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YGO: Individual Card Discussion

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[PokeCommunity.com] YGO: Individual Card Discussion


Kuribon
Light
Fairy/Effect
Atk 300/Def 200
Level: 1


Effect: When your opponent's monster attacks you directly, you can reduce the Battle Damage from that battle to 0 and Special Summon this card from your hand. If your opponent's monster declares this card as an attack target, you can return this card to your hand to reduce all Battle Damage from that battle to 0. The controller of the monster targeted by this card's effect gains Life Points equal to that monster's ATK.

Seriously this card hasnt been released as of yet. But it will be soon tho.
 
Umm...yeah, just pointing out that it's release will be in Crimson Crisis earliest (and even that isn't confirmed), which is still a long way to go, especially for the TCG, so we have no idea if the effect will be the changed or not. Plus, I really only see this having a future in reverse burn, since Simochi turns this into a self-recycling Magic Cylinder, which lets it keep your opponent from attacking until they dig up a piece of monster or S/T removal, but with monster destruction being everywhere and Skill Drain on the rise, this still doesn't look that appealing. At all. Gladiator pretty much laughs at this, too, as all they have to do is tag in Murmillo after you've summoned Kuribon and blow it away. Besides, did we really need another Kuriboh knock-off? D:

First effect is nice, second effect is pretty bleah. :\

Oh yeah, possible monarch application in there too, since you can use it as tribute fodder, but then...things aren't exactly monarch-friendly right now.
 
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Let's talk about Volcanic Counter.

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Volcanic Counter (PTDN-EN012)
3 Stars / FIRE / Pyro / Effect Monster
300 / 1300

When you take Battle Damage while this card is in your Graveyard, remove it from play. Then, if there is a FIRE monster other than "Volcanic Counter" in your Graveyard, inflict damage to your opponent equal to the amount of Battle Damage you took.


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I've been meaning to make an OTK with this.

To begin, I'm wondering if when you take battle damage, if you remove every single Volcanic Counter in your graveyard and then apply the effect of each. If so, then good.

The OTK involves me summoning a Grinder or Lava Golem to your side of the field, then ramming a low ATK monster into it - let's say a Sheep Token - and then removing the Volcanic Counters from my Graveyard to inflict a whole lot of hurting onto you. Since Sheep Tokens / Grinder Golem Tokens bypass Gravity Bind, Messenger, and Level Limit, they are ideal for this purpose. Grinder Golem might not be so useful against Stumbling or Level Limit, though, since it has a mere 200 (?) DEF and that's only 600 damage with 3 Counters.

Some things to think about:

There's the part that requires you to have another FIRE-type monster in your graveyard prior to inflicting the damage. If not, then the Counter is put to waste. You could really screw up by drawing only a Volcanic Counter on the first turn and burn one right then and there. Of course, it's only one other monster that you need, so it can't really be that hard.

Then, there's the issue of sending those Volcanic Counters to your Graveyard. Since FIRE isn't exactly the best at searching, it may be somewhat hard to get all three in the grave right before the kamikaze attack. There's Foolish Burial and Hand Destruction, definitely. Other cards to consider might be Chain Destruction + UFO Turtle, or possibly Soul of Fire + Burial from a Different Dimension (which should be in the deck anyways).

Third, since Volcanic Counter's effect is mandatory, you'll want to prevent your foe's attacks until you are ready. If they ram you with a weak monster, your set up Counters will be put to waste. This can be circumvented by using aforementioned Burial from a Different Dimension. It's also a good idea to use normal burn cards on the side to prevent your foe from surviving even after battering them the 12 max times with Volcanic Counter.

So, cards to definitely put in: Lava Golem, Grinder Golem, UFO Turtle, Volcanic Counter, Sangan, Burial from a Different Dimension, Foolish Burial, Scapegoat, and staples.

Cards to maybe put in: Creature Swap, Fires of Doomsday, Soul of Fire, Chain Destruction.

It's just a thought now. Comments and suggestions for other cards to put in.
As it stands, there isn't much now, but this card looks fun and has tons of potential if used right.

Only 34 cards.

Spoiler:
 
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This is hardly a novel concept, you know. I think I actually saw a deck built specifically for a Volcanic Counter OTKO on Metagame way back when. Let's see...

