Showing posts with label Watt. Show all posts
Showing posts with label Watt. Show all posts

Friday, December 10, 2010

STBL Part 3: Biofuel

Starstrike Blast also brings some support for Watt and Naturia monsters. Let's take a look.

Regarding Watts, let's look at the monsters first, starting with Wattkiwi:

“Watt” monsters you control cannot be destroyed by battle while they are attacking.

Much like most battle protection effects, this is a Continuous Effect that you simply apply when the monster will be destroyed in battle. Note that the Watt monster must be attacking, it doesn't work in every type of battle.

Next, we have Watthopper:

Your opponent cannot select another face-up "Watt" monster on the field as an attack target, or target them with card effects.

Watthopper has two Continuous Effects. One prevents other Watt monsters from being selected as an attack target. If you control two or more Watthopper, no Watt monsters can be selected asn a attack target, and neither player can attack directly "over" them. The other effect prevents Watt monsters from being targeted by Card Effects. If they have already been targeted, and Watthopper is Special Summoned in response, Watthopper won't affect the targeting effect.


Then, we have Wattdragonfly:

If this card is destroyed by your opponent's card (either by battle or by card effect), you can Special Summon 1 "Watt" monster from your Deck.

Wattdragonfly has an Optional Trigger Effect that can't miss the timing. It can be activated even if Wattdragonfly is destroyed outside of the Field.

The last Watt monster in this set is Wattsquirrel:

This card can attack twice during each Battle Phase. If this card battles, negate the effects of the monster it battled after damage calculation (including in the Graveyard).

Squirrel's first effect is a Continuous Effect that allows it to attack twice during the Battle Phase. The second effect is a Mandatory Trigger Effect activated After Damage Calculation. It sets a Condition on the monster that negates its effects while on the Field and in the Graveyard, similar to the one set by Dark Ruler Ha Des.


We then have two Spell Cards, one being Wattcastle:

Any monster that attacks a "Watt" monster loses 1000 ATK after damage calculation.

Wattcastle has a Continuous Efffect that you apply After Damage Calculation, meaning that battle has already been carried out. Unlike Black Garden, this ATK reduction depends on Wattcastle remaining on the Field with its effect active.

And the other Spell Card being Wattjustment:
Equip only to a Level 3 or lower Thunder-Type monster. It gains 800 ATK and its effects are negated. Each time it inflicts Battle Damage to your opponent, draw 1 card.

Wattjustment has two Continuous Effects, one that gives an ATK increase, and one that negates the effects of the equipped monster that are applied on the Field. Additionally, it has a Mandatory Trigger-like effect that you activate after Damage Calculation when Battle Damage is inflicted.

The last Card for the Watt theme in this set is the Trap Card Wattkeeper:

Select 1 Level 4 or lower "Watt" monster in your Graveyard. Special Summon that monster from the Graveyard. Destroy it during the End Phase.

Wattkeeper targets a monster in your Graveyard. Then, it sets a Condition that will destroy the monster during the End Phase. If the Summoned monster stops being face-up, it's not destroyed.


Now, let's take a look at the Naturia Cards. Let's start with the first monster, Naturia Cherries:

If this card is sent from the field to the Graveyard by your opponent's card (including by battle, card effect, or by being destroyed), you can Special Summon up to 2 "Naturia Cherries" from your Deck in face-down Defense Position.

Cherries is similar to Wattdragonfly. It has an Optional Trigger Effect that can't miss the timing, but unlike dragonfly, it can only be activated if Cherries is sent from the Field to the Graveyard.


Then, we have Naturia Pumpkin:

When this card is Normal Summoned, if your opponent controls a monster, you can Special Summon 1 "Naturia" monster from your Hand.

Pumpkin has an Optional Trigger effect activated upon its successful Normal Summon. It can be negated by Pulling the Rug. It doesn't target, but you must have a Naturia Monster in your Hand at the time of the activation.

