Forum:Abyss Rising opinions

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First of all, I'd like to thank the users of this wiki for providing the pictures and translated texts a week before the announced release date. Now for my review. Admittedly, aside from the "Prophecy" and "Spellbook" series/archetype, only a handful of cards managed to catch my interest.

The Xyzs - Wow. A total of 12 monsters that go into the Extra Deck, that's a record. I'll be listing them from what I think is the best to worst.

  • 2nd place is a tie between "Queen Madolche Tiaramisu" and "Mermail - Gaioabyss". The former's effect is completely devastating while at the same time helpful for you, especially with the "Madolche Ticket" that came in the same pack. The latter has a built-in "Gravity Bind"-like effect with a dash of "Thor" in the mix, except that the negation part can be activated during the opponent's turn.
  • 3rd place is occupied by the Cover Card of the pack: "Number C32: Shark Drake Vice". This Chaos Number actually has a decent effect; it can be used during your opponent's turn and even during the Damage Step. It's certainly a lot more pleasing to the eye than its brother. Unfortunately, it also suffers from the same activation conditions as it, requiring the player to have a dangerously low 1000 Life Points to use its effect.
  • Honorable mentions go out to:
    • "Snowdust Giant" - I like the recent trend of giving "Ice Counter" cards more support.
    • "Empress of Prophecy" - goes nicely with "Hierophant of Prophecy", though you need a substantial amount of Spellbooks in your Deck to actually make sure it'll destroy something.
    • "Number 8: Heraldic King Genome Heriter" and "One-Eyed Skill Gainer" - here we have another instance of a Number having similar effect(s) with a non-Number; this is one of the reasons I dislike the fact that there are 99 of them - the Xyzs have slightly altered versions of other Xyzs' effects. This time it's about copying the effects of an Xyz. It's obvious that the Number wins this round: it can use its effect-copy effect multiple times, it needs less Materials and it even reduces the target's ATK to 0.
    • "Gagaga Gunman" - a rather "meh" card actually.

The last place goes to:

Archetypes/series

  • "Mermail"/"Abyss" - Truth be told, I'm not that interested in WATER monsters, but I have to admit that the power of these cards is not something to overlook. They can swarm and search for more monsters at the same time.... Why does that sound familiar?
  • "Prophecy"/"Spellbook" - With the addition of "Spellbook Institute - La Maison", a Deck revolving around the Spell Cards can become a bit more consistent. Even when you have no other Spellbook Spell Cards in the Grave, it can still count itself for its effect. The Prophecy monsters are also pretty decent, particularly the "Justice", though I would've liked if the "Emperor" didn't need to banish a Spellcaster you control for its effect, but I guess it's so you can't abuse it. I wish they could've done better with "Goethe Spellbook's" first effect though.
  • "Heroic"s - not much going on here, just a monster with a common effect and another one who can only power up Rank 4 monsters, though the latter goes well with the Heroic Champions. A trap card that basically inflicts damage to the opponent and another one, though not particularly supportive of this archetype, whose benefit is not worth the cost.
  • "Madolche" - The best support by far, especially with the aforementioned "Madolche Ticket". Definitely would recommend to have this card in multiples. "Madolche Croiwanssant" can trigger it quickly, "Madolche Marmamaid" can retrieve it and "Madolche Messengelato" benefits from it.
  • "Heraldry" - Not really a lot of things to say about this one. The Xyz would've been better if it could leave out the specification of its Materials, but it would go against the "blue blood" theme it has going on. The 2 monsters are rather lackluster, but the "Miracle Fusion"-like Spell Card is quite impressive; too bad it can only summon Rank 4 monsters.

Other cards worth mentioning

Cards not worth mentioning

  • "Achacha Chanbara" - doesn't even stop the damage.
  • "Battle Break" - started out nicely, then it disappoints.
  • "The Modest Sentry" - who would use this? Probably the same ones who use "Pot of Generosity"
  • "Houseduston" - I know of many monsters who can do better.
  • "Fishborg Blaster" - unless you're running a lot of "Gishki" cards that allows you to see the top-side of your Deck, this card will see little usage even in WATER Decks.
  • "Straggling Force" - the monster it takes control of can't be used as Material for basically anything; you can't even use it to attack. The only things you can do with a monster is : A) use it for a Tribute Summon, but only if you SS Starggling Force during your opponent's turn or use cards like "Double Summon"; B) Tribute it as a cost for card effects; C) use its effect in manner that'll somehow give you an advantage (such as using "Scrap Dragon's" effect by targeting itself along with an opponent's card).
  • "Memory of a Friend" - and I would use this in place of "Dimensional Prison"...why?

