Well, off the top of my head I can see it being used in Counter Fairy to search Bountiful Artemis after you've got Harvest Angel out. Then there's any deck running RofTA and multiple level four warriors, which essentially turns this into a slightly-less-useful fourth, fifth, or sixth copy of RofTA.
Problem is, though, that Love Letter is contingent on you already having an appropriate monster in play, so it can't serve in the capacity of 'practically an additional copy of monster x' as freely as Reinforcement can. Still an interesting card, though; I won't dispute that.
Got it. So change that to tribute, then?
That won't really change the end result. As long as it says you tribute one (instead of, say, 'all', or 'the lowest atk, highest def, whatever') it will still be a targeting effect (as you decide which one is tributed) and get eaten by court. Best I can offer is either give it a Smashing Ground/Fissure style target selection (I.e. based on the dragon's atk, def, or possibly level) to make it non-targeting or specify that the court's own effect is excluded from negation. :x
Yeah, I figured that effect balanced it somewhat. Should I require the normal dragons to have different names, just in case?
Well, it would certainly still be a strong monster even with that effect, so I say go for it. Requires a bit more dedication in the deck to really use this then. :x
The problem with this is that while it does mess with DAD's precision on getting that magic third dark to the graveyard for their eponymous beater, it actually helps Lightsworn more than it hurts it. "Put this in my hand? Hey, thanks! You just got me a free Wulf!" Good tech, maybe, but it really depends on what your opponent is running.
Ogawd, not just one. Cause' each Wulf you summon forces a new discard. x.O Yeah, need to patch that up, definitely.
Respectable stats for a level two, and a VERY annoying ability. Unfortunately, I see no reason why your opponent can't just use their normal summon to get this monster out of their hand and onto the field, so you really only get to set up the bomb with this card once. Well, all of them really.
If they do that, though, they are clogging their field with wimpy, non-tributable plants instead of whatever beatsticks they really want to get out there. :x
Tele-DAD's worst nightmare. The major problem, as I've pointed out before, is that all this basically does is force your opponent to choose between using their normal summon on it or losing a spell from their deck. Unless... would destroying this monster after your opponent summoned it send it back to their deck? Because I can see some potential in that.
As long as there isn't a Fissure/Cosmos/Banisher in play, then yes; the effect doesn't care who's field it was on; only who's graveyard it goes to when it's destroyed. :x
-2 to put a plant that my opponent may not even draw into his deck? Pass.
True, I'll bring this back to its original incarnation.
So this either gurantees that your opponent draws a parasite plant.... or turns this set into Frosty's Terra set from earlier in the thread? Nice. I knew this mechanic sounded familiar. XD
Gah, me too. >.< Fuu, copying isn't cool so I'll have to revamp that one.
Galactic Science: Screw the LP recovery; just dump a couple of Hamons/Raviels on the field with this and go for that beatdown win already. Rainbow Dragon OTKO absolutely drools at this.
Arceus the Creator: Yeah, can't really give comment without knowing the summoning requirements. I don't really see that one-for-one destruction effect being used a lot, though, not with the battle phase loss.
Ditto: Just waiting to be abused in all kinds of ways. Multiplier of big beatsticks. D:
Ash Ketchum: archetype specific support, eh. Sort of like an improved Command Knight for them, but not much good unless you have at least one poke around already.
Cynthia's Feelings: Immediate three copies for anything. This is all that Pot of Greed ever aspired to be and then some. You can get away with in the poké TCG, but in YGO you can't just hand out free cards like ginger snaps because a player actually has the potential to play out each and every one of them in one turn and just plain overwhelm the opponent. Just...broken beyond relief. x.O
Grisly Totem: Statue of the Wicked in plain sight with a considerable stat buff. Nice detergent for field-clearing maneuvers I guess, but not quite as exploitable as the statue because of the face-up requirement.
Vexing Totem: Hurr...so it's monster destruction and tribute fodder/meat shield in one pacakge? Definitely useful, though perhaps more for Monarchishly inclined strategies than anything else as the monster itself is...just plain puny.
Ancestral Totem: And this is how we milk those other totems for their effects. Offsets the problem of blowing the totems up when the opponent is being uncooperative and provides free draws to boot. Pretty hateable card since it's not something you want to leave on the field, yet self-replaces, making it an unappealing target for removal.
Fire Soul Totem: Kind of weak burn, let alone the LP recovery. I think I'd sooner just stick to the other totems; maybe up the burn just a little to make it more appealing?
Blood Totem: Recycler of Ancestral Totem, which is already enough to warrant threes. The meatshield/tribute fodder summon is just a bonus, really.
Dark Ritual Totem: the biggest offensive of the totems, which may account for something. The effect really just plain puts the ritual circle out of business; mostly for exploiting on-destruct effects and stolen monsters, really.
Dark Ritual Circle: Unless our monster revives ASAP or was stolen in the first place, I see no reason to use this. And even if this is the case, there are surely better effects out there that could be used instead of this.
Ominous Tides: just totally broken as it immediately elevates Chain Strike Burn to a practical FTKO. Flip this and any given ensemble of passable burn cards and that's more than enough to nail that OTKO right there and then. There's a reason we don't halve LP lightly. :\
Da Hoodoo Mind Powahz: Definitely chaining fodder, unless we're abusing on-destruct cards like Dark Coffin. Nice response to mass-destruction effects and such too.
