Heavenly Ruler of Colors, Yurlungur
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Heavenly Ruler of Colors, Yurlungur
|Heavenly Ruler of Colors, Yurlungur|0|?|Sea-Serpent/Fusion/Effect|10|Light||3400|3400|(4 monsters with 4 or more different attributes) Must first be fusion summoned. This card is treated as having all attributes on the hand, field, and graveyard. When this card is fusion summoned, discard all cards in your hand, then fusion summon 2 level 7 or lower fusion monsters from your extra deck. If you have 10 or more monsters in your graveyard with 6 or more different attributes, you can Tribute 1 Fusion monster you control and declare 1 card type. Your opponent cannot activate the card type as long as this card is face-up on the field. This effect of "Heavenly Ruler of Colors, Yurlungur" can only be used once per duel. During the end phase in a turn when this card leaves the field, change your life points to 1, then destroy all LIGHT and DARK monsters on the field.|
"Rising from the primordial abyss to give light to the world! This is the final judgment, Chromatic Spark!"
"Rising from the primordial abyss to give light to the world! This is the final judgment, Chromatic Spark!"
EMSOUP- Posts : 1028
Join date : 2012-08-31
Age : 37
Location : Bandung, Indonesia
Re: Heavenly Ruler of Colors, Yurlungur
What to say about this card, other than wow. Doesn't seem abusable yet, although you know fusions better than me.
Re: Heavenly Ruler of Colors, Yurlungur
if abyss of the primordial lifeform is on the field, you can gain something pop 3, recycle 2(since the one abyss recycled from yurlungur is discarded by its effect), and 3 beater with effects.
but summoning it in the first place usually needs set up. a heavy one at that.
let's see how you can summon this card:
-Advanced fusion art: Probably the easiest way, but it going to get banned anyway, so that's it. you -2 from your hand(which doesn't matter anyway), you set up the grave for future Yurlungur the Elemental Lord play or for activating this card lock effect.
-Advanced Polymerization: meh, even with abyss since you need so much set-up and the draw is invalid anyway since you discard your whole hand (except if its resolved after Yurlungur's effect, need clarification). can do though, since the -3(or -1 counting abyss) is negated anyway by this card's on summon effect.
-Cold Fusion: One of the better options, since it doesn't negate this card's effect. banish 4 from your hand(so you have them back during the end phase), ss this, discard the remaining cards in your hand, ss 2 fusions, end phase return this and the fusion materials. seems interesting, even though it needs set up like advanced fusion art, it makes up on the advantage.
-Elemental bonding and Fusion redemption: can't summon this card, period.
-Ghost fusion: too situational. how the heck can you fulfill its requirement except for post field nuke?
-The Time and Space Chamber and the fusion gate monster(forget its name): outclassed by Cold fusion. except if you want to keep this card on the field, then its fine.
-Yurlungur the Elemental Lord: Hard to set-up, but is actually good since it can virtually summon this card at no cost. still, its hard to set up especially since AFA is going to get the hammer.
take it as you will. maybe i should balance this card a bit, but we'll see...
but summoning it in the first place usually needs set up. a heavy one at that.
let's see how you can summon this card:
-Advanced fusion art: Probably the easiest way, but it going to get banned anyway, so that's it. you -2 from your hand(which doesn't matter anyway), you set up the grave for future Yurlungur the Elemental Lord play or for activating this card lock effect.
-Advanced Polymerization: meh, even with abyss since you need so much set-up and the draw is invalid anyway since you discard your whole hand (except if its resolved after Yurlungur's effect, need clarification). can do though, since the -3(or -1 counting abyss) is negated anyway by this card's on summon effect.
-Cold Fusion: One of the better options, since it doesn't negate this card's effect. banish 4 from your hand(so you have them back during the end phase), ss this, discard the remaining cards in your hand, ss 2 fusions, end phase return this and the fusion materials. seems interesting, even though it needs set up like advanced fusion art, it makes up on the advantage.
-Elemental bonding and Fusion redemption: can't summon this card, period.
-Ghost fusion: too situational. how the heck can you fulfill its requirement except for post field nuke?
-The Time and Space Chamber and the fusion gate monster(forget its name): outclassed by Cold fusion. except if you want to keep this card on the field, then its fine.
-Yurlungur the Elemental Lord: Hard to set-up, but is actually good since it can virtually summon this card at no cost. still, its hard to set up especially since AFA is going to get the hammer.
take it as you will. maybe i should balance this card a bit, but we'll see...
EMSOUP- Posts : 1028
Join date : 2012-08-31
Age : 37
Location : Bandung, Indonesia
Re: Heavenly Ruler of Colors, Yurlungur
-Ghost fusion: too situational. how the heck can you fulfill its requirement except for post field nuke?
Next set when I submit Schrodinger's Dark Hole. Makes Post-nuke cards playable.
Re: Heavenly Ruler of Colors, Yurlungur
ghost fusion too OP, nerf pl0x.
it'll awesome though. except the part about summoning 4 monsters and then activate black hole to treat them as being destroyed. but the idea is freaking awesome.
it'll awesome though. except the part about summoning 4 monsters and then activate black hole to treat them as being destroyed. but the idea is freaking awesome.
EMSOUP- Posts : 1028
Join date : 2012-08-31
Age : 37
Location : Bandung, Indonesia
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