As usual, please share your thoughts.--PoirotH (talkcontribs) 16:41, July 14, 2012 (UTC)

I don't like how the new toned down version of banned cards are relying heavily on using Mystical Refpanel. It's too situational and it can only combos with 1 specific card.

[email protected] (talkcontribs) 16:47, July 14, 2012 (UTC)

Why didn't you post this on Forum:Thoughts about Abyss Rising? It was just a few posts below yours, and it helps to have less topics, when the cover the exact same thing. ---Dark Ace SP (Talk) 18:30, July 14, 2012 (UTC)
Because I simply didn't notice it. I didn't think anyone else would a forum with the sane subject so soon.--PoirotH (talkcontribs) 19:10, July 14, 2012 (UTC)

Seeing as the Bot Necroed this...

I might as well, since we've seen more of the pack in the TCG. I actually want to make a true-blue Ninja deck, I personally see value in Red Dragon Ninja in conjunction with White Dragon Ninja. I actually kinda like Abyss Dweller, his effect isn't that cool, but is has it's uses over a lot of decks today, plus bringing itself up to 2200 ATK in a pure Water deck is kinda useful, plus he's then on par with Snowdust Giant. ---Dark Ace SP (Talk) 03:26, November 1, 2012 (UTC)

Abyss Dweller isn't just good, he's amazing. The ability to negate any effects that activate in the graveyard for a turn is a god send if you're facing Dark Worlds, T.Gs or even Lightsworns.

As for the rest, the Heroics will be the most wanted but the highest priced cards will be the Mermails and the Elemental Lord.--The FireFALL (talkcontribs) 06:50, November 1, 2012 (UTC)

Wow, Abyss Dweller will be a boon to Wind-Up Decks. Well, in a way. It can gain its ATK boost by use of Wind-Up Shark, though the drawback here is that to keep its face from being punched in too quickly, Shark must preferably not be detached (and thus become available for revival) first. --Gadjiltron (talkcontribs) 08:29, November 1, 2012 (UTC)
Well, if Wind-Ups need a reasonable Rank 4 monster to stay on the field and detach its Xyz Material easily, a Defense Position "Gagaga Gunman" should do the trick. Other than that, I would only use "Abyss Dweller" against Dark Worlds (and you better hope that they don't draw into a Skill Drain before you establish some field presence). --UltimateKuriboh (talkcontribs) 14:33, November 1, 2012 (UTC)

whats the probability of me pulling an abyss megalo in 3 abyr booster boxes (648 cards).--SepulchresApprentice (talkcontribs) 03:57, November 3, 2012 (UTC)

You usually get 1 Secret Rare per box, there's 8 Secret Rares in total so you have a one in eight chance per box.

Also I would like to add Abyss Dweller just went further in my 'must have this card' meter as I've just faced proper Mermail Atlanteans today. Also all of their effects activate in grave, and they're almost as bad as the old Inzectors.--The FireFALL (talkcontribs) 23:38, November 3, 2012 (UTC)

I've been using the "proper" Atlantean/Mermail deck on DN, and it is almost as bad as the old Inzektors, although they aren't perfect, and are a little more "balanced" than Inzektors. Also, it's not always about triggering the in grave effects, some of it is about the on field effects of the Atlanteans, especially Atlantean Marksman. Although, Atlanteans face drawbacks in the fact they can't kill anything they want, they need to be able to drop either Marksman or Heavy Infantry, but the basic idea is the same, generate more card advantage as you take away your opponent's although that's basically the hallmark of most good decks, create more options for yourself, while taking away your opponent's, it's nothing new, but the deck that does it is always a little different. ---Dark Ace SP (Talk) 02:01, November 4, 2012 (UTC)

By the way, quick note on Memory of an Adversary - when the monster gets special summoned, it goes to your side of the field, not back to your opponent's. That's its advantage. Runer5h (talkcontribs) 18:33, November 4, 2012 (UTC)Runer5h

True, that's the advantage, but it's a little risky if you ask me. ---Dark Ace SP (Talk) 21:30, November 4, 2012 (UTC)
That Wacky Alchemy! is also pretty versatile if you ask me. What do you guys think? ---Dark Ace SP (Talk) 01:16, November 6, 2012 (UTC)