The last Naturia Monster is Naturia Stag Beetle:

Once per turn, during the Battle Step or Damage Step of this card's attack, when your opponent activates a card or effect, you can select 1 "Naturia" monster in your Graveyard. Special Summon that monster from the Graveyard.

Stag Beetle has an Optional Quick Effect. It's activated in a chain to the activation of a Card or the activation of a Card's effect, and it targets a monster in your Graveyard.

As for the Spell Cards, we have Barkion's Bark:

Activate only if you control a face-up "Naturia" monster. Your opponent cannot activate Trap Cards this turn.

Controlling a Naturia Monster is only an activation requirement. This Card's effect will resolve properly if that Naturia Monster is no longer face-up when this effect resolves. If you activate this Spell Card's effect via Diamond Dude, you don't need to control a Naturia Monster.

Then, we have Leodrake's Mane:

Select 1 face-up "Naturia" monster you control. Its ATK becomes 3000, and its effects are negated, until the End Phase.

Mane targets a monster you control. The ATK value becomes 3000, so it overrides any ATK modifiers currently being applied to the monster. Only the effects that are applied on the Field are negated.

The last Card for today is the only Trap Card for the Naturia theme in the set: Extrio's Fang:

Activate only if you control a face-up "Naturia" monster and have at least 1 card in your hand. Negate the activation of an opponent's Spell/Trap Card and destroy it. Then, send 1 card from your hand to the Graveyard.

Fang negates the activation of a Spell or Trap Card, so it can't negate the effects of an already-active S/T Card.



Well, that's all for Naturia and Watt monsters. Stay tuned for even more STBL! If you have any questions, feel free to drop me an e-mail at ness00[at]gmail[dot]com.

Sunday, August 29, 2010

DREV Part 3: Revolt Tackle

Watt monsters return in Duelist Revolution to support their low-ATK Thunder Monster archtype. Let's take a look starting with Wattbetta:

When this card inflicts Battle Damage to your opponent by a direct attack, your opponent discards 1 card of their choice.

Betta has a Mandatory Trigger Effect that you activate at the After Damage Calculation Sub-Step. Notice some small details in the text: The attack must be a direct attack (much like Spirit reaper or X-Saber Airbellum), and it is your opponent who chooses which Card to discard.

Next, we have Wattlemur:

If this card is destroyed by your opponent's card (either by battle or by card effect), they cannot conduct their Battle Phase during their next turn.

Lemur has a Mandatory Trigger Effect, with a similar requirement to Wattfox. Not much else to say Q_Q

Moving on, we have Wattpheasant:

This card can attack your opponent directly. When this card inflicts Battle Damage to your opponent by a direct attack, select 1 face-up monster on the field and remove it from play until the End Phase of this turn.

Pheasant has a Continuous Effect that allows it to attack directly. It also has a Mandatory Trigger Effect with a similar requirement to Wattbetta. This effect targets a face-up monster, and that monster is Removed from Play, where a Condition is set on it to return to the Field at the End Phase. Note that if Wattpheasant is the only monster on the Field, it must Remove itself from Play.

The only Watt Spell Card in this set is Wattcure:
When a Thunder-Type monster you control inflicts Battle Damage to your opponent, gain Life Points equal to the damage inflicted.

Wattcure has a Trigger-like effect that is activated at the "After Damage Calculation" Sub-Step. Once again, not much else to say Q_Q

The only Watt Trap Card in the set is Wattcannon:

Once per turn, when a Level 4 or lowe Thunder-Type monster(s) is Normal or Special Summoned to the field, inflict 600 damage to your opponent.

The last Watt Card in the set is the mandatory Synchro Monster, Wattchimera:

1 "Watt" Tuner + 1 or more non-Tuner Thunder-Type monsters.
This card can attack your opponent directly. When this card inflicts Battle Damage to your opponent by a direct attack, place 1 random card from your opponent's hand on top of their Deck.

Chimera is similar to Wattpheasant: It has a Continuous Effect that allows it to attack directly, and a Mandatory Trigger Effect that is activated upon a successful direct attack. The effect now places an opponent's Card on top of the Deck.


