SUPER QUANTUM overview!

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SUPER QUANTUM overview!

Post by α27theDemonKnight on Wed Feb 17, 2016 10:26 am

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Gold Ranger here.
Longass Intro Speech You Probably Skip in RPGs:
In my latest research works I have come across this amazing and creative archetype that is suited to all my basic needs in a duel.
Not to mention they are extremely pretty. All them pretty basics colours and on black even gaaaaaah <3
But mostly importantly. If you ever had an awesome childhood. You will remember the badasses simply known as.
The POWER RANGERS.

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Yes. Nostalgia at its finest. We have gone through Devil May Cry to Starwars to Godzilla even.
Ah YuGiOh. All sortsa cards to suit almost anyones likes and preferences.

Now I find Super Quantums really simple and easy to play. Most might not find it so if they aren't using their creativity much to not at all.
They are also one of those decks that are best (and can be easily mashed with) other decks as hybrids of sorts.

In this post we will take a look at Super Quantums, maybe discuss and explain a bit abouts the uses of the different cards and how they work, and the potential for some serious creativity with them.
Limitless, endless potential! *Sciencing intensifies*


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We shall first take a look at surface details of all the Super Quantum cards in general.
Tiny details are important for creative minds. So note their different levels, attributes and types already. Treat these features that differentiate them so much from each other as an advantage.

Super Quant Archetype:
Pilots:

Effect
Super Quantum Red Layer:
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Card Text:
If you control no monsters, you can Special Summon this card (from your hand). You can only use each of these effects of "Super Quantum Red Layer" once per turn.
● When this card is Normal or Special Summoned: You can target 1 "Super Quant" card in your Graveyard; add it to
your hand.
● If this card is sent to the Graveyard: You can target 1 "Super Quant" monster in your Graveyard, except "Super Quantum Red Layer"; Special Summon it, but it cannot activate its effects.
Effect
Super Quantum Green Layer:
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Card Text:
When this card is Normal or Special Summoned: You can Special Summon 1 "Super Quant" monster from your hand. If this card is sent to the Graveyard: You can discard 1 "Super Quant" card; draw 1 card. You can only use each effect of "Super Quantum Green Layer" once per turn.
Effect
Super Quantum Blue Layer:
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[You must be registered and logged in to see this image.][You must be registered and logged in to see this image.][You must be registered and logged in to see this image.][You must be registered and logged in to see this image.]Psychic
Card Text:
When this card is Normal or Special Summoned: You can add 1 "Super Quant" card from your Deck to your hand, except "Super Quantum Blue Layer". If this card is sent to the Graveyard: You can target up to 3 "Super Quant" cards in your Graveyard; shuffle them into the Deck. You can only use each effect of "Super Quantum Blue Layer" once per turn.
Effect
Super Quantal Fairy Alphan:
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Card Text:
Once per turn: You can target 1 "Super Quant" monster you control; all face-up monsters you currently control become that monster's Level. You can Tribute this card; reveal 3 "Super Quant" monsters with different names from your Deck, your opponent randomly picks 1 for you to Special Summon to your field, and you send the rest to the Graveyard. You can only use this effect of "Super Quantal Fairy Alphan" once per turn.
Mechs:

XYZ/Effect
Super Quantal Mech Beast Magnaliger:
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Card Text:
2 Level 5 monsters
Cannot attack unless it has Xyz Material. Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster on the field; destroy it. This effect can be activated during either player's turn, if this card has "Super Quantum Red Layer" as Xyz Material. Once per turn: You can attach 1 "Super Quantum" monster from your hand or field to this card as an Xyz Material.
XYZ/Effect
Super Quantal Mech Beast Aeroboros:
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Card Text:
2 Level 4 monsters
Cannot attack unless it has Xyz Material. Once per turn: You can detach 1 Xyz Material from this card, then target 1 other face-up monster on the field; change it to face-down Defense Position. This effect can be activated during either player's turn, if this card has "Super Quantum Green Layer" as Xyz Material. Once per turn: You can attach 1 "Super Quantum" monster from your hand or field to this card as an Xyz Material.
XYZ/Effect
Super Quantal Mech Beast Grampulse:
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Card Text:
2 Level 3 monsters
Cannot attack unless it has Xyz Material. Once per turn: You can detach 1 Xyz Material from this card, then target 1 Spell/Trap Card on the field; destroy it. This effect can be activated during either player's turn, if this card has "Super Quantum Blue Layer" as Xyz Material. Once per turn: You can attach 1 "Super Quantum" monster from your hand or field to this card as an Xyz Material.
XYZ/Effect
Super Quantal Mech King Great Magnus:
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Card Text:
3 Level 12 monsters
If this card is sent to the Graveyard: You can Special Summon 3 "Super Quantal Mech Beast" Xyz Monsters with different names from your Graveyard. This card gains these effects, based on the number of Xyz Materials with different names attached to it. ● 2 or more: Once per turn, during either player's Main Phase: You can detach 1 Xyz Material from this card; shuffle 1 card on the field into the Deck. ● 4 or more: It is unaffected by card effects, except "Super Quant" cards. ● 6 or more: Your opponent cannot add cards from the Deck to the hand by card effects.
Arsenal:

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Super Quantal Mech Ship Magnacarrier:
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Ignition-like
Card Text:
Discard 1 card, then target 1 "Super Quantum" monster you control; Special Summon from your Extra Deck, 1 "Super Quantal Mech Beast" Xyz Monster with the same Attribute as that monster you control by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon.) You can send this card from the Field Zone to the Graveyard, then target 3 "Super Quantal Mech Beast" Xyz Monsters with different names you control and/or in your Graveyard; Special Summon 1 "Super Quantal Mech King Great Magnus" from your Extra Deck, and if you do, attach the targeted monsters and their Materials to it as Xyz Materials.
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Super Quantal Mech Sword - Magnaslayer:
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Effect, Continuous, Quick-like
Card Text:
Target 1 "Super Quant" Xyz Monster you control; equip this card to it. It gains ATK equal to its Rank x 100, also if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. During your Battle Phase: You can send this Equip Card to the Graveyard; the monster that was equipped with this card can make 3 attacks during each Battle Phase this turn.


Took a look through them? Simply amazing and beautiful are they not?


Last edited by α27theDemonKnight on Wed Feb 17, 2016 12:06 pm; edited 1 time in total

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Re: SUPER QUANTUM overview!

Post by α27theDemonKnight on Wed Feb 17, 2016 10:31 am

:ColressPreach:
Now we shall move on to a bit more detailed discussion of the individual cards.

Pilots:
Super Quantum Red Layer:

Effect[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this image.]cb=20120918052836" style="width: 15px;height: 15px" alt="" />[You must be registered and logged in to see this image.][You must be registered and logged in to see this image.][You must be registered and logged in to see this image.][You must be registered and logged in to see this image.][You must be registered and logged in to see this image.]WarriorWhen this card is Normal or Special Summoned: You can add 1 "Super Quant" card from your Deck to your hand, except "Super Quantum Blue Layer". If this card is sent to the Graveyard: You can target up to 3 "Super Quant" cards in your Graveyard; shuffle them into the Deck. You can only use each effect of "Super Quantum Blue Layer" once per turn.
Lvl5 Fire Warrior 2k atk.
Has a Cyber Dragon-ish effect. When your field is empty can special summon. Upon summon either normal or special recover any Super Quant card that you need. If sent to the grave in any way, you can special summon ANY Super Quant monster in your grave. This includes the XYZs! Which you will need on the field to make the Megazord (Super Quantal Mech King Great Magnus). Special summoning a Super Quantum pilot triggers their effects so take note of that as well. Even if their effects is once per turn.
Since this card is a Fire/Warrior. Becomes an Igknight search target. Neato, right? XD
Also, Warrior and Fire support can be applied to this card.
Not to mention them fusions and other sorts of cards that require specific elements or perhaps even his specific type.
Can be considered easy peasy tribute fodder even due to its special summon when field is empty effect. And when tributed naturally triggers is sent to grave effect. You can imagine the wombo comboes already.
Note that his level 5. So can be used with Monarchs Stormforth to get rid of pesky indestructible monsters or tribute that annoying ass Lava Golem or something and still get his erf to go off.
Note his CLAUSE when using him to special summon your SQs, they can't use their effects!
So have them Call of the Haunteds and Oasis of Dragon Souls at the ready.
Run 1-3
So yeah. Get creative!
Super Quantum Green Layer:

