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Some Necrofear Monster Ideas (no images)


KH911

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Dark Necrofear has always been one of my favourite cards, and I just learned that there's now also Curse Necrofear. This inspired me to think of how I can make Necrofear it's own archetype, so let me first post these 2 main deck monsters which continue the theme of summoning themselves by moving fiend monsters to a place the other Necrofears can use. You'll also notice I made the Necrofears synergize with Dark World by utilizing the discard "costs", that's just because I've always paired Necrofear with Dark World and the themes fit perfectly:

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Grave Necrofear

Level 8 | Dark | Fiend | Effect

This card cannot be normal summoned/set. This card can only be special summoned by it's own effect. You can discard up to 3 fiend monsters from your hand to the GY, and if you do, special summon this card. 
During the end phase that this card was destroyed by battle or an opponent's card effect, target monsters in your opponent's GY up to the number of monsters discarded to summon this card, special summon them to your side of the field and place this card face up as a continuous spell; if this card leaves the field, the monster(s) summoned by this effect are destroyed.

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Dread Necrofear

Level 8 | Dark | Fiend | Effect

This card cannot be normal summoned/set. This card can only be special summoned by it's own effect. You can banish 3 fiend monsters from your deck to special summon this card from your hand. 
During the end phase that this card was destroyed by battle or an opponent's card effect, special summon this card, and if you do, add 1 "Destiny Board" or 1 card that mentions "Destiny Board" from your deck to your hand.

 

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  • 2 weeks later...
1 hour ago, KH911 said:

Why is banishing 3 necrofears an issue? They don't really have synergy with being banished.

Because you either banish the top 15 cards of your opponents deck, possibly decking them out, OR banish 15 thunder dragons from your deck and go + 1 million making this technically a must-have engine in any deck that uses banished cards, including… eeww… floo.

The problem with having powerful effects seemingly being balanced by the fact that they have no synergy with the archetype, is that they will inevitably lead to the next ishizu tearalaments, because that’s exactly what happened. Milling 5 or 10 cards is less powerful in pure ishizu than in tearalaments, so combine them and you get a tier 0 deck. This engine would probably make like 3 decks broken and dear god do we not want thundra to be meta EVER again. Let this be a learning experience.

As for in archetype synergy, like you asked, curse necrofear shuffles 3 banished fiends to special summon itself.

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I still don't understand how banishing 3 Necrofears can banish 15 cards from your opponent's deck or even 15 thunder dragons? It specifically only banishes fiend type monsters from the deck, so you can't hit thunder dragons, floo, or any non-fiend card with it. As far as I can tell, there aren't any other decks that benefit from banishing specifically fiend monsters.

As for curse necrofear, that was the intended interaction. Grave sends 3 fiends to the GY, Dark banishes 3 from the GY, Dread banishes 3 from the deck, and curse shuffles 3 banished ones. In terms of a Necrofear deck, I don't see how it's broken. 

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