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Posted: Sep 18 2009, 03:47 PM
Group: Tyrant of the Comet
Member No.: 1
Joined: 12-November 05
Extra Pack includes card that were TCG exclusives. Although I would say a lot of people had already played and done with the cards that I will write for the next few reviews...it does not stop me from looking at them again.
The first one is obviously, knowing my bias, a Spellcaster type monster. This card, as I called it "one of the SC Synchro Trio", well...it's not Chaos Trio we are talking about here but they are still good. How good??
Dark/Spellcaster - Synchro/6/2200/1400
Tuner + 1 or more non-Tuner Spellcaster type monster
When this card is successfully Synchro Summoned, put a Magic Counter onto this card. Once per turn, you can send any amount of cards from hand to Graveyard, and put that amount of Magic Counter(s) onto any amount of face-up monster(s) on your field in any way. Also, by removing all Magic Counters on the field, deal damages to opponent equal to number removed x500.
Compared this card to [Arcanite Magician], this card is different in the Dark theme. It's obvious, however, since this card is a Dark Attribute monster. To show it, there are the bats flying around. To make the point across, the Magic wand looks more like a Reap. How it this "Tempest"? I truly have no idea from the day this card was released to this card. Yes, Tempest is the most violent type of storm....but shouldn't Tempest then means this card be Wind or Water Attribute? I really have no clue...the art looks good, although to me the name of this card just does not make sense with the art.
This card is a level 6 Spellcaster Synchro monster. The stats of 2200/1400 is obviously not the highest for a level 6 Synchro (come on, there is no way to beat [Goyou Guardian]). Being Dark means it is good with combine of [Chaos Sorceror] and all the other Dark supports there are (although they don't really do anything to Extra Deck...).
On the other hand, level 6 maybe the easiest levle to Synchro summon a monster. For pure Spellcaster purpose, there is the combo of [Magical Conductor] (Exemplar...) and [Night End Sorceror] (and any level 2 Tuner). Really, with cards like [Apprentice Magician], level 2 Tuners are the easiest of all to brought out, and there are plenty of level 4 Spellcasters in the game (Breaker, Defender, Laila, Summon Priest, etc.). For that matter, there IS a level 4 Fusion Spellcaster type monster ([Chaos Wizard] (e. Kamionwizard)) that you can brought out with [Instant Fusion] Synchro engine.
Well, the disadvantage in Synchro Summon this card is the Spellcaster limits. In majority of the deck out there, this maybe a little bit hard (actually if a deck runs [Laila] or [Breaker], it's not as bad). For Spellcaster deck, of course this limit would be almost equal to 0. For others...it's a give or take on if someone wants to use up one of the 15 slots, since no way this card is as easy to Synchro as some certain level 6....
There are 2 effects in this card. The first one is that you can trade cards in hand in place of Magic Counters. The effect of course have disadvantage...one is that Magic Counters are super easy to be removed so nobody would use this effect outside of doing the finishing punch. Having a lot of cards in hand to take advantage of this effect is sometimes hard also. For a deck without any Magic Counter focus, one need a whooping 15 cards discard to have a "total finish" (8000) of opponent. Of course, there is something call battle so it is not as bad as it sounds.
Also, there is really more than just using this card's effect anyway. Just because you trade a card for a Magic counter, it does not means that counter must be use for this card's effect. You can always Breaker with it, you can always Marionette or something...
So I keep saying "finish" opponent...why? This card's second effect let a player to trade Magic Counters for 500 damages. For anyone that had played the [Endymion] engine before, if your deck is running smoothly, accumulating Magic Counters to like 10 or 11 on Endymion is not such a hard thing (especially if someone use BOTH [Mana Seize] and [Toon Index] engine). However, those counters are pretty much useless as you just have TOO MUCH of them. What to do? Well, here it is: just remove those stupid excess counters to make opponent cry.
The big thing, however, about this card? Well, for most of the cards that deal with Magic Counters it triggered a Magic Counter whenever a Magic card is used. This card, on the other hand, does not have that. That only means that this card does have synergy issue...sometimes one Magic card can benefit more than one card (i.e. an activation add a counter to Marionette, Endymion, etc.). Yes, there is an alternative way to add counters to this card, however it means that one can only pretty much discard monster (which does not have much synergy since [Conductor] can special summon from hand also) or Trap (which nobody use). Magic? It just depends...of course (i.e. number of cards on your field that have the Magic activation trigger).
The last synergy problem of this card is the activation cost itself: do a player want all MCs gone? Of course, I would say if someone would activate this card's effect, it BETTER finish opponent or else it is pretty much pointless to do so.
OVERALL - 8.9/10 - With [Dark Dive Bomber] banned, this card becomes the best alternative way to win a game with the extra damages. Although the effect would not be very viable in a deck that does not have a Magic Counter focus, it can be self-sufficient although hard. This card is another level 6 Synchro, however, and by this card's limit in Synchro material with all the Magic Counters focus, it's not as broken. Is this card still good? Yeah, I would say this card and [Arcanite] just combine to have the 1-2 punch in the lineup. I have myself to wait for this card to be released in OCG for a while (yes...I know I can play TCG version of my deck with no trouble but I just get used to playing the other). Although there are a lot of synergy problem with this card, but on the other hand those same problem, at real play, are situational and as always, depends on what you have on the field so that the player can do whatever best option to win.