Ah, here here it is, with some analysis and such to go with it. Obviously needs tweaking for the current banlist and metagame, but it might give you ideas.

No matter how you slice it, Grinder is definitely the one to go with as it places less requirement on the opponent's field and is both the big beater and the suicide pilots in one, neat package, cutting down on the number of cards you need to execute the combo. Stumbling and Level Limit are wrong for the deck anyway; you want to put the 3000-point beatstick out there and then summon your zero-pointer and ram into it on the same turn, otherwise even the densest opponent will get what you're up to and build up counter-measures. Stumbling prevents you from doing that. Also, you'll want to ensure that the attack is an instant kill when you make it, so Lava Golem's 2500 def isn't going to cut it. (3 x 2500 = 7500, not 8000+) :\ Basically, if you have your counters in the yard and Grinder in your hand, you're ready to set it in motion. Soul of Fire is icky, since it adds an additional step to the setup and Chain Destruction even moreso because it's basically zero usefulness outside of this one, specific purpose and eats your normal summon. Foolish Burial and strong discard-cost cards are the best way to handle this. Card Destruction and Hand Destruction too, as they help you dig out your unsearchable Grinder.

As for the other fire monster; shell is the obvious candidate as it combos with the discard effects you'll already be using to dump your counters by providing basically free discard fodder. Keeps Hand Destruction from cutting your in-hand card count among other duties.


Beyond the obvious risk of your setup, you have a huge secondary risk in this format, though; D.D. Crow. The Crow is everywhere right now and likes nothing better than to snatch your counters from the graveyard before you can trigger them, or - if you have only one other fire - snatch the ignition condition from you and make your Counters remove themselves meaninglessly. Further adding to the problems, the metagame still places huge emphasis on battle phase domination, making it difficult for you to get your suicide attack in without interference. Just imagine your opponent flipping Enemy Controller and tributing off the golem, or tossing Shrink at it, or bouncing it with Compulsory Evacuation Device or Phoenix Wing, or...the list goes on and on, really. xx Negating special summons is still hip and happening too, making putting the golem down difficult as well.

It's an interesting card, but I don't think it's really in its favored format right now, at least not as an OTKO. :x
 
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I just saw the metagame article and I couldn't NOT show this:

Rose Warrior of Revenge
Monster/Fire/Warrior/Tuner/4*
Atk 1600/ Def 300
When this monsters deals damage to your opponent's life points, deal 300 points of damage to your opponent.

Okay, did anyone besides me look at this and think "Broken"? This is going to turn level eight Synchros into the new level six... which, while it could pose a threat to Teleport DAD's monopoly on the ability to easily Synchro for Stardust Dragon, also gives it a new toy to play with for those times when Krebons doesn't have a convenient Malicious out for use. AND it's searchable by ulimited Reinforcement of the Army. Uh-oh.
 
Am I a terrible cynic for having learned to take metagame's card hyping with a pinch of salt?

Yes, having a 4-star tuner is good. Yes, having that tuner searchable by Reinforcement of the Army is even better, but as monsters go it's lukewarm at best, too big to be pulled by recruiter (unlike, oh, Krebons and pals?) and generally lacking in handy special summon methods. I'm sure Rose has its niche, but it's hardly in the same league as Plaguespreader zombie who can flood the field en-masse. I mean really, all you need is Malicious in your graveyard, summon Plaguespreader and Malicious, synch up, then special summon Plaguespreader again with its own effect and summon your third malicious for another synchro. Essentially, two synchros for two cards and a trivial piece of setup (especially if you had one of the dreaded two-Malicious hands, in which case you just turned your second in-hand Malicious viable). All this in a Tomato/Turtle/Goblin Zombie/Sangan-searchable, Crush Card-viable, recursion-supported-to-death package. (Mezuki, Il Blud, Book of Life, and Zombie Master are all no-brainers) Yeah, no offense but searchable by Reinforcement and a practically negigeble effect isn't exactly impressive in comparison. 1600 Atk is still low enough for Laquari, Stratos and any stray Prisma to run over, and you can't even use it as an emergency blocker like Krebons or Gladiator hate like Psychic Commander.