Effect[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this image.]cb=20120918052836" style="width: 15px;height: 15px" alt="" />[You must be registered and logged in to see this image.][You must be registered and logged in to see this image.][You must be registered and logged in to see this image.][You must be registered and logged in to see this image.]SpellcasterWhen this card is Normal or Special Summoned: You can Special Summon 1 "Super Quant" monster from your hand. If this card is sent to the Graveyard: You can discard 1 "Super Quant" card; draw 1 card. You can only use each effect of "Super Quantum Green Layer" once per turn.
Lvl4 Wind Spellcaster
Level4. Everyone's favourite level. This guy seems lika complete oddball does he not?
Fear not. He fits in all rank4 or level4 need decks.
Somehow makes some seriously silly wombo combos just happen.
When he is summoned, you can summon a SQ monster in your hand along with him. Which triggers off their upon summon effs. Especially neat if you have a large hand and an empty field. SS Red by his own erf, normal summon Green and bring Blue by his erf. Get Magnacarrier using Blue. Use Magnacarrier's erf, discard 1 for 1 to summon the mechs neatly, maybe trigger the effs of the stuff you discarded. SS the boss mons MEGAZORD! Very Happy
Oh and when Green is sent to the grave, you can discard 1 SQ card to draw 1 card. Usually best with a Red in hand to set off wombo comboes of special summons and get a free draw. And trigger even more effs.
You see what I mean by crazyass wombo comboes with this guy, right?
As for the Spellcaster part. You can mash him with level 4 Spellcaster decks easy peasy like. Use Spellcaster support with him. I don't know. Maybe slap a Wonder Wand onto him draw 2 trigger his grave erfs or something. Lel. Think Shaddolls or Magicians.
Wind. Level4 Wind. Yeah. Mashing him with all them wind rank4 decks. I'm looking at Yousinjews, Harpies, Heraldics, Chidori (XYZ) yknow what I mean.
Run 1-2
Super Quantum Blue Layer:

Effect[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this image.]cb=20120918052836" style="width: 15px;height: 15px" alt="" />[You must be registered and logged in to see this image.][You must be registered and logged in to see this image.][You must be registered and logged in to see this image.]PsychicWhen this card is Normal or Special Summoned: You can add 1 "Super Quant" card from your Deck to your hand, except "Super Quantum Blue Layer". If this card is sent to the Graveyard: You can target up to 3 "Super Quant" cards in your Graveyard; shuffle them into the Deck. You can only use each effect of "Super Quantum Blue Layer" once per turn.
Lvl3 Water Psychic 2k def.
Ah yes. My favourite Mecha Pilot. Blue.
The searcher of the deck.
If you haven't realized already that she isn't an E-Tele target *Solemn Strikes you*
So basically, you normal or special summon her in any way, you get to search ANY Super Quant card from your deck, including the very important field spell and the deadly trap card.
Most wombo comboes or setups usually involve bringing her out to get what you need. If tis the field spell, discard one slap a SQ onto your things really easy peasy liek.
If sent to the grave you can put back any 3 SQ cards from the grave into the deck, including herself. Awesomesauce, right? Very Happy
Yeah. Because of the E-Tele and her self-recyclable potential, you can run 1-2 of her in any deck. I'd recommend 2 atleast.
Since Blue is a lvl3 she can be easily mashed in with any rank3 or lvl3 abusing decks.
Water. Fkn WATER. Do you even know what you can do with all that Water support? *Shivers* This scares the hell outta me. Yknow like. Mermails, Atlanteans, Ice Barriers. All them Water attrib support Spells and Traps. Scary stuff.
Super Quantal Fairy Alphan:

Effect[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this image.][You must be registered and logged in to see this image.]FairyOnce per turn: You can target 1 "Super Quant" monster you control; all face-up monsters you currently control become that monster's Level. You can Tribute this card; reveal 3 "Super Quant" monsters with different names from your Deck, your opponent randomly picks 1 for you to Special Summon to your field, and you send the rest to the Graveyard. You can only use this effect of "Super Quantal Fairy Alphan" once per turn.
Lvl1 Fairy Light 0atk&def
White ranger although not officially listed here as a Mech Pilot, is kind of an oddball to the group.
He's got two erfs that are really REALLY good.
Firstly. You get to tribute this guy by his erf. Select any 3 SQ monsters from your deck and your opp randomly picks one for you to special summon (Note: a=Another copy of him in the deck can be a choice). The rest go to the grave.
Now this opens up some serious wombo comboes even WAY harder than Green can. And it's fkn consistent. Not even gimmicky. Since, well. If you used his effect smartly. The ones sent to the grave get to set off their effects properly and the one summoned gets to be used for their effect upon summon. Or if you summoned the white ranger like this.
LEVEL MODULATION!
If there's an SQ Pilot already on the field (including the White Ranger) select one of them to turn ALL monsters (inclusive of non SQs) into the level of the SQ you selected. Fkn brilliant! Y'all know to do your XYZ comboes with this, especially with a swarmed field.
Well, since he is Light and Fairy. All them light supports be there. Can be splashed into Monarchs and Artifacts and all. Honest. Cards from the Sky for draw. Yknow what I mean.
Don't forget to slide in a rank1 or something into your deck just because of this guy. Maybe Utopia Roots into Utopia Dragon plays? lmao. But that's gimmicky.
All in all the White Ranger should always be used really smart.
One for One brings him out fairly easily helping you to trigger the SQ monster you discarded too.
Run 2 to 3 of him.
Note that Message in a Bottle is a REALLY handy and sexy card to use with these badboys. Be sure to run 1 of this card in your SQ decks. lel
Note. If you use Message in a Bottle, you cannot summon the Megazord in the same turn due to the spell's strict conditions.


Mechs:
Super Quantal Mech Beast Magnaliger:

XYZ/Effect[You must be registered and logged in to see this image.]
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Cannot attack unless it has Xyz Material. Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster on the field; destroy it. This effect can be activated during either player's turn, if this card has "Super Quantum Red Layer" as Xyz Material. Once per turn: You can attach 1 "Super Quantum" monster from your hand or field to this card as an Xyz Material.
Super Quantal Mech Beast Aeroboros:

XYZ/Effect[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this image.][You must be registered and logged in to see this image.][You must be registered and logged in to see this image.][You must be registered and logged in to see this image.][You must be registered and logged in to see this image.]Machine2 Level 4 monsters
Cannot attack unless it has Xyz Material. Once per turn: You can detach 1 Xyz Material from this card, then target 1 other face-up monster on the field; change it to face-down Defense Position. This effect can be activated during either player's turn, if this card has "Super Quantum Green Layer" as Xyz Material. Once per turn: You can attach 1 "Super Quantum" monster from your hand or field to this card as an Xyz Material.
Super Quantal Mech Beast Grampulse:

XYZ/Effect[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this image.][You must be registered and logged in to see this image.][You must be registered and logged in to see this image.][You must be registered and logged in to see this image.]MachineWhen this card is Normal or Special Summoned: You can add 1 "Super Quant" card from your Deck to your hand, except "Super Quantum Blue Layer". If this card is sent to the Graveyard: You can target up to 3 "Super Quant" cards in your Graveyard; shuffle them into the Deck. You can only use each effect of "Super Quantum Blue Layer" once per turn.
Super Quantal Mech King Great Magnus:

XYZ/Effect[You must be registered and logged in to see this image.]
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If this card is sent to the Graveyard: You can Special Summon 3 "Super Quantal Mech Beast" Xyz Monsters with different names from your Graveyard. This card gains these effects, based on the number of Xyz Materials with different names attached to it. ● 2 or more: Once per turn, during either player's Main Phase: You can detach 1 Xyz Material from this card; shuffle 1 card on the field into the Deck. ● 4 or more: It is unaffected by card effects, except "Super Quant" cards. ● 6 or more: Your opponent cannot add cards from the Deck to the hand by card effects.
Ah yes. Mechs. I realy love Mechs.
There's only way way to describe these badass and colourful mechs.
CROWD CONTROL
What I love about them is that they don't work unless someone is piloting them. No XYZ materials, can't attack using them.
Also, when they have their specific coloured pilot in them, their effs become on any turn quick effectish. Once per turn tho.
They all target and each Mech caters to specific basic needs.
Blue mech pops backrow, yours (think Artifacts or Pends) or your opponents.
Red mech pops monsters, yours or your opponents.
Green mech sets monsters face down, yours (think Shaddolls or Prediction Princess) or your opponents.
Megazord can shuffle any card from the field into the deck.
You have to play smart with the Mechs at all times. With Red and Green you can stop potential Synchros and XYZs from happening. Green can fucntion as a Book of Moon to keep your monsters safe and let them resolve their effects safely, or for them flip monster craziness. Blue can trigger your Artifacts or simply keep clearing that annoying backrow the moment they set it which usually WILL harass you for sure the following turn. Blue mech also functions as a solid 2.8k def wall.
When detaching be sure to know what you're doing, which pilots you're detaching to set off which wombo comboes and if you want the mechs to have their on any turn activation eff or no. Sometimes, leaving the mechs pilotless is worth the risk.
All 3 basic mechs have a eff that you can attach any SQ pilot from your hand or field into it as XYZ material so make use of that effect to lock and load. And detach certain pilots on purpose for the wombo comboes.
As for the Megazord. He's the boss monster made using all 3 mechs and the carrier. Make sure you have the amount of materials you need to keep him safe before you go into him. Minimum 4, recommended atleast 5 to be able to use his eff safely atleast once. Shuffle a card from the field into the deck once per turn. Most of the time, this badboy is like a sure win. And if he gets sent to the grave, you can special summon 3 different named mechs back. Suweet, right? Very Happy
Them mechs are really straight forward and simple. Even non SQs can XYZ into the mechs.
Run 2 of each and minimum 1 of the boss naturally.
Did I mention that I love Mechs?

Note that Rank Up Magics isn't a good idea at all on these Mechs.
F0 is works real nicely with SQs tho.


Arsenal:
Super Quantal Mech Ship Magnacarrier:

[You must be registered and logged in to see this image.][You must be registered and logged in to see this image.][You must be registered and logged in to see this image.]Ignition-likeDiscard 1 card, then target 1 "Super Quantum" monster you control; Special Summon from your Extra Deck, 1 "Super Quantal Mech Beast" Xyz Monster with the same Attribute as that monster you control by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon.) You can send this card from the Field Zone to the Graveyard, then target 3 "Super Quantal Mech Beast" Xyz Monsters with different names you control and/or in your Graveyard; Special Summon 1 "Super Quantal Mech King Great Magnus" from your Extra Deck, and if you do, attach the targeted monsters and their Materials to it as Xyz Materials.
Super Quantal Mech Sword - Magnaslayer:

[You must be registered and logged in to see this image.][You must be registered and logged in to see this image.][You must be registered and logged in to see this image.]Effect, Continuous, Quick-likeTarget 1 "Super Quant" Xyz Monster you control; equip this card to it. It gains ATK equal to its Rank x 100, also if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. During your Battle Phase: You can send this Equip Card to the Graveyard; the monster that was equipped with this card can make 3 attacks during each Battle Phase this turn.
What? I gotta explain these two as well? Alrighty then.
First and foremost, both the spell and trap can be searched by the Blue Ranger.
The field spell is just goddamn fkn amazing.
Literally a carrier or a dropship.
By the law of equivalent exchange, discard any one card from your hand (not just SQs), ss onto the respective pilot on the field, their respective mech. Which usually triggers off the discard SQs. Having a large hand helps immensely here. And this field spell is one of the main reasons why bringing out the mechs and Megazord itself is so damn fkn easy!
Besides. You can't make the Magezord without the Magnacarrier. lel.
As for the trap. Tis an equipabble blade that gives your mechs triple attacks no side effects and nothing holding it back. Attack boost somewhat even. Gives them a pierce damage attack too. Ontop of that, by quick effect send the trap to the grave the SQ monster that was equipped with the blade gets to make THREE attacks! That's like, 2 more attacks! And helps complete them otks, especially using the Megazord.
God. Fkn. Dayumn. O_O


All in all Super Quantums are an extremely balanced deck with clauses holding them back. Every single move of theirs is fragile. Messing with their levels, grave banishments, stopping special summons, interfering with special summons, things that nom machines, brute force. These are just a few of their main weaknesses. So make sure you watch out for those things when playing SQs.



GO GO POWER RANGERS!


Last edited by α27theDemonKnight on Wed Feb 17, 2016 8:30 pm; edited 1 time in total

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"He's the hero MADA deserves,
but not the one it needs right now.
So we'll hunt him.
Because he can take it.
Because he's not our hero.
He's a silent guardian,
a watchful protector.
The Demon Knight"
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Re: SUPER QUANTUM overview!

Post by Khina Bree on Wed Feb 17, 2016 12:23 pm

I really loved this archetype based on concept, but the deck seems a little too clunky and tricky to run.

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Re: SUPER QUANTUM overview!

Post by Zaio Volnutt on Wed Feb 17, 2016 6:54 pm

Excellent work partner it was an enjoyable read. But do take not that message in a bottle will restrict the summon of Great Magus due to it being a special summon rather than an xyz summon.

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Re: SUPER QUANTUM overview!

Post by α27theDemonKnight on Wed Feb 17, 2016 8:36 pm

Sketch ღ Slywit wrote:I really loved this archetype based on concept, but the deck seems a little too clunky and tricky to run
Well, I honestly don't think tis THAT difficult to run. But that's just me. The effort it take into making it work is always the fun part of the more powerful stuff. Especially in this day and age we do not have to even work for a solid field, SQs are really refreshing to work with.
Totally worth learning and pulling off the comboes.
Anyone who's used to rank spammage are already used to these kinda decks is what I believe.
You should really try learning them SQs, like. Play against an AI or something to make it easier for you to practice.


Zaio Volnutt wrote:Excellent work partner it was an enjoyable read. But do take not that message in a bottle will restrict the summon of Great Magus due to it being a special summon rather than an xyz summon.
Thanks. ^_^
I totally missed out that part tbh silly me XD
Edited and added in that bit right after the Message in a Bottle liner. lel

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Re: SUPER QUANTUM overview!

Post by Khina Bree on Fri Feb 19, 2016 8:24 am

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Re: SUPER QUANTUM overview!

Post by Blue on Fri Feb 19, 2016 11:00 am

hmm as pure archtype they really need some more support, but if you play them with BA or mix them with the knights or maybe the igknights then they can be actually pretty good. I played them a bit, but i personally didnt like the backrow, it was kinda weak

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Re: SUPER QUANTUM overview!

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