Force of the Breaker - Thoughts?

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LordLight2

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So what is your feeling on Force of the Breaker? Do you think it's going to be as good as Strike of Neos was? Better? Worse?

And what cards are you looking forward to? The new "Chaos" Monsters? Maybe some of the older support cards? Thoughts?
 
I like the Crystal Beasts theme. The new Chaos is cool too but thankfully not as broken. What I mean is it is a lot harder to get the light/fairys and dark/fiends for fuel rather than any light and any dark.

And I'm not sure if it's Force of the Breaker or the set after, but I'm interested in seeing these "dual" monsters. But then there will be more complicated mechanics to learn.....blah.
 
Get me a playset of "Raiza the Storm Monarch," "Volcanic Bullet," "Gravkeeper's Commander," and "Emissary of Sky - Zeradias" and you can pretty much keep the rest.

I for one, am not at all interested in the Cystal Beast theme. And the set as a whole is pretty underwhelming in my opinion. But to each his own.

*Names subject to change
 
Yes, I think the hype is just advertisement to get more duelists to go by comparing it to the STON sneak. So far, it doesn't look at all like they've actually proven that point yet, as you just can't make a comback after STON that quick.

So far it seems alright, but nothing of what the STON is, I espicially don't think the Sneak will be as good either, there's not yet a common pile-up of support, it all seems random for now.
 
FOTB overall is VERY POWERFUL set.

We got a new Monarch, an OTK card for Six Samurai, new Chaos monsters, and Crystal Beast deck is also very powerful. Too bad we don't have the best support card, Summon Priest. (With that card, you can create an OTK style of Crystal Beast)
 
And still I see (except for 1 brief mention) everyone's passing on the Volcanics.

They have:
a) The ability to fetch cards from the deck to your hand.
b) They can fetch cards from the graveyard to your hand.
c) Can recycle cards from the graveyard back to the deck.
d) Have 2 different ways to "Raigeki" your opponent.
e) Since they have a balance of Burn and Battle damage, you can shift as needed and still use the other as a fall back in case you can't do one or the other.

Honestly I would say someone would top a SJC with a Volcanic deck before someone would with the Crystal Beasts.

Also, am I the only one who just saw how ridiculous WIND/Winged Beast Deck type just became because of Harpie Queen and Raiza? Yes both are WIND/Winged Beast. But look a little deeper.

a) Harpie Queen can fetch Harpie Hunting Ground which gives every Harpie Lady / Harpie Lady Sisters a built in Breaker effect. Harpie Hunting Ground will also give boosts for Raiza.
b) Harpie Queen is only considered to be "Harpie Lady" on the Field and Graveyard. That means you can run 3 + 3 other Harpie Lady cards. It also means that if HHG is on the field, you get that effect when Harpie Queen is summoned.
c) Harpie Queen is also a 1900 beatstick to start with with no downside. No reason at all to run Cyber Harpie Lady.
d) Icarus Attack. a 2-4-2 Trap Card that is an equalizer for Winged Beasts.
e) Hysteric Party. Yeah, that nice "new" trap card in the WIND Structure deck. Suddenly this "Call of the Haunted" for Harpies can bring out up to *5* Harpie Ladies from your Graveyard. And 3 Harpie Lady #1 + 2 Harpie Queen = 12200 Damage. (3 Queens + 2 HL#1 = 11300. Still pretty good as well).
e) Mix in Raiza and Swift Birdman Joe for more field control cards and you have a very potent deck type that noone quite saw coming.

Yeah, this set is very good. Expert players will figure out how to capitalize on what we were just given.
 
densetsu_x said:
Also, am I the only one who just saw how ridiculous WIND/Winged Beast Deck type just became because of Harpie Queen and Raiza? Yes both are WIND/Winged Beast. But look a little deeper.