So yeah, four stars are all fine and dandy, but Rose is hardly the most impressive tuner of this lot. It also can't form any neat combinations with the standard synchro-sumon chump (Malicious) or Cyber Dragon. Best bets, aside from theft cards, would be Spell Striker (for Goyo) and Marauding Captain (for an instant Dark Rose field wipe), I suppose, but still...I just don't see it getting that big because it's rather lacking in handy special summon methods.

And oh fine, since I dragged it into the topic already. The card I've kept my eye on since I first saw it among the OCG translations. :x

Plaguespreader Zombie
Zombie/Tuner/Effect
2 Star/Dark
400 Atk / 200 Def

You can Special Summon this card from your Graveyard by putting one card from your hand on top of your Deck. When this card is removed from the Field after being Special Summoned by this effect, it is removed from play.


If I had to call broken on any tuner here, it would be this one. Definite limited/semi-limited material for the next banlist, because...really, you don't have to be metagame analyst to figure out a whole bunch of ways to abuse the heck out of this. xP
 
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The problem with Plaguespreader Zombie is that it has that inherent weakness to the ever-common Crow, like the rest of the recursion Zombie family. Personally, I've been wanting a 4-star Warrior tuner ever since Synchros were released, not only to finally put those general 4-stars to good Synchro use (I'm looking at you, Laquari & Stratos) but also to get a Tuner that could maybe hold its own, since this thing still runs over recruiters and most recruiter material. Turning a random Treeborn Frog into a Magical Android doesn't hurt too much, either.

...Although it doesn't do a thing for Krebons, ACC, since you only use 1 Tuner for a Synchro Summon.
 
Except Crow is not really that big a problem since Plaguespreader and Mezuki quite handily warrant running triple Burial From the Different Dimension already. Yes, yes, Crow is everywhere, but the fact of the matter is that crows are a lot trickier to cycle than Plaguespreader and none of the current decks really want to go through the trouble to do so, whereas (again) zombies most certainly find D.D. recursion worth their while. All of the current top decks are exploiting the graveyard in one way or the other and usually get away with it; Plaguespreader just puts even more burden on the already stretched-out Crows. It's bound to snap somewhere down the line, and if Plaguespreader is the one to make it happen then the opponent is in for a world of hurt. :x

I'm not saying Rose is bad, I'm just saying that it's not that earth-shatteringly impressive either because, again, it is sorely lacking in special summoning methods and has the worst, least supported attribute available. :\
 
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...But if we're talking dedicated Zombie here, wouldn't you already be running a low hand from dump-revive? Yes, hand size doesn't matter as much when you have momentum going, but when you're making a counterattack? Besides, Zombies want to keep the monsters around to toss them on the field or to the grave--returning them to the deck is the last thing you want (unless Zombie has gone and decided to run Malicious, in which case you can ignore this as the ramblings of somebody who has been out of the dueling loop for too long). Don't get me wrong; I realize how crazy a self-reviving Tuner can be (a trick which can be somewhat duplicated with other non-Reborn cards), but the recursion effect itself is not exactly something to write home about when you look at what else we have lying around for Zombies.

I do feel the need to point out, though, that most card types are running low on special summoning methods since two of our three traditional recursion cards are currently on the banlist. The natural exception here is Zombie, which I will admit is the best thing Plaguespreader Zombie has going for it (and maybe the only thing, as I touched earlier). After all...would this be looking as attractive as a Machine-type or a Rock-type?

Or maybe this is all my cold talking, I dunno.
 
Card of Safe Return. It's a card that should be in a Zombie-type deck anyways and allows you to redraw that card returned for Plaguespreader.

Imperial Iron Wall. Discuss.
[PokeCommunity.com] YGO: Individual Card Discussion


It means we get unlimited Quillbolt Hedgehog summons if we have a Tuner out, or Plaguespreaders if we have a Card of Safe Return out. This means a possible OTK with Mass Driver or a Cannon Soldier. Of course it's a bit hard to pull off, but it's possible.

It also kills off Macro, Crows, Malicious, messes up DAD (summoning and effect), ruins some "Remove X TYPE monsters to Special Summon" cards, etc.
 
