Blue Lightning Posted December 9, 2008 Report Share Posted December 9, 2008 http://yugioh.wikia.com/wiki/Summon_Limit Neither player can Summon more than two times per turn. Stops the Malicious-Krebons move. Most obvious use in Opression and such. Id really like this to see more play. Discuss. EDIT: When did I get another Rep? Link to comment Share on other sites More sharing options...
Flame Dragon Posted December 9, 2008 Report Share Posted December 9, 2008 It's decent enough, just doesn't slow your opponent down enough. There is also the fact that it is easily destroyed. Link to comment Share on other sites More sharing options...
Blue Lightning Posted December 9, 2008 Author Report Share Posted December 9, 2008 Steven Harris Monsters: 18 3 Destiny Hero – Malicious1 Armageddon Knight2 Dark Armed Dragon1 Gorz the Emissary of Darkness2 Krebons1 Psychic Commander1 Elemental Hero Stratos1 Destiny Hero – Plasma1 Destiny Hero - Doom Lord1 Sangan1 Plaguespreader Zombie1 Dark Grepher1 Necro Gardna1 Breaker the Magical Warrior Spells: 16 1 Cold Wave1 Heavy Storm1 Mystical Space Typhoon1 Monster Reborn1 Brain Control2 Emergency Teleport3 Allure of Darkness2 Reinforcement of the Army1 Scapegoat3 Destiny Draw Traps: 8 1 Crush Card Virus3 Solemn Judgment2 Phoenix Wing Wind Blast 1 Trap Dustshoot1 Torrential Tribute Well, It only takes one effective use to cause enough damage. Malicious + E- Tele to Krebons= They stay with a Malicious and Krebons is gone at the end phase. They cant summon DAD that turn unless they destroy it with Heavy Storm which makes it a 2 for 1 trade and they cant attack that turn anyways. The last winner only ran 4 destruction cards, and in that scenario they cant summon 2. Theres also the Solemn scenario. If they decide to Solemn it, thats one less Summon/Spell/Trap negated. So, in simple language, this is either 1-) Solemn Bait OR 2-)Threatening Roar/2-for-1 trade. I find that good. Link to comment Share on other sites More sharing options...
A●O●J Posted December 10, 2008 Report Share Posted December 10, 2008 Lol this card would tick so many people off. I would run this just to see people's annoyed reactions. Link to comment Share on other sites More sharing options...
Megaworm Posted December 10, 2008 Report Share Posted December 10, 2008 seems annoying. not survivable enough. Link to comment Share on other sites More sharing options...
Mr. Judgment Dragon Posted December 10, 2008 Report Share Posted December 10, 2008 Side Deck material perhaps. Link to comment Share on other sites More sharing options...
Orochi Posted December 10, 2008 Report Share Posted December 10, 2008 if you want side deck, use royal oppresion... this card is average more close to MEH! Link to comment Share on other sites More sharing options...
Exiro Posted December 10, 2008 Report Share Posted December 10, 2008 Oppression is always effective, as long as it doesn't get Break'd, MST'd, Heavy'd, Decree'd or your lp get too low. As long as it's there, it negates Special Summons completely. Summon Limit is only effective in the early game, because around that time, it survives and slows the game down. In the late game, every possibility I mentioned for Oppression plus DAD/JD. Link to comment Share on other sites More sharing options...
Skuldur Posted December 10, 2008 Report Share Posted December 10, 2008 i would rather use Oppression. Link to comment Share on other sites More sharing options...
werewolfjedi Posted December 10, 2008 Report Share Posted December 10, 2008 limit works, there is no question about that. people just don't like continuing traps because they can't be activated right away on their turn, but here, I think they are wrong. ether they destroy it, or they lose the whole flow their deck may have going. just to say, this stops GBs really badly. I think it is worth playing. the mere fact it stops 1 turn collection synchros (aka: mali krebon duo) could be the exact reason it should be played. just remember to chain it to e-tele, or it will be vulnerable. oppression has the problem of reducing your life points fairly quickly. I forced someone down to 100 because of it in about one turn. and then killed him with a mecha bunny. Link to comment Share on other sites More sharing options...
