Hallohallo Posted June 28, 2018 Report Share Posted June 28, 2018 SOFU-JP060 Thunder Dragon FusionNormal Spell CardYou can only use this card name’s (1) and (2) effects once per turn each.(1) Fusion Summon 1 Thunder Fusion Monster from your Extra Deck, by shuffling into the Deck(s) Fusion Materials listed on it, that are on your field, in your GY, and/or among banished cards in your possession.(2) During your Main Phase, except during the turn this card was sent to the GY: You can banish this card from your GY; add 1 Thunder monster from your Deck to your hand. SOFU-JP072 Hyakurai no Thunder Dragon (The Hundred Thunder Dragons)Normal Trap CardYou can only activate 1 card with this card’s name per turn.(1) Target 1 Thunder monster in your GY; Special Summon that monster (but banish it when it leaves the field), then you can Special Summon from your GY as many monsters as possible with the Summoned monster’s name (but banish them when they leave the field). While a monster Special Summoned by this effect is in your Monster Zone, you cannot Special Summon monsters, except Thunder monsters. SOFU-JP073 Thunder Dragon StreamContinuous Trap Card(1) Your Thunder monster effect activations cannot be negated.(2) Once per turn, if a “Thunder Dragon” monster is Normal/Special Summoned to your field: You can target 1 Spell/Trap Card on the field; banish 1 Thunder monster from your Deck, and if you do, destroy the targeted card. Link to comment Share on other sites More sharing options...
The Warden Posted June 28, 2018 Report Share Posted June 28, 2018 I'm trying to figure out the fusion spell's wording, as it says "in your possession", but also speaks non-specifically to the field, GY, and banished as options. So does that mean the hand is available for use, or not? I guess it's the translation but it's hard to tell. Link to comment Share on other sites More sharing options...
Draconus297 Posted June 28, 2018 Report Share Posted June 28, 2018 I think it's meant to restrict you to cards you control and own, so you can't use, say, a Kaiju. That Fusion Spell is utterly bonkers, though. There aren't many good targets for it (just the new Thunder Dragon stuff, really), but the Graveyard effect is an E-Call for an entire goddamned monster Type. Yes, you have to wait a turn, but it's the best generic consistency option Thunder has (and this is a Type with Seahorse at its disposal). The Traps kinda suck, though. Stream is only good for being a Chainable response to your opponent trying to Ash Blossom one of your many discard-reliant consistency cards because nobody is going to try to use the once per turn MST effect consistently, and Hundred Thunder Dragons is something that might occasionally mean a Pleiades or Strike Bounzer, maybe a Batteryman OTK if you took the time to set up. Link to comment Share on other sites More sharing options...
Atypical-Abbie Posted June 28, 2018 Report Share Posted June 28, 2018 Uh damn, these are so damn beautiful, the Fusion card speaks for itself, The Hundred Thunder Dragons having the banishing to trigger their effects is wonderful, and it's fun to have a card that makes multiple copies a thing, Thunder Dragon Stream I'm a little bit unsure of, though they do need to use their effects to really get going, and being able to banish from the Deck is quite useful, though it is quite slow and they don't have the best capabilities to Summon monsters to use for it, I think you'll most likely sit on one and use that for a while, though I also like that these are generic to Thunder, having more support for them is pretty fun. I didn't know I wanted a Thunder Dragon Deck, but now that they have revealed all of these, I will be trying these out for sure. Link to comment Share on other sites More sharing options...
The Warden Posted June 28, 2018 Report Share Posted June 28, 2018 I think it's meant to restrict you to cards you control and own, so you can't use, say, a Kaiju. That Fusion Spell is utterly bonkers, though. There aren't many good targets for it (just the new Thunder Dragon stuff, really), but the Graveyard effect is an E-Call for an entire goddamned monster Type. Yes, you have to wait a turn, but it's the best generic consistency option Thunder has (and this is a Type with Seahorse at its disposal). The Traps kinda suck, though. Stream is only good for being a Chainable response to your opponent trying to Ash Blossom one of your many discard-reliant consistency cards because nobody is going to try to use the once per turn MST effect consistently, and Hundred Thunder Dragons is something that might occasionally mean a Pleiades or Strike Bounzer, maybe a Batteryman OTK if you took the time to set up. Thing is, the current translation goes against the bold, since it mentions Deck(s). I know it can include Extra Deck, but the way it's written seems to imply the Fusion is in fact a Super Poly, as you can use cards your opponent has on the field, in their GY, or banished as materials, if you can use them, that is. As shuffling an ED monster into the Deck just sends them back to the ED without needing to say so, it's just a given. Which is why I feel a little confused by the way it's written as I can't tell if you can use monsters from your hand or not. Link to comment Share on other sites More sharing options...
Atypical-Abbie Posted June 28, 2018 Report Share Posted June 28, 2018 The Org's translation says this: "Fusion Summon 1 Thunder Fusion Monster from your Extra Deck, by shuffling into the Deck(s) Fusion Materials listed on it, that are on your field, in your GY, and/or among banished cards in your possession." I think it's just an odd first translation. Link to comment Share on other sites More sharing options...
The Warden Posted June 28, 2018 Report Share Posted June 28, 2018 That makes far more sense than it being a Super Poly. Pity it doesn't include hand, cause this + Thunder Dragon would be some serious value by going into Superbolt. Link to comment Share on other sites More sharing options...
Tinkerer Posted June 28, 2018 Report Share Posted June 28, 2018 Man I kinda wish Steam’s first effect was simply “Thunder monsters’ effects cannot be negated” rather than what it currently says considering it doesn’t do anything to protect Thunder Control... Link to comment Share on other sites More sharing options...
Dragulas Posted June 28, 2018 Report Share Posted June 28, 2018 I'm trying to figure out the fusion spell's wording, as it says "in your possession", but also speaks non-specifically to the field, GY, and banished as options. So does that mean the hand is available for use, or not? I guess it's the translation but it's hard to tell.I think you are mistaking possession with control, the later is for cards on the field, the former includes other areas )deck, GY, banished pile, etc.) I wonder how good will be snow (or some macro strategies) with this deck Link to comment Share on other sites More sharing options...
The Highlander Posted June 28, 2018 Report Share Posted June 28, 2018 I think you are mistaking possession with control, the later is for cards on the field, the former includes other areas )deck, GY, banished pile, etc.) I wonder how good will be snow (or some macro strategies) with this deckSnow is an idea, however invoker / thunder dragon sounds like the best idea.Aleister the Meltdown Invoker can discard the Thunder Dragons for a second Invocation, going for another invoked (most of the time caligula or mechaba) and afterwards triggering their second effect.Beyond that Invoked needs only 1 additional monster for the link plays, something Thunder Dragons can easily do (Gold Sarco, The level 6 Thunder Dragons, 1 for 1, Instant Fusion etc.) and boards of Mechaba + either of the Thunder Dragon Fusion monsters, Caligula or another Mechaba sounds powerful (given that the Thunder Dragon fusion monsters are protected against board breaking cards like raigeki , while being a raigeki break on legs (Drident comes to mind ...) or Mistake on legs). As for the cards above the Fusion Spell is solid, being a (+1) over time, getting out the boss monsters, recycling and not depending on using fielded monsters.Both of the traps cards are unusable garbage, the first prevents literally anything from being done with those monsters (rendering them worthless) and the last one is far too slow to be worth what it intends to do (negation proof is cute if it would apply prior to establishing your board and the Spell/Trap destruction is slow and situational (at best a side card against altergeist and even in that case ...)). Link to comment Share on other sites More sharing options...
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