Thought-Eater: New take on S/T removal. Blowing the stolen card up with Ancestral Totem is a no-brainer use, and it's nice for messing with opposing defense for a single turn's push, though.
Now then...*Cracks fingers*
Chtonian Bumblebee
Insect/Effect
1 Star/Wind
100 Atk / 200 Def
This card can attack your opponent directly. If it does so, you can make Battle Damage from that attack zero to discard one card from the top of your opponent's Deck then place one Plant type Monster from your Hand face-up on top your opponent's Deck and shuffle it.
Chtonian Rose
Plant/Effect
1 Star/Fire
500 Atk / 1500 Def
Whenever you receive Battle Damage from a Battle involving this card, discard a card from the top of your opponent's Deck for every 500 points of Damage you received. When this card would be destroyed by Battle, you can remove a Monster card in your Graveyard from play instead.
Chtonian Thorn
Plant/Effect
3 Star/Dark
800 Atk / 1600 Def
This card can not be offered as tribute for a Tribute Summon. When this card is destroyed by Battle and sent to your Graveyard, your opponent discards the top card of their Deck. Then, place this card face-up on top of your opponent's Deck and shuffle it. When your opponent draws this face-up card, they must keep it revealed for as long as it remains in their Hand. While this revealed card is in their Hand, the player holding this card must send a card from the top of their Deck to the Graveyard for each Monster that is summoned or set to their Field.
Disciple of the Flower God
Spellcaster/Tuner/Effect
1 Star/Earth
600 Atk / 1200 Def
When conducting a Synchro Summon with this card, you can use Fiend Blossom Tokens on your opponent's Field as Synchro Material. If you do, the Synchro Monster and all non-Tuner Monsters used in the summon must be Plant Type Monsters.
Feral Venus
Plant/Effect
5 Star/Dark
2000 Atk / 2300 Def
This card can not be offered as tribute for a Tribute Summon. When this card is destroyed by Battle and sent to your Graveyard, your opponent selects one Monster Card other than a face-up Monster from their Deck and sends it to the Graveyard. Then, place this card face-up on top of your opponent's Deck and shuffle it. When your opponent draws this face-up card, they must keep it revealed for as long as it remains in their Hand. While this revealed card is in their Hand, the player holding this card must send one Monster card other than a Plant Type Monster from their Hand, Deck or Field to the Graveyard during each of their Standby Phases.
Fragrance Trap
Continuous Spell
All Monsters other than Plant Type Monsters that your opponent controls are forced into Attack Position and must attack each turn. If you control a Plant Type Monster, you can change the target of an attack or card effect controlled by your opponent to that Monster.
Thousand Flower Blossoming
Quick-Play Spell
For each revealed Plant Type Monster in your opponent's Hand, Special Summon one Fiend Blossom Token (Plant Type/DARK/Level 2/1500 Atk/1000 Def) to either player's Field. Fiend Blossom Token can not attack or be offered as tribute for a Tribute Summon. At the end of this turn, destroy all Fiend Blossom Tokens Special Summoned this way and lose 400 Life Points for each Token destroyed by this effect.
Wicked Seed
Normal Spell
Pay 1000 Life Points. Select one Plant Type Monster from your Hand then send a card at random from your opponent's Hand and send it to the Graveyard to add the Plant Type Monster you selected to your opponent's Hand. A card added to your opponent's Hand by this effect remains revealed for as long as it remains in your opponent's Hand.
Will of the Flower God
Normal Spell
Place all face-up Plant Type Monsters in your opponent's Deck at the bottom of your opponent's Deck in any order, then discard a card from the top of your opponent's Deck for each face-up Plant Type Monster in their Deck.
Calling of the Flower God
Normal Trap
Activate only when your opponent Summons or Sets a Monster. Select one face-up Plant Type Monster from your opponent's Deck, then shuffle your opponent's Deck and place the card you selected at the top of your opponent's Deck.
Deep Roots
Continuous Trap
On the End Phase of a turn when a Plant Type Monster(s) was sent from your opponent's Hand, Field or Deck to your Graveyard. Add all Monsters that were sent to your Graveyard this way during this turn face-up into your opponent's Deck and shuffle it. For each card added to your opponent's Deck this way, discard one card from the top of your Deck.
Grave Flower
Continuous Trap
Select one Plant Type Monster from either player's Graveyard, then remove a Monster Card in either player's Graveyard from play to Special Summon the selected Monster to that player's Field. During each of their End Phases, the controller of the Special Summoned Monster removes one Monster Card in their Graveyard from play. If they can not, destroy this card. When this card is removed from the Field, the Monster Special Summoned by this card is destroyed.
Parasitic Seeds
Normal Trap
This card can only be activated when a Monster card(s) is added to your opponent's Hand or Field from his/her Graveyard. For each card that was added to your opponent's Hand or Field from his/her Graveyard, select one Plant Type Monster from your Graveyard and add it to your opponent's Hand. The card(s) added to your opponent's Hand by this effect remain revealed for as long as they remain in your opponent's Hand.