CrabHelmet Posted December 10, 2008 Report Share Posted December 10, 2008 people just don't like continuing traps because they can't be activated right away on their turn No' date=' they don't like them because they're horribly vulnerable to removal. ether they destroy it, or they lose the whole flow their deck may have going. just to say, this stops GBs really badly. I think it is worth playing. the mere fact it stops 1 turn collection synchros (aka: mali krebon duo) could be the exact reason it should be played. just remember to chain it to e-tele, or it will be vulnerable. Everything here applies to Royal Oppression. oppression has the problem of reducing your life points fairly quickly. Royal Oppression gives you the option to pay 800 Life Points to +1 yourself' date=' stop your opponent's move, and reduce your opponent's field advantage. Your opponent will *very* rarely be willing to turn that many of their cards into Ookazi clones. I forced someone down to 100 because of it in about one turn. and then killed him with a mecha bunny. The wonderful thing about Royal Oppression is that you cannot "force" it - it is optional. Hence, you will only pay 800 Life Points to stop your opponent's Special Summon if that Special Summon is actually worth blocking at the expense of 800 Life Points. I sincerely doubt that you were able to perform nine Special Summons of sufficient significance within a single turn to cause this Life Point drop. Link to comment Share on other sites More sharing options...
werewolfjedi Posted December 10, 2008 Report Share Posted December 10, 2008 people just don't like continuing traps because they can't be activated right away on their turn No' date=' they don't like them because they're horribly vulnerable to removal. ether they destroy it, or they lose the whole flow their deck may have going. just to say, this stops GBs really badly. I think it is worth playing. the mere fact it stops 1 turn collection synchros (aka: mali krebon duo) could be the exact reason it should be played. just remember to chain it to e-tele, or it will be vulnerable. Everything here applies to Royal Oppression. oppression has the problem of reducing your life points fairly quickly. Royal Oppression gives you the option to pay 800 Life Points to +1 yourself' date=' stop your opponent's move, and reduce your opponent's field advantage. Your opponent will *very* rarely be willing to turn that many of their cards into Ookazi clones. I forced someone down to 100 because of it in about one turn. and then killed him with a mecha bunny. The wonderful thing about Royal Oppression is that you cannot "force" it - it is optional. Hence, you will only pay 800 Life Points to stop your opponent's Special Summon if that Special Summon is actually worth blocking at the expense of 800 Life Points. I sincerely doubt that you were able to perform nine Special Summons of sufficient significance within a single turn to cause this Life Point drop. I didn't cause 9, but he was already down to 5000, I stole a zombie master after he played z-world, (gave him a bunny) and I just so happened to have something in the grave he did not on the field really badly (jinzo), and that deck SPs from the deck a lot (it was not GB actually). this deck was just a for fun deck that beat a cash pumped zombie world deck. that card was the reason why. thats all.I use experence to base my thoughts on cards I have seen played. if I just get a fluke most of the time, then I guess I just see the what if's a lot more than other people. Link to comment Share on other sites More sharing options...
CrabHelmet Posted December 10, 2008 Report Share Posted December 10, 2008 people just don't like continuing traps because they can't be activated right away on their turn No' date=' they don't like them because they're horribly vulnerable to removal. ether they destroy it, or they lose the whole flow their deck may have going. just to say, this stops GBs really badly. I think it is worth playing. the mere fact it stops 1 turn collection synchros (aka: mali krebon duo) could be the exact reason it should be played. just remember to chain it to e-tele, or it will be vulnerable. Everything here applies to Royal Oppression. oppression has the problem of reducing your life points fairly quickly. Royal Oppression gives you the option to pay 800 Life Points to +1 yourself' date=' stop your opponent's move, and reduce your opponent's field advantage. Your opponent will *very* rarely be willing to turn that many of their cards into Ookazi clones. I forced someone down to 100 because of it in about one turn. and then killed him with a mecha bunny. The wonderful thing about Royal Oppression is that you cannot "force" it - it is optional. Hence, you will only pay 800 Life Points to stop your opponent's Special Summon if that Special Summon is actually worth blocking at the expense of 800 Life Points. I sincerely doubt that you were able to perform nine Special Summons of sufficient significance within a single turn to cause this Life Point drop. I didn't cause 9, but he was already down to 5000, I stole a zombie master after he played z-world, (gave him a bunny) and I just so happened to have something in the grave he did not on the field really badly (jinzo) I stopped reading there. Zombie Master only summons Level 4 or lower monsters, so he can't summon Jinzo. The fact that you still tried to summon him and that your opponent tried to stop you indicates that neither you nor your opponent had properly read Zombie Master's effect. Since your opponent has no clue what his own cards do, this proves that your opponent was a stupid rookie, giving even stronger support to my theory that he misplayed horribly. Link to comment Share on other sites More sharing options...