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...But if we're talking dedicated Zombie here, wouldn't you already be running a low hand from dump-revive? Yes, hand size doesn't matter as much when you have momentum going, but when you're making a counterattack? Besides, Zombies want to keep the monsters around to toss them on the field or to the grave--returning them to the deck is the last thing you want (unless Zombie has gone and decided to run Malicious, in which case you can ignore this as the ramblings of somebody who has been out of the dueling loop for too long). Don't get me wrong; I realize how crazy a self-reviving Tuner can be (a trick which can be somewhat duplicated with other non-Reborn cards), but the recursion effect itself is not exactly something to write home about when you look at what else we have lying around for Zombies. I do feel the need to point out, though, that most card types are running low on special summoning methods since two of our three traditional recursion cards are currently on the banlist. The natural exception here is Zombie, which I will admit is the best thing Plaguespreader Zombie has going for it (and maybe the only thing, as I touched earlier). After all...would this be looking as attractive as a Machine-type or a Rock-type?

Or maybe this is all my cold talking, I dunno.

Umm...yeah, Card of Safe Return is the obvious answer to your card presence issue. Sure, crows can stop two to three summons, but it will be a cold day in heck before they can stop them all. We also have Goblin Zombie and Sangan around to keep those cards coming. :x Also, aside from malicious zombie also doesn't want to draw stuff like Ryu Kokki or Il Blud, so putting either back in your deck and then following it up with a suicide slam from Pyramid Turtle is not such a bad deal at all, using turtle or Goblin Zombie that turn is also all it takes to get that deck shuffle and allow topdecking into something you didn't want to draw. Card of Safe Return also makes the price moot, as it will immediately fetch your returned card back for you.

And no, it wouldn't be as uber as rock or machine, but the bottom line is that Plaguespreader is a zombie, which means it does come with a ridiculous amount of recursion methods. The fact remains, however, that its own recursion effect is also one of them, meaning that it can still do its thing even without having the supports in place. Being able to threaten a big synchro summon at practically any time with a card that's just plain loafing around in your graveyard is a huge advantage.

Also, Lightsworn does very much enjoy putting an in-hand Wulf on the top of the deck for an end phase discard an consequent summon. Almost as much as they enjoy most cards that don't mind being dumped.

As for the low special summons? Not really a concern for the decks that actually see top-level play. Gladiator has Darius, psychics and consequently Tele-DaD have unlimited Emergency Teleport, and Lightsworn have Wulf and Lumina (not to mention Glorious Illusion if they so wish), so yeah...no huge shortage of special summons there, really. The ability to put tuner and material on the field at the same time is a huge asset in synchro summoning, hence why the only tuners that have actually gotten anywhere (Krebons, Psychic Commander, and Junk Synchron) are all either readily special summonable or, in the case of Junk Synchron, bring a special summon with them. Seen a lot of Jutte and Sinister Sprocket around lately? Nope, didn't think so. Also, do note that Junk - being the odd one out of these listed ones - is also the one seeing least play of them. Tuners that forcibly eat up your normal summon just aren't doing too hot, period, and Rose's holding out is pretty roffleworthy since Krebons still trumps it in endurance and searchability.


As for Iron Wall...well, I do like how it shuts down Caius, Crow, Tele-DaD's graveyard management effects and DaD itself (not to mention that it eliminates Emergency Teleport's drawback effect while it's at it) but the problem is that it's still a continuous trap, making it tough to dig for. It's nice...but is it nice enough? Tough to call, really. :x
 
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Card of Safe Return.

...........................................

Yep, completely forgot about that. That's proof right there that I'm not in my right mind.
 
...

...you know when I said that Iron Wall as an iffy sort of card in the usefulness department? Please smack me. Here I was rambling about obvious exploits and yet I missed an example of precisely that with this card. But hey, I already made a thread about it so I won't talk your ear off more here. XD

Anyway, new card, from OCG's upcoming set, just for laughs:

Cosmos Fortress Gol'Gar
Reptile/Synchro/Effect
5 Star/Light
2600 Atk / 1800 Def

Alien-Monite + One or more non-Tuner "Alien" Monsters

Once per turn, you can return any number of face-up Spell or Trap Cards from the Field to their owners' Hands, and distribute that many A-Counters among face-up Monsters on the Field. Once per turn, you can remove one A-Counter on the Field to destroy one card your opponent controls.


