CH.562 Generic Pack Opening chapter title number #14
CH.562 Generic Pack Opening chapter title number #14
Yeah. Pack Opening progress continues. I’ll fully complete Extreme Victory today.
And you know how it goes. I’ll open 200 packs, see what that gives me, then get the rest with Different Dimension Capsules.
So yeah. 200 packs of coming up.
Okay, new stuff.
Junk Berserker isn’t actually new, but I got both the ghost rare and ultra rare variants, I only had the ultimate rare, so I think it is worth a note.
Buster Blaster is … okay-ish. But why does it have to weaken the monster it Unions with. Sure the effect of destroying all monsters of that type is nice, but still. Not worth it.
Safe Zone is god tier. Complete protection from battle destruction, card effect destruction and targeting. That is so good. I definitely need to see what all I can do with that card.
Karakuri Cash Shed is just a spell/trap negate. The condition is easy enough to achieve, but I still hate the Karakuri monsters, so … not for me. Maybe I can find someone who actually enjoys the Karakuri monsters and I can give them enough of them where they can make a deck out of them.
Debunk[Effect: When a monster effect is activated in the hand or GY: Negate the activation, and if you do, banish it.] sounds great. Anti hand trap card. … but sadly you can’t activate it from your hand, so it is too slow. Image if you could activate Debunk from the hand. It would be like the most played card ever. They’d probably have to ban it.
Silent Psychic Wizard is great. Level 4 with good stats and a good effect.
Shien's Advisor is a decent control card.
Naturia Eggplant has a meh recovery effect. But it is a Naturia and that means it is food. … though does anyone actually like eggplant?
Elemental HERO Neos Knight is great. Good stats and double attack. And easy to summon. Just a shame it has that ‘no battle damage’ effect.
Overmind Archfiend has good stats and the effect is fine enough. Just wish it would do more, considering how difficult it can be to summon.
Life Stream Dragon is okay. I need to see if his effect has to be a trigger effect, or if he can use it as an ignition effect. Because if he can use the ‘life points to 4000’ as an ignition effect, that would be great. But even outside of that, just the immunity to all indirect sources of damage is great.
Mara of the Nordic Alfar is a decent way of summoning Loki. … if you have the perfect hand to go along with it.
T.G. Rush Rhino is good. 2000 attack is fine, even if it only has that while attacking. And while the search effect can be a little slow, better a slow search than no search.
T.G. Power Gladiator is kind of meh for a level 5 Synchro that needs an archetype specific non-tuner. It just deals piercing and lets you draw a card if it is destroyed. Like that isn’t bad, but compared to other level 5 T.G. Synchro monsters, that is terrible.
T.G. Cyber Magician is great. You can use monsters from your hand, but you don’t have to. It also has the same search effect as Rush Rhino. Just a great Tuner monster.
And last, T.G. Wonder Magician is a much better level 5 T.G. Synchro monster than Power Gladiator. On summon, pop a spell or trap. She also has the same draw a card if destroyed effect as Power Gladiator. And she has the Formula Synchron effect of allowing you to Synchro summon during your opponent’s turn.
Now, let’s check out what I’m missing and get the Capsules for them going.
And there are 8 of them.
Blue Rose Dragon is a decent enough monster, and I’ll be giving a copy or two to Cailie.
Meklord Emperor Skiel is the worst of the Meklord Emperors, so I probably won’t be using him.
Scrap Orthros is great. It works with the Scrap playstyle and just … is good.
Blackwing - Hillen the Tengu-wind is way too specific. Sure the effect is good, but you will trigger it like once every 17 duels.n/ô/vel/b//in dot c//om
Psychic Shockwave may as well read ‘Summon Jinzo’. Because that is what you’ll be doing with it.
Tour Guide From the Underworld is fantastic. I don’t think I need to tell you that.
Gladiator Taming is pretty specific, and okay at best. Well, it is nice if you are playing against Gladiator Beasts.
And last, the big boy. T.G. Halberd Cannon. The Quasar summoning condition does make it more difficult to summon, but the once per turn negate summon and destroy the monster effect is very powerful. And while Quasar summons Shooting Star on destruction, Halberd Cannon brings out any T.G. from your GY. So while I prefer Quasar, both are great monsters.
And that is Extreme Victory completed.
The rest of the day was spent in the Factory.
Because of Janina, I was developing what will basically be a real time strategy game in the Factory. Naturally the troops will be Yugioh monsters.
It wasn’t quite The Falsebound Kingdom because The Falsebound Kingdom is an RPG with RTS elements, and I want to make an actual RTS. So I based mine on the Total War franchise of games.
You start off with some weak monsters, and as turns pass and you take over more areas, you get more draws. And more summons. So you get more monsters.
And as you develop your technology, you get access to better/stronger monsters, and stuff like extra deck summonings.
The areas you can take over on the other hand are basically Continuous/Field Spells that give you boosts.
I’ll admit, I’m not the greatest at RTS games. I’ve only played The Falsebound Kingdom and a few Total War games. But I can just make something and if that fails, I’ll just work on it to make it better. And thanks to Factory being OP, I don’t even have to program anything. Just imagine the way I want it to be, and it will be like that.
And I was currently running a prototype battle between myself and Janina. Janina was running a dragon deck, while I used the T.G. I just got the Halberd Cannon, so I wanted to use them.
At first, Janina was winning the fight, as I kept sacrificing my weaker T.G. monsters so I could buy enough time to perform my Synchro summons, while generating advantage with Hyper Librarian.
But eventually I brought out both Halberd Cannon and Blade Blaster, and the two of them were able to put the hurt on Janina’s dragons.
She had her dragons retreat to the Mountain area, where they got a stat buff, so I halted my advance, as I got my next set of troops ready. And when Janina attempted to do a big ritual to fusion summon the Five Headed Dragon, I was able to use my Halberd Cannon to negate the summon and destroy her just summoned Five Headed Dragon.
That really turned things around, as all of the resources Janina put into the monster were lost, and I was able to push that advantage. And despite her dragons having the home field advantage, my T.G. monsters eventually won.
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