a) Harpie Queen can fetch Harpie Hunting Ground which gives every Harpie Lady / Harpie Lady Sisters a built in Breaker effect. Harpie Hunting Ground will also give boosts for Raiza.
b) Harpie Queen is only considered to be "Harpie Lady" on the Field and Graveyard. That means you can run 3 + 3 other Harpie Lady cards. It also means that if HHG is on the field, you get that effect when Harpie Queen is summoned.
c) Harpie Queen is also a 1900 beatstick to start with with no downside. No reason at all to run Cyber Harpie Lady.
d) Icarus Attack. a 2-4-2 Trap Card that is an equalizer for Winged Beasts.
e) Hysteric Party. Yeah, that nice "new" trap card in the WIND Structure deck. Suddenly this "Call of the Haunted" for Harpies can bring out up to *5* Harpie Ladies from your Graveyard. And 3 Harpie Lady #1 + 2 Harpie Queen = 12200 Damage. (3 Queens + 2 HL#1 = 11300. Still pretty good as well).
e) Mix in Raiza and Swift Birdman Joe for more field control cards and you have a very potent deck type that noone quite saw coming.

Yeah, this set is very good. Expert players will figure out how to capitalize on what we were just given.
No, you are not. Wingest Beast have alreadys been one of my favorites. It's amazing what only 2 cards can do for the whole Winged Beast theme. As for Volcanics... I'm really not sure.
 
For Volcanic Burn, we'll have to see.

About wind decks, your right. It got a MAJOR power boost cause of Raiza/Harpie Queen. Throw in Hunter Owl, Icarus Attack, and couple other good stuff and you got a good theme.
 
BTW, when will the new FOTB cards be legal? (Will it be instantly legal like STON, or do we wait 1 month?)
 
To clarify though.

It's "instantly legal" for local tournaments and such. For Premier events though (Regionals and up) you have to wait until the start of the next month which would be June 1 in this case.
 
After seeing the cards, crystal beasts are amazing. The set has so much amazing support that it might have the potential to be tier 1. Provided you have 3 Rare Value and 3 Sapphire Pegasus. And both are high value ultra rares, so good luck.


Voltanics look like they could do alright, in a pyro burn build using cards like solar flare dragon and ultimate baseball kid. The big guy isn't good at all, only because he is so hard to get out.

Pretty much every field spell card dependent deck got 2100 monster that you could discard to search the field spell......well, 2100 while the field spell is active monster. Downside: a couple of these can't exist unless the field spell is active. The 3 without that downside are really good for their specific decks. Goodbye, terraforming.

The Chaos monsters seem solid, but still 3/1 and 1/3 RFG is heafty and would take a few turns at least. The best one of these IMO is the 2200 that can be Spell Canceller or Jinzo. Easy to get out, and one of two possible great effects.

All and all, this set is great all around I think. I hope the next set is as good.
 
Invincil is interesting, easy enough to get out, only needing a tribute, being able to possibly be a Jinzo or Spell Cancellor, but at 2200, suffers from the weakness in attack and then the fact that you HAVE to tribute a specific attribute and type just to GET the effect, it's definitely a theme deck card instead of spashable.... so good luck....
Enrise is kind of crap, a 2400 ATK Chaos Sorceror that takes twice the fuel to even special summon, and is even pickier about the kind of fuel.
Norleras.... well, he might see some play. I can guarantee he'd see play after the next ban list if Advanced Ritual Art doesn't get restricted and only Demise does. In a Demise based ARA deck, you wouldn't be trying to load the graveyard for Norleras in particular, but if you wanted to base one off Norleras instead, I know we'll be seeing them soon anyway, Manju's a Light Fairy by himself, run Duname's Dark Witch, Archfiend Soldier, plenty of ways to easily load that graveyard fast, Giant Germ and Shining Angel if you really felt like it. Expect to see some people tossing this one around though, anything with a blow everything all the heck up effect, people will work to find some way to easily abuse it.

I went to the sneak preview for the field searchers, particularly Harpy Queen at the time, and Raiza, though I only got one of him, I wanted to bring out my Harpies for some kicking old school fun again. The b****es are back, baby.

I like the ideas of the Crystal Beasts and the Volcanic stuff, but to be honest, I wish they would ban Heavy Storm for at least one list, THEN see what would happen. that would make for some real interesting play then, I bet. I personally thought the set was really good, but everyone at the sneak preview, which wasn't many, was more interested in the next set, and the reptile card with the alternate win condition, which is really kind of sad, since it's not that good at all.
 
Actually Invicil be more like becoming Imperial Order / Royal Decree. He doesn't prevent the Spells/Traps from being activated. Just negates them instead. So it could be some interesting combos with Ultimate Offering and say The Flute of Summoning Kuriboh.
 
