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[DP20] Eternal Evolution Burst


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Eternal Evolution Burst
Equip Spell
-Equip only to a Machine monster.
(1) Your opponent cannot activate cards or effects during your Battle Phase.
(2) If the equipped monster attacked an opponent's monster, at the end of the Damage Step: You can banish 1 "Cyber Dragon" monster from your GY; the equipped monster can make another attack on a monster. Monster you control cannot attack the turn you activate this effect, except the equipped monster.
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Combos reasonably well with the Link, turning any of your Machines into a 4.2k beater with a double attack, including itself. First effect ensures no UTL, but outside of on-destruction effects, mostly cards with quick effects can and do work outside of the Battle Phase. Probably a 1-of, if that.

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So ideally this in a Cyber Dragon deck being equipped to one of your Stronger Monsters like a Cyber End Dragon or Cyber Dragon Infinity can be really deadly specially with the first effect giving any Machine Armedes effect to bypass card effects during the battle phase.

 

In turn this card has uses both in and outside Cyber Dragon Decks which can be nice for the card being flexible to use.

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Combos reasonably well with the Link, turning any of your Machines into a 4.2k beater with a double attack, including itself. First effect ensures no UTL, but outside of on-destruction effects, mostly cards with quick effects can and do work outside of the Battle Phase. Probably a 1-of, if that.

The second effect doesn't have an OPT, so why can't you keep using it?

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what bothers me is how the first effect is all you need, that second effect is useless since most cyber dragon support cards already can attack twice or more

(2) If the equipped monster attacked an opponent's monster, at the end of the Damage Step: You can banish 1 "Cyber Dragon" monster from your GY; the equipped monster can make another attack on a monster. Monster you control cannot attack the turn you activate this effect, except the equipped monster.

 

this card doesn't add a second attack, it adds another attack. in other words, if your monster has 2 attacks, and you have 3 CD's in grave, you can swing up to 4 times. and if your monster is something like rampage, you can use this card's additional swings to clear board, then use rampage's own attacks to take the game. 

 

 

also, something beautiful about this card is that it doesn't turn your monster into armades, it turns it into a one sided cold wave. in addition to that, the second effect is completely voluntary, meaning if your board has enough damage to make a reasonable push for game already, you don't actually need to stifle it with the second effect. not to mention, if your monster(s) made it to the battle phase, you can likely end the game there with no interruptions. it's a seemingly harmless card, but once it hits board, if it's backing anything that's even reasonably threatening, you'll likely need to handle it immediately.

 

at the very least, it's miles better than the new blue eyes support.

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A deck that can already reliably OTK doesn't need opponent-reliant, mediocre OTKs thrown into the mix. If you want to attack multiple monsters, they have at least two monsters that can do it without some shitty equip.

it's cyber dragon based. giving something like cyber end, or Cyber rampage, allows them to put out massive damage, or clear potentially floaty boards. the first effect allows the second effect to have far more value than it would otherwise. it negates any and all floating effects, and as such, breaking through an entire board on something like a power bonded cyber end (and thus potentially OTKing), becomes easily possible.

 

that said, just because it's a gimmick card, doesn't make it bad, even if the 2nd effect is unlikely to be needed, it still grants a one sided cold wave during the battle phase, in the deck most likely to have a limiter removed/ powerbonded/ otherwise massively boosted monster(s),  exactly what makes that a bad card?

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