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Underwater Riser - Deep Sea Tuner Support


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I recently made a Deep Sea Deck, so figured I would make some support. I was missing a Tuner I could easily Special Summon, so here's one that does that, as well as plays into their milling tactics a bit.

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If this card is in your hand: You can discard 1 WATER monster; Special Summon this card, but you cannot Special Summon monsters with the same Level as the discarded monster for the rest of this turn. If this card is Special Summoned: You can send the top 3 cards from your Deck to the GY, and if you sent a WATER monster, you can add 1 WATER monster with a different Level from that monster(s) from your GY to your hand. You can only use each effect of "Underwater Riser" once per turn.

 

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Whew!  This feels like it's right on the edge of being too good.  The self-summon can trigger Atlanteans, and the Special Summon looks like it will usually result in a +1 as long as you have a dedicated build.  From turn 3 and onwards, the recycle effect will usually enable big play extensions.  Even the basic utility of being a self-summoning tuner could enable Crystron plays even if you're not playing Mermail/Atlantean/Deep Sea.

This could probably combo really well with Marincess for its Link laddering and additional recycling, however the limitations might hurt more than this card helps.

Speaking of restrictions, they're the big balancing factor with this card.  As powerful as this card is as an extender, each of its plays come with some hard restrictions that make it somewhat awkward to effectively capitalize on.  This is especially true on the first turn.  I like that; it's really good design.

 

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14 minutes ago, Tinkerer said:

Whew!  This feels like it's right on the edge of being too good.  The self-summon can trigger Atlanteans, and the Special Summon looks like it will usually result in a +1 as long as you have a dedicated build.  From turn 3 and onwards, the recycle effect will usually enable big play extensions.  Even the basic utility of being a self-summoning tuner could enable Crystron plays even if you're not playing Mermail/Atlantean/Deep Sea.

This could probably combo really well with Marincess for its Link laddering and additional recycling, however the limitations might hurt more than this card helps.

Speaking of restrictions, they're the big balancing factor with this card.  As powerful as this card is as an extender, each of its plays come with some hard restrictions that make it somewhat awkward to effectively capitalize on.  This is especially true on the first turn.  I like that; it's really good design.

 

I think this is the first time someone has called my cards "really good design", which makes it even weirder that I just kind of threw something together without thinking too much, but thanks I guess.

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Lol.  Sometimes it just happens, huh?  Still: you identified a problem, answered that problem, but also put in effects that mesh well with a whole lot of other WATER themes while incorporating unique but fair restrictions.  It's an impressive mix between specific, tailored support and generic support.

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