I'm really not looking forward to the new Chaos cards. Chaos-style decks were the reason I quit for so long. Thankfully, they are harder to play, but not by much. I imagine someone will build a primarily Fiend-based deck that features some "Counter Trap Fairies" and use Norleras to wreak havoc.

No, I see Harpie, Water, Gem Beast, and Volcanic-based decks really shining after this set comes out. I plan on putting together a Gem Beast deck to mess with. Looks like a lot of fun.
 
bjswp56 said:
I'm really not looking forward to the new Chaos cards. Chaos-style decks were the reason I quit for so long. Thankfully, they are harder to play, but not by much. I imagine someone will build a primarily Fiend-based deck that features some "Counter Trap Fairies" and use Norleras to wreak havoc.

No, I see Harpie, Water, Gem Beast, and Volcanic-based decks really shining after this set comes out. I plan on putting together a Gem Beast deck to mess with. Looks like a lot of fun.

Most likely yes, I've already begun to explore the possibility of using the new "Chaos" cards in conjuntion with Demise and Advanced Ritual Art.

Spirit Of The Harp
Dunames Dark Witch
Archfiend Soldier
Opticlops
Manju of Ten Thousand Hands

You get the idea
 
I think that if the crystal beasts are played more often, and it looks possible that they will, then fortunately there is already some good tech vs them: Spatial collapse and Ojama Trio.

"You really want to put that crystal beast in your back row? Sure.... go ahead...."

I think that the most important things in the set are the field card search monsters, as well as Field Barrier, which is just the thing that Necrovalley et al. have been waiting for.
 
Well, now that I've been there and done it, I have a bit of a different outlook on the cards.

The Crystal Beasts have some wonderful potential and special summonable ability. I remember in the sneak the other 3-0 player I played for 1st did excellent. He didn't have any of the big crystal support, but he could get the 2 crystals in the back fairly quick, and then he would go into Special Summoning madness, tributing for the real power in the set. Overall, they're alright, but don't have enough punch by themselves. So the question is what to play them with, but you have to realize if you integrate too many of the wrong cards, the theme will become too slow and if you can't keep at least the 2 crystal back rows, you'll be in trouble. Random cards I saw that were very effective were "Gravi-Crush Dragon" and "Magna Slash Dragon", both of which took spare beasts and turn them into +1's, and then cleared the way for a decent sized assault.

Volcanics did well, but I think they're missing a few key elements. They're pretty easy to understand, some good burn damage to do alot of the damage, and then battle monsters to hold their own, mix in with a trump card that includes monster destruction, and you have almost a clear cut path to victory. The problems I see are fundamental to other deck types that are played around a certain card, in this case, "Blaze Accellerator". It's only one card, and you'll need to get it out quick if you want to win and have a use for the potentially bad hands you can draw. "Volcanic Rocket" is defiantly a wonderful card for this, but you have to be careful, as you still only have 3 copies that you don't always have an idea of how fast they'll come, and if the opponent happens to have the right amount of spell & trap support, you're in trouble (Or an Invicil XD). The other problem I see is that the battle-themed volcanics are mediocre, scoring alright attacks, but that's all they are, attacks, field controlling effects be not here, just raw damage. To be effective, you'll have to clear your opponent's field.

I feel the set produced exactly what every Field Spell card deck needed- Spell & Trap destruction and reliable searchability. Those are some problems the fields had, but this set addressed those clauses accurately and fulfilled a quota of fields to be the "competable" level over just the "fun" level. The searches get the field if you need it, and become "Cyber Dragon" accomplice beat-sticks when you don't, something "Terraforming" well never do. Besides that, "Field Barrier" is not necessary for some field decks, but the Gravekeeper's deck I'm now building due to the exciting new support has to have "Necrovalley" on the field quick and for a good amount of time. Goal complete.

Random deck types see some new support, such as Winged Beasts, Dragons, Aliens, and Six Samurai, and I'm very pleased with them all. This was not a set of anything useless, all of it has its potential, I highly approve of this set. Although, still not more than STON ;P.
 
One of the overlooked gems of this set is the trap (Secrets of the Gallant) that discards 2 cards when a Normal monster inflicts battle damage.
 
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