View Single Post
Old May 1st, 2008 (8:22 AM). Edited May 1st, 2008 by Alter Ego.
Alter Ego's Avatar
Alter Ego Alter Ego is offline
that evil mod from hell
Join Date: Jun 2005
Location: Touhou land, grazing danmaku all the way
Age: 27
Nature: Quirky
Posts: 5,776
Quote originally posted by Unlimited NiGHTS:
Actually, I only made it that broken to see how you would react. I'd like to let you know that I spent the last 7 minutes and 24 seconds laughing my butt off at you. ;D
Seven minutes and twenty-four seconds? Good sir, I will have you know that you have insulted me most grievously. For the righteous indignation that I experienced upon seeing that card, ten minutes of solid laughter is bare minimum. My honor demands retribution! A duel, I say! Card games at dawn and to the death! *White glove slap* xO

Quote originally posted by Unlimited NiGHTS:
This one is the best of the three. However, as with any Deck that needs a Field Spell, you're screwed against someone playing "Field Barrier" and their own Field Spell.
Yeah, because obviously we aren't packing x amount of S/T removal cards that wipe out Field Barrier anyway, right? The day you start treating field barrier as a threat card is the day when you have to give your deck a seriously critical glance. Oh, and having just virulent isn't as hot as it looks because...well, how are you going to amass enough empaths in your graveyard to make use of that removed restriction? Empath Recall is the most obvious, but then you just totally dissed that one. xD

Ahem, point is that the mindscapes are meant to work in tandem, hence the tag-out replacement effect. Virulent is the strongest when it's time to make an offensive push, yes, but Tranquil speeds up your assembling of the cards you need for that push while Twisted lets you recycle the graveyard effects that are most useful for what you have in mind. Don't discount them so easily. ;D

Quote originally posted by Thesis:
Eh, I suppose... But I was thinking more along the lines of blocking the major damage that, say, Archlord Zerato can pound you with. And sending cards from the field to the graveyard just to get their effects isn't so hot now that Foolish Burial exists.
True, but then Deppression does serve a somewhat different purpose than Necro Gardna to begin with in that it makes it a lot harder to just casually hit over things. Say you've got Restlessness in attack and Deppression in your graveyard while your opponent has two 1600 Atk + monsters on their field. Where Gardna just blocks the damage, Deppression actually protects the monster as well sine your opponent will either have to bring a 2200+ Atk monster to the table or be prepared to sacrifice one monster just to get rid of the thing...unless of course they want to wait for monster removal or Crow. Yes, there is plenty of removal in the format, but none of it is cost-free, and each piece put out is a piece of removal sacrificed and/or jeopardized. Then, of course, there's the fact that even in destroying your monsters this way the opponent isn't leaving you empty-handed because of the graveyard effects. ;3

Quote originally posted by Thesis:
The same with a burn bonus. Meh.
And double the use rate because you no longer have to wait an additional turn before changing its battle position again. It's recyclable Ring of Destruction on legs, for pity's sake, how much more do you expect from your big beaters, you picky person, you? xD

Eh, All in all I think the biggest failing is that you can't drop Empath Fiends from your hand or deck and get their effects without Tranquil Mindscape. Still, creative set, as usual, and much better than the original psychics. As you've admitted, they're still horribly slow but with Apathy they do have the potential to draw the game out a little more now and I get the feeling that they may see a new day at the dawn of the next format. :3

Quote originally posted by Thesis:
No, it's MEANT to short-circuit the counter bonus. You get a set 2000 Atk regardless of counters, and protection. There was never any intention of it giving 2000 plus counters. 0.o
Umm...sorry, my friend, but you completely misread that one. Allow me to put emphasis where emphasis is due:

Quote originally posted by Me:
Dummy Plug: You should make that 'original Atk'. As it is, this card is short-circuiting its own Atk boost effect because it force-pegs the Atk at 2000 at all times. Ehh...crazy muscle, protection, and escape from the counter weakness all in one card. Again, this seems a bit...hefty. x.O
Yes, it's own. Not the equipped mech's; Dummy Plug's secondary Atk boost effect. To make it perfectly clear, this one:

Equip only to an "Eve Mech" monster on your side of the field. That monster's Atk is 2000, regardless of the number of Syncrhonization Counters on it. When the equipped monster attacks another monster, increase its Atk by 1000 until the end of the battle phase. When the equipped monster would be destroyed, destroy this card instead.
The underlined and bolded effect accomplishes nothing whatsoever because the first effect immediately reverts the equipped monster's Atk back to 2000, see? That's why I suggested using original Atk to resolve the issue.

Anyways, now that I've gotten to express myself in bold and underline after such a long time...let's move on. xD

Angel Attack Warning (revamp): Yeah, this is better. My issue with the original was that it was "do everything that Forced Back does plus extras" which didn't really seem...well, fair, to be honest. xP

As for the synchro you guys have a source or something for that? Because I've been searching for those rulings for ages, but there seems to be no word of God around and the rest is split between 'treat them as ritual' (which is tribute) and 'treat them as fusion' (which isn't), so I just sort of guessed. Meh, anyways...


Empath Fiend - Loneliness (revamp)
2 Star/Dark
800 Atk / 600 Def

When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this Attack Position card on your Field into Defense Position to select one of your removed from play "Empath Fiend" Monsters and Special Summon it to your Field in Defense Position. When this effect is activated, neither this card nor the Monster Special Summoned by this effect can change their Battle Positions for as long as they remain face-up on the Field. When this card is removed from the Field, the Monster Special Summoned by this effect is removed from play. When Synchro Summoning a Psychic Type Monster, you may remove this card in your Graveyard from play to have it treated as a Monster sent to the Graveyard for that Synchro Summon. You may only activate the effect of one "Empath Fiend" Monster in your Graveyard each turn.

Empath Fiend - Over Ego (revamp)
8 Star/Light
2600 Atk / 2600 Def

1 Psychic Type Tuner Monster + 1 or more non-tuner "Empath Fiend" Monsters

By switching this Attack Position card on your Field into Defense Position, select up two of your removed from play "Empath Fiend" Monsters and add them to your Graveyard. By switching this Defense Position card on your Field into Attack Position, change the Battle Position of one "Empath Fiend" Monster on your Field, ignoring any effects of the selected Monster. When either of this card's effects is activated, this card can not change its Battle Position until the end of the turn. When your opponent selects a Psychic Type Monster on your Field as the target of an attack or card effect, you may discard one Psychic Type Monster from your Hand to change the target of that attack or effect to another valid target on either player's Field.

Don't know how much more you can expect of the old guy, though. After all, with Loneliness this becomes pretty freakin' easy to summon. (essentially, just pull up your used Pride with Loneliness' effect and go crazy). And now, last but not least:

Ultimate Evil Hero - Infernal Toaster
13 Star/Fire
5601 Atk / 4901 Def

Dark Nepthys + Infernal Incinerator + Infernal Flame Emperor + Flame Cerberus + Flame Manipulator + Blazing Inpachi + Hinotama Soul + Elemental Hero Burstinatrix + Volcanic Doomfire

A Fusion Summon of this card can only be conducted with the above Fusion Materials. The Attribute of this card is also treated as DARK. Once per turn, by tributing one "Evil Hero" Monster on your Field, Special Summon one "Toast" Fusion Monster from your Fusion Deck, ignoring summoning conditions.

Okay, yeah, screw the toast; moving on...

Resonance Tuning
Quick-Play Spell

This card can only be activated when a Tuner Monster on your Field is destroyed. Special Summon one Monster with the same Level as the destroyed Monster from your Hand or Deck. A Monster Special Summoned by this effect is treated as a Tuner Monster.