And that's all for Watts in this set. Who wouldn't love all Cards were this simple?

Sunday, May 9, 2010

TSHD Part 6: Thunderstruck

Brief article time! The Shining Darkness introduces a new theme based on Thunder monsters, called "Watt". The theme further expands in the next set, too. Before we start, it is worth noting that the theme's original name (Ereki) would actually make Oscillo Hero #2 a Watt monster. But until stated otherwise, it will be a sad hero.


The first Watt monster is Wattgiraffe:


This card can attack your opponent directly. When this card inflicts Battle Damage to your opponent as a result of a direct attack, your opponent cannot activate the effects of any Spell, Trap, or Effect Monster Cards until the End Phase of this turn.


Wattgiraffe has two effects. The first effect that allows it to attack directly is a Continuous Effect. The effect prevention is a mandatory Trigger Effect, which you activate at the "After Damage Calculation" Sub-Step. This effect pretty much prevents ANYTHING that uses the chain, be it a monster effect, the activation of a S/T Card, or the effect of an already-active S/T Card (like Royal Oppression). This powerful effect is a mix of the effects of Angel O7 and Cold Wave, and both being stuck to the opponent only.

Next, we have Wattfox:


If this card is destroyed by your opponent's card (either by battle or by card effect), your opponent cannot Special Summon a monster, or activate  Spells, Traps, Spell/Trap card effects, or Monster Card effects, for the rest of this turn.


Fox has a mandatory Trigger Effect, which is very similar to Wattgiraffe's. In exchange for a slightly more complicated trigger, it also prevents the opponent from Special Summoning, as well as the other prevention that Giraffe offers. Note that Fox is very similar to Vampire Lord in the aspect that the owner must be controlling Wattfox in order to activate its effect.


The last Watt monster is Wattwoodpecker:


This card can attack twice during the same Battle Phase. Monsters that battled with this card cannot change their Battle Position.


Woodpecker's first effect is very common, and its a Continuous Effect. The second effect is where it gets a little more complicated. For starters, the effect doesn't have a classification, but since it doesn't use the chain, you can think of it as a Continuous Effect. In order to apply this effect onto other monsters, Woodpecker must enter remain face-up until you enter the "After Damage Calculation" Sub-Step. As soon as you enter, the other monster is now affected by Woodpecker. But, for example, if Woodpecker is destroyed by Mirror Force, or Ally of Justice Catastor, it is not considered to have "battled" with the opposite monster. An affected monster stays affected as long as it remains face-up, but note that Woodpecker's position lock, like most effects that lock positions, only refers to manual position changes. You can still use Book of Moon and similar Cards.


The last Watt support Card for now is Wattcube:


Equip only to a Thunder-type monster. It gains 100 ATK for each Thunder-type monster in your Graveyard. You can send this face-up card from the field to the Graveyard to have 1 face-up Thunder-Type monster you control gain 1000 ATK.


Cube is a really simple Equip Card. While equipped, it provides a small ATK bonus based on the number of Thunder-type monsters in your Graveyard. But you can send it to the Graveyard (as a cost) to have a Thunder-type monster gain 1000 ATK. The last effect is an Ignition-like effect. The key differences here are mostly from a strategic point of view, as having an instant 1000 ATK bonus is much easier than piling up 10 Thunder-type monsters in the Graveyard, and it doesn't have the vulnerability of having to remain face-up in order to provide the ATK boost. As for some additional notes on the second effect, it targets a Thunder monster (note that it can be ANY Thunder, not just the equipped monster), you cannot activate it if Macro Cosmos is active, and the 1000 ATK bonus remains as long as the targeted monster remains face-up. It should be pretty evident that both effects are incompatible, as once you pay the cost for the second effect, the Equip Card is no longer face-up, so your monster won't gain 100 ATK per Thunder.



That covers the Watt theme so far. Stick around while we look at more TSHD Cards. If you have any questions, feel free to drop me an e-mail at ness00[at]gmail[dot]com.