...finally a little love for Alien? Alien-Monite is one-star and can summon any level 4 or lower alien from the graveyard when it's normal summoned, so ideally it sets up an immediate synchro summon, creating a Junk Warrior kind of situation that eases the summoning requirement quite a bit. Telepath and Hypno are also both level 4, allowing you to pull some extra shenanigans with your revival target before the synchro summon. It's not a DaD, but it's a boost the archetype sorely needed.

Thoughts? :x
 
So basically, Once per turn you can sweep their back field, kill something off, and lower a monster's attack when battling with aliens (depending on situation of course)...that's just mean
 
It's still pretty crap...

Alien themselves got no monsters to play as you got to have something to work with even if you got a good synchron. This is just a beatstick. Now, we need to play so many face up spell/trap in order for this to work, and what, am I suppose to play the alien field card or something? -.-; The only one i can really think of is swords of revealing light keep using it and bouncing it back, but otherwise there's not that many good choices... unless this new booster gave us some new stuff.
 
Well, there's a fair bit of things that the opponent will want face-up. Secret Village of the Spellcasters is seeing a lot of hype and will probably see at least some play simply because it's the first low-effort spell lock since Imperial Order and thus crying to be exploited (heck, Gol'Gar can exploit it without being dedicated spellcaster). Crimson Crisis also has a bunch of continuous effect cards (Spellcasters get one which gets a counter each time a spellcaster dies (max 4). Tribute one spellcaster to draw a card for each counter. Reusable. Yeah. Insect gets a slightly less extreme one, I forget the precise effect) so this was probably made as a partial counterweight to that.

Anyway, even with just SoRL you're still blowing up one card a turn while locking your opponent out of their battle phase. You could also use Anti-Spell Fragrance and keep spinning it back to your hand to effectively make it one-sided. Heck, do the same thing with Chain Energy and watch as hilarity ensues. Big Bang Shot RFG with a vengeance if you want the trippy side of the tech. And let's not forget that Gol'Gar can become the Trunade to our old Convulsion + Archfiend's Oath combo. Effectively drawing three cards a turn while spreading A-counters and blowing stuff up is not the worst deal I've heard. There is some fun to be had there somewhere, I'm sure.
 
Um...all we need to do is search Alien Monite and get one level 4 alien on the field or in the graveyard. Those aren't really the toughest requirements around, you know, and even prior to the one-side exploit we can use a number of the cards mentioned above for stall while setting up the summon. It's not that hard to achieve when you don't decide to label it impossible by default. Secret Village can be searched with Terraforming and there are attack blocking S/Ts aplenty so the stall pieces shouldn't be that hard to assemble. The real question is how reliably the exploits can be kept in place once you get them together and if they can lock the opponent up well enough.

Look, I'm not arguing top tier; I'm just saying that there is a way to make a fun casual play Alien deck that actually works now.
 
What do people think of this card?
Once upon a time, I'd be a player who'd use effects like this, but now I can't seem to find any innovative use of it at all.

[PokeCommunity.com] YGO: Individual Card Discussion
Cry Havoc!
Continuous Trap
You can remove from play 1 monster from your Graveyard to Normal Summon or Set 1 Normal Monster from your hand. You can only activate this effect during your Main Phase.
 
Well, considering it lacks the all-important "additional" terminology, I would have to ask why to use it. The only really useful Normal Monsters that could use the tribute-skipping effect that come to mind are BEWD or maybe Dark Magician, but those both already have much better summoning effects if the player is really that desperate. That just leaves Gemini monsters, which do not even see that much play outside of Il Blud or maybe the random Neos Alius in Big/Little City decks (*does not remember if Zombie Master was also a Gemini or not*).

On the other hand, if the "in addition to your normal Summon or Set" bit is considered automatically implied now, then we have a bit more to play with. It would require a reliable way to draw more Normal Monsters into hand (Heart of the Underdog, perhaps?), but this along with a Tribute effect along the lines of Cannon Soldier or even Man Thro' Tro could result in on OHKO due to the way it replenishes the field. Even just a basic Normal Swarm could work well with this, quickly dropping a clogged hand full of monsters for game. Still not quite as useful as some other cards, of course, but I am sure that there is a nice niche for it somewhere.
 
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