werewolfjedi Posted December 10, 2008 Report Share Posted December 10, 2008 people just don't like continuing traps because they can't be activated right away on their turn No' date=' they don't like them because they're horribly vulnerable to removal. ether they destroy it, or they lose the whole flow their deck may have going. just to say, this stops GBs really badly. I think it is worth playing. the mere fact it stops 1 turn collection synchros (aka: mali krebon duo) could be the exact reason it should be played. just remember to chain it to e-tele, or it will be vulnerable. Everything here applies to Royal Oppression. oppression has the problem of reducing your life points fairly quickly. Royal Oppression gives you the option to pay 800 Life Points to +1 yourself' date=' stop your opponent's move, and reduce your opponent's field advantage. Your opponent will *very* rarely be willing to turn that many of their cards into Ookazi clones. I forced someone down to 100 because of it in about one turn. and then killed him with a mecha bunny. The wonderful thing about Royal Oppression is that you cannot "force" it - it is optional. Hence, you will only pay 800 Life Points to stop your opponent's Special Summon if that Special Summon is actually worth blocking at the expense of 800 Life Points. I sincerely doubt that you were able to perform nine Special Summons of sufficient significance within a single turn to cause this Life Point drop. I didn't cause 9, but he was already down to 5000, I stole a zombie master after he played z-world, (gave him a bunny) and I just so happened to have something in the grave he did not on the field really badly (jinzo) I stopped reading there. Zombie Master only summons Level 4 or lower monsters, so he can't summon Jinzo. The fact that you still tried to summon him and that your opponent tried to stop you indicates that neither you nor your opponent had properly read Zombie Master's effect. Since your opponent has no clue what his own cards do, this proves that your opponent was a stupid rookie, giving even stronger support to my theory that he misplayed horribly. odd, his doesn't say level 4. must be a misprint. sorry. guess that kills that one. I'll need to inform him of that. oh well. Link to comment Share on other sites More sharing options...
CrabHelmet Posted December 10, 2008 Report Share Posted December 10, 2008 people just don't like continuing traps because they can't be activated right away on their turn No' date=' they don't like them because they're horribly vulnerable to removal. ether they destroy it, or they lose the whole flow their deck may have going. just to say, this stops GBs really badly. I think it is worth playing. the mere fact it stops 1 turn collection synchros (aka: mali krebon duo) could be the exact reason it should be played. just remember to chain it to e-tele, or it will be vulnerable. Everything here applies to Royal Oppression. oppression has the problem of reducing your life points fairly quickly. Royal Oppression gives you the option to pay 800 Life Points to +1 yourself' date=' stop your opponent's move, and reduce your opponent's field advantage. Your opponent will *very* rarely be willing to turn that many of their cards into Ookazi clones. I forced someone down to 100 because of it in about one turn. and then killed him with a mecha bunny. The wonderful thing about Royal Oppression is that you cannot "force" it - it is optional. Hence, you will only pay 800 Life Points to stop your opponent's Special Summon if that Special Summon is actually worth blocking at the expense of 800 Life Points. I sincerely doubt that you were able to perform nine Special Summons of sufficient significance within a single turn to cause this Life Point drop. I didn't cause 9, but he was already down to 5000, I stole a zombie master after he played z-world, (gave him a bunny) and I just so happened to have something in the grave he did not on the field really badly (jinzo) I stopped reading there. Zombie Master only summons Level 4 or lower monsters, so he can't summon Jinzo. The fact that you still tried to summon him and that your opponent tried to stop you indicates that neither you nor your opponent had properly read Zombie Master's effect. Since your opponent has no clue what his own cards do, this proves that your opponent was a stupid rookie, giving even stronger support to my theory that he misplayed horribly. odd, his doesn't say level 4. must be a misprint. sorry. guess that kills that one. I'll need to inform him of that. oh well. Even if that were the case, there are still many flaws in your argument: 1) Attempting to conduct a Special Summon would cause you to lose both the discarded card and Zombie Master - giving up two cards to inflict 400 damage apiece. This move will very rarely be worthwhile. 2) Considering the types of monsters that Special Summon from the deck that you are known to run, the use of Royal Oppression was probably gratuitous in many cases. 3) You would still need to be conducting 6 Special Summons in a single turn, and all of them would need to be worth negating - and you would need to do so in a way that would still allow you to use a bunny to win. This series of events seems less than highly probable. 4) How many opponents in tournaments will be using Tele-DAD, Lightlords, and Gladiator Beasts? Now, how many are going to be using your for-fun deck? That's what I thought. Link to comment Share on other sites More sharing options...
