battle damage, place 1 counter on this card.
 
(3) During your Main Phase 2: You can remove 1 counter from this card, then target 1 "Rokket" monster in your GY; Special Summon it, but it has its effects negated, also banish it when it leaves the field. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except DARK Link Monsters.
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Link Turret is basicly a watered down version of the anime version (given that it does not have the random battle protection).

Beyond that Link Turret sadly prevents those materials from being used as xyz materials (given that multiple Rokket monsters are level 4).

It does banish the revived monsters, which might be awful, yet allows for a lot of link plays, given that Rokket is a rather slow archtype it being a trap is not the end of the world either (at the very least it is not below them).

 

Borrel Regenerator is basicly a +1 target for anything that can trigger the rokkets (basicly revolvers Borrel monsters, Booster Dragon, the Topologic monsters and Squib Draw), which means it is a really solid card.

 

All in all Revolver's new cards are solid, though still missing a searcher for them hurts them (given that their previous cards were Extra Deck monsters, Rokket monsters (which can tutor each other), Quick Launch (which should not necessarily be searchable), the unimportant Borrel Cooling and Tactical Exchamber or the Boot Sector Launch, which is searchable due to being a Field Spell)

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Anyone here use Rokkets as a whole?  I feel like they've got some really good stuff, but I've never put them together nor expressly seen if they've succeeded on any level of events.

 

*therefore, vacuumed opinion with my limited knowledge*

The equip looks really good.  Helps you extend, but also enables you to gain further advantage off the Rokkets' destroy-happy playstyle.  Not restrictive in what you can do with the monster, and feels like a solid addition alongside Quick Draw and Squib Launch.  Makes me wonder if "Borrel" cards will get a searcher.

 

The trap feels like the new Future Fusion.  Really slow, but immensely powerful if your opponent doesn't deal with it.  The effect isn't once per turn, so you can bring back 4 Rokkets (or the same one over and over four times), to keep Link laddering.  Can only be used during MP2, so you can't take advantage of it to OTK, but you can probably really set up a responsive board that'd be good at reacting to your opponent's plays.  Probably not optimal but I can see it being run as a one-of or in some kind of an alternative build.

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Borrel Regenerator is quite versatile, since you can either use the revived card as an material for a Summon (ideally an Xyz Material), or just blow it up via its own effect, which grants you an extra card in the process. Granted, the monster is banished, but in this day and age, that isn't too hard to deal with.

Link Turret got a bit watered-down, but it is still very powerful, especially since that effect during the Main Phase 2 is not once per turn. The optimal play I see in Rokkets is to use Link Turret's effect 2 times to go into Twin Triangle Dragon, revive a REDMD, and then go into a LINK-3.

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Borrel Regenerator is quite versatile, since you can either use the revived card as an material for a Summon (ideally an Xyz Material), or just blow it up via its own effect, which grants you an extra card in the process. Granted, the monster is banished, but in this day and age, that isn't too hard to deal with. [...]

Not really, if the monster gets destroyed the equip spell afterwards leaves the field as the monster already left the field, the equip says the monster is banished if the equip leaves the field (first).

Which means if you destroy the monster it would not get banished and you should get both the float of the rokket, as well as the draw 1 part (which is the inzektor mantis ruling and how revolver uses the card in the anime).

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Not really, if the monster gets destroyed the equip spell afterwards leaves the field as the monster already left the field, the equip says the monster is banished if the equip leaves the field (first).

Which means if you destroy the monster it would not get banished and you should get both the float of the rokket, as well as the draw 1 part (which is the inzektor mantis ruling and how revolver uses the card in the anime).

Ooh. I didn't know that.

So it would be best to just blow up the Rokket of its own accord.

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Either that or one can use Torrential Tribute, Dark Hole, Squib Draw or simply Topologic Bomber Dragon.

Fair enough.

Though, honestly, I'm wondering about Link Turret. Should you expend all of the counters in one go, or maybe save one to hopefully replenish?

IMO, I'm pretty sure you'd want to blow them all at once, since the moment you flip that card up, your opponent will do whatever they can do make sure you get as few uses as possible, and therefore won't give you a second chance with Link Turret.

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Fair enough.

Though, honestly, I'm wondering about Link Turret. Should you expend all of the counters in one go, or maybe save one to hopefully replenish?

IMO, I'm pretty sure you'd want to blow them all at once, since the moment you flip that card up, your opponent will do whatever they can do make sure you get as few uses as possible, and therefore won't give you a second chance with Link Turret.

If you leave 1 counter it would still eat removal that could be spend in a more meaningful way, in the end it should come down to the question how many link materials you need and how many rokkets you need to have in your graveyard, given that Turret contradicts Boot Sector Launch being used during a later turn.

Reviving 4 for a Borrel Link monster should propably be the main aim.

Beyond that Link Turret should help them to actually Dark Armed Dragon in a meaningful way, given that all links one ladders through are additional removal bullets and that having exactly 3 Dark monsters should be doable with Link Turret and Boot Sector Launch's revival effect.

Sadly the main issue that Vullet has is to actually get started in creating grave setup and summoning the link 4 key cards.

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If you leave 1 counter it would still eat removal that could be spend in a more meaningful way, in the end it should come down to the question how many link materials you need and how many rokkets you need to have in your graveyard, given that Turret contradicts Boot Sector Launch being used during a later turn.

Reviving 4 for a Borrel Link monster should propably be the main aim.

Beyond that Link Turret should help them to actually Dark Armed Dragon in a meaningful way, given that all links one ladders through are additional removal bullets and that having exactly 3 Dark monsters should be doable with Link Turret and Boot Sector Launch's revival effect.

Sadly the main issue that Vullet has is to actually get started in creating grave setup and summoning the link 4 key cards.

Also, I just re-read Link Turret.

It doesn't have the self-destruction effect like in the anime, so you can expand all 4 counters and leave it on the field to potentially accrue more, thereby making it a high-priority target of your opponent's removal, though they also would need to not deal battle damage to you, or simply deal enough to win, if it remains after losing all of its counters.

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