Phelphor, of the Deep Posted April 17, 2018 Report Share Posted April 17, 2018 Placing indestructible cards in your opponent spell trap zone (AKA pendulum zone) then oh look I pendulum summon using them cards. Pendulum summoned monsters become link summoning materials to be pendulum summon the turn later thus fueling link plays even more. Unwieldy Fervor Realm: Field Spell card You can Pendulum Summon using face-up "Unwieldy Fervor" cards in your opponent's Pendulum Zone. When this card is activated: Add 1 "Unwieldy Fervor" Spell or Trap card from your Deck or GY to your hand. Once per turn during either player's turn, you can tribute 1 "Unwieldy Fervor" Pendulum monster; shuffle 1 card to Deck. You can only activate each effect of "Unwieldy Fervor Realm" once per turn. Unity of Unwieldy Fervor: Continuous Spell All "Unwieldy Fervor" monsters you control gains 100 ATK for each face-up "Unwieldy Fervor" cards you control. When this card is activated: Place 1 "Unwieldy Fervor" monster from Deck or GY in your Pendulum Zone. You can send this card to the GY: Set 1 "Unwieldy Fervor" Spell or Trap card directly from your Deck then you can add 1 face-up "Unwieldy Fervor" monster from your Extra Deck to your hand. You can only activate each effect of "Unity of Unwieldy Fervor" once per turn. Resolve of the Unwieldy Fervor: Normal Trap Card If your opponent controls a face-up "Unwieldy Fervor" card in their Pendulum Zone, send 1 "Unwieldy Fervor" monster from your Deck to your Extra Deck face-up then you can, Target 1 card on the field and if you do; Destroy the targeted card. You can only activate "Resolve of the Unwieldy Fervor" once per turn. Unwieldy Fervor Cyber: Level 4 | FIRE | Cyberverse-Type | Pendulum monster | 1500 ATK | 400 DEF Scale 3 Pendulum effect: This card can not be destroyed by card effects. You cannot Pendulum Summon monsters, except “Unwieldy Fervor” Monsters. This effect cannot be negated. Monster effect: If you control a face-up "Unwieldy Fervor" monster except "Unwieldy Fervor Cyber" you can Special Summon this card from your hand. If this card is Summoned: you can place 1 "Unwieldy Fervor" monster from your Deck in your opponent’s Pendulum Zone, but for the rest of this turn you cannot Special Summon monsters, except “Unwieldy Fervor” monsters. You can only activate each effect of "Unwieldy Fervor Cyber" once per turn. Unwieldy Fervor Hero: Level 4 | EARTH | Warrior-Type | Pendulum monster | 1900 ATK | 700 DEF Scale 5 Pendulum effect: This card can not be destroyed by card effects. You cannot Pendulum Summon monsters, except “Unwieldy Fervor” Monsters. This effect cannot be negated. Monster effect: When this card is Normal Summoned: You can Special Summon 1 "Unwieldy Fervor" Pendulum monster from your Deck. but for the rest of this turn you cannot Special Summon monsters, except “Unwieldy Fervor” monsters. You can only activate each effect of "Unwieldy Fervor Hero" once per turn. Unwieldy Fervor Mech: Level 4 | WIND | Machine-Type | Pendulum monster | 700 ATK | 2000 DEF Scale 3 Pendulum effect: This card can not be destroyed by card effects. You cannot Pendulum Summon monsters, except “Unwieldy Fervor” Monsters. This effect cannot be negated. Monster effect: When this card is Summoned: You can add 1 "Unwieldy Fervor" Pendulum monster from your Deck to your hand, but for the rest of this turn you cannot Special Summon monsters, except “Unwieldy Fervor” monsters. You can only activate each effect of "Unwieldy Fervor Mech" once per turn. Unwieldy Fervor Scuba: Level 4 | WATER | Aqua-Type | Pendulum monster | 1600 ATK | 1000 DEF Scale 5 Pendulum effect: This card can not be destroyed by card effects. You cannot Pendulum Summon monsters, except “Unwieldy Fervor” Monsters. This effect cannot be negated. Monster effect: You can reveal this card in your hand: add 1 "Unwieldy Fervor" Spell or Trap card from your Deck or GY to your hand, then place this card in your opponent’s Pendulum Zone, but for the rest of this turn you cannot Special Summon monsters, except “Unwieldy Fervor” monsters. You can only activate each effect of "Unwieldy Fervor Scuba" once per turn. Unwieldy Fervor Quick-Strike : Level 4 | LIGHT | Thunder-Type | Pendulum monster | 0 ATK | 0 DEF Scale 3 Pendulum effect: This card can not be destroyed by card effects. You cannot Pendulum Summon monsters, except “Unwieldy Fervor” Monsters. This effect cannot be negated. Monster effect: If your opponent targets a face-up "Unwieldy Fervor" monster except "Unwieldy Fervor Quick-Strike" you control for an attack before the damage step, you can Special Summon this card from your hand and if you do; target 1 card on the field and if you do; destroy the targeted card. If this card is Summoned: you can Draw 1 card then, shuffle 1 card in your hand into your Deck, but for the rest of this turn you cannot Special Summon monsters, except “Unwieldy Fervor” monsters. You can only activate each effect of "Unwieldy Fervor Quick-Strike" once per turn. Link to comment Share on other sites More sharing options...
Dova Posted April 18, 2018 Report Share Posted April 18, 2018 The first thing that comes to mind are the mirror matches. They must be complete hell lol. You activate a Field Spell card, and immediately your opponent can take advantage of their own Spell/Trap Cards, however if you give your opponent your Pendulum Scales, they can still Pendulum Summon off of them. It would become very chaotic very quickly. The second thing that comes to mind is the fact this archetype doesn't actually do its gimmick very well. Outside of the Field Spell, which doesn't have any protection, mind you, you aren't going to having much use of your opponent's cards. Not even a blanket Spell that grants you the effect to do so for a turn, and the continuous Spell doesn't help much either. Speaking of Spells/Traps, you only have 3 ways to search them, and 2 of them are the Spells/Traps. The third thing that strikes me is that, despite the above...it's still somewhat useful. I mean, these cards basically kill any Pendulum Deck, and limit your opponent's Spell/Trap zone to 3 slots at most. They're also really difficult to get rid of, but I'm still thinking about how much this set kills Pendulum Decks specifically. You might as well surrender if your opponent gets even one of these in your Pendulum Zone. Isn't enough that they don't have their own scales, and such limited ones at that? I would suggest only limiting it to Pendulum Monsters that can be Special Summoned. If you do do that, you can probably drop the "You cannot Special Summon monsters, except...during the turn you activate this effect." clauses on the monsters' effects, but otherwise they become a side against Pendulum Decks to instantly kill them. Even if you fix all of those issues, this Deck still lacks a win condition. Okay, so you've locked down your opponent and are whittling away their cards as fast as they draw them. However, they can keep Summoning walls. What are you going to do about it? Are you going to have a boss with faster field wipes, some means to boost ATK and hit harder? What is this archetype's eventual goal? Link to comment Share on other sites More sharing options...
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