werewolfjedi Posted December 10, 2008 Report Share Posted December 10, 2008 Even if that were the case' date=' there are still many flaws in your argument: 1) Attempting to conduct a Special Summon would cause you to lose both the discarded card and Zombie Master - giving up two cards to inflict 400 damage apiece. This move will very rarely be worthwhile. 2) Considering the types of monsters that Special Summon from the deck that you are known to run, the use of Royal Oppression was probably gratuitous in many cases. 3) You would still need to be conducting 6 Special Summons in a single turn, and all of them would need to be worth negating - and you would need to do so in a way that would still allow you to use a bunny to win. This series of events seems less than highly probable. 4) How many opponents in tournaments will be using Tele-DAD, Lightlords, and Gladiator Beasts? Now, how many are going to be using your for-fun deck? That's what I thought.[/quote'] to be honest, I actually don't see oppression run in my tournament area.don't know why, likely because they run destruction instead. just let it go, I was withdrawing from the argument if you couldn't tell. Link to comment Share on other sites More sharing options...
WindupRabbitFan14 Posted December 10, 2008 Report Share Posted December 10, 2008 Even if that were the case' date=' there are still many flaws in your argument: 1) Attempting to conduct a Special Summon would cause you to lose both the discarded card and Zombie Master - giving up two cards to inflict 400 damage apiece. This move will very rarely be worthwhile. 2) Considering the types of monsters that Special Summon from the deck that you are known to run, the use of Royal Oppression was probably gratuitous in many cases. 3) You would still need to be conducting 6 Special Summons in a single turn, and all of them would need to be worth negating - and you would need to do so in a way that would still allow you to use a bunny to win. This series of events seems less than highly probable. 4) How many opponents in tournaments will be using Tele-DAD, Lightlords, and Gladiator Beasts? Now, how many are going to be using your for-fun deck? That's what I thought.[/quote'] to be honest, I actually don't see oppression run in my tournament area.don't know why, likely because they run destruction instead. Find better players then. Link to comment Share on other sites More sharing options...
Professor Cobra Posted December 10, 2008 Report Share Posted December 10, 2008 With more monsters that have effects to summon more monsters, it'll help. I have one. Link to comment Share on other sites More sharing options...
Guest Star Posted December 11, 2008 Report Share Posted December 11, 2008 If it was a Continuous Spell Card, it would be a lot better. It's not bad, though. It would probably be effective. I wouldn't main it, though. I'd probably side it. Link to comment Share on other sites More sharing options...
Blue Lightning Posted December 11, 2008 Author Report Share Posted December 11, 2008 If it was a Quick-Play, It would be much better. It only needs a turn to cause damage. Link to comment Share on other sites More sharing options...
AuraMaster Posted December 12, 2008 Report Share Posted December 12, 2008 Summon limit is too crippling to most decks to be useable. It makes a problem for zombies, GBs, LSs, and probably most synchro decks including teledad. if you were using one of those decks you'ld put yourself in a tight position that could backfire in a couple of turns. Link to comment Share on other sites More sharing options...
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