Cannot be Special Summoned. Requires 3 "Qli" monsters to Normal Summon/Set. If this card is Normal Summoned/Set, it is unaffected by Spell/Trap effects and by activated effects from any monster whose original Level/Rank is lower than this card's current Level. All Special Summoned monsters lose 500 ATK and DEF. Once per turn: You can make your opponent send 1 monster from their hand or their side of the field to the Graveyard (their choice).
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Nov. 19, 2014
A few weeks ago, this card was known as
Apoqliphort Killer, and it was seen as a huge threat
that was vastly overpowered. Fast forward today, and
surprisingly to some, most Qliphort players are NOT
maindecking the card.
But there's a simple reason why people aren't
using Towers and why you shouldn't be afraid of it:
If Qliphorts have 3 monsters on the field, then
they're already at a highly advantageous position
and they don't need Towers. Towers is to Qliphorts
as Supply Squad is to Burning Abyss. It makes good
opening hands better but bad opening hands much
worse. Qliphort decks already have enough power with
their regular pendulum monsters. They need
consistency (aka, getting Scout every opening hand)
– not more power.
Also, Qliphort decks use 3 copies of Skill Drain
and want to activate it as soon as possible. If
Towers is summoned while Skill Drain is active, it
doesn't get its effects. Like I said, if you have 3
Qliphorts and Skill Drain active, you don't need
Towers to beat the opponent.
Towers has its merits though. 99% of cards in the
game are useless against it. There are outs to
Towers such as tributing it (via Lava Golem or
Volcanic Queen) or ATK-boosters (like Injection
Fairy Lily and Megamorph), but most of these outs
aren't practical and consistent, with exception to
decks with built-in outs like Honest, Bujin Crane
and Blackwing Kalut. If Towers hits the field, you
surrender, so the solution would be to prevent
Towers from ever happening by disrupting Qliphort
Scout so it can't search for more tribute fodder.
Another advantage Towers has is that it's
searchable via Scout (and Scout is searchable). So
you only need to use 1 of them, maximum. I wouldn't
main Towers in a competitive tournament but I'd side
deck a copy against some weird rogue decks like
stall/burn or something.
So Towers isn't the godly card we thought it was
but I wouldn't give up on it yet. He's not
super-difficult to summon and he's not worthless.
He's just an inferior tactic in our current metagame,
but Qliphorts are a resource-rich archetype and this
could change in the future. Let's say Skill Drain
gets limited to 1; we might see Towers in
competitive play. So who knows what will happen.
The community has feared this card ever since it was
announced in Japan. All special summoned monsters
lose 500 attack and defense. In the current format
it is hard to achieve a 3500 attack base monster
without some hard conditions. Also he is immune to
monster effects who's rank and level is lower then
his. You also can force your opponent to send 1
monster from hand or field to the graveyard. This
card was feared for these very reasons. In the
current metagame this card has been dubbed to slow
by many of the qliphort players. If you have 3
monsters on the field your already winning the game
and this card becomes a "win more card". A very good
card but not quite worthy of being played because of
its summoning conditions.
Apoqliphort (say that three times fast) Towers is
the card today, and what beast he is. The
biggest immediate downside is the attribute, being
Earth. But Machine is a good thing, 3000
attack is a great asset (and the 2600 defense is
sound as well). He can't be Special Summoned,
which sucks, but actually works in his favor, given
his other effect only works if he's Normal Summoned
or Set. If so, he's unaffected by Magic and
Trap effects, as well as activated Monster effects
who has a Level OR Rank lower originally than this
card...that being 10, so that is a great power for
this card as well. All Special Summoned
Monsters lose 500 attack and defense, which is going
to hurt your opponent a whole lot more than it will
you. Finally, once a turn, you can make your
opponent send a Monster from their Field or Hand
(their choice) to the Graveyard. That's a
GREAT option. You may not want them feeding
things to the Graveyard based on the Deck you're up
against. But even so, it's another handy
effect to have. As far as them cards go, (note
it requires three Qil cards to be Normal Summoned)
which is lofty, but a good price and balance to a
very powerful card.
Traditional: 1.5/5 I see this as slow
Next on our look at The New Challengers we have
Apoqliphort Towers, main is supposed to be the ace
monster of the Qli archetype.
Statwise it’s an EARTH/Machine so it fits in with
the rest of the archetype, with 3000 ATK and 2600
DEF both are pretty poor for a level 10 that
requires 3 tributes.
Effectwise, first off it can’t be special summoned.
This is bad enough but since Qli monsters are all
love Pendulum Summoning, this immediately goes
against the strategy of the deck. Yes the deck uses
tributes but you can also just swam the field with
monsters with 2400 ATK or more. Of course it then
requires 3 Qli monsters to tribute summon, given the
poor stats and they fact that the tribute monsters
combined would have more attack, again this doesn’t
seem worth it.
When it is summoned, it has immunity to all
Spell/Trap effects and any monster effects from any
monster with a lower level/rank. This is really
powerful making it nearly invincible, however it can
still be destroyed by battle and it doesn’t stop
continuous effects. Alos All special summoned
monsters lose 500 ATK/DEF which includes any Qli
monsters that were Pendulum Summoned, so again this
goes against the deck. Finally once per trun you can
force your opponent to send a monster from the
hand/field to the graveyard. At first this seems
nasty until, they opponent chooses so they can pick
something that would benefit them.
Overall, a powerful card that actually works against
the deck more than helping it.
What we have today is a card that can best be
related to the God Cards of olde, but arguably more
powerful, and with even more protection, in
Apoqliphort Towers(a stupid name change if you ask
me, and arguably a very offensive one)
Essentially, you tribute 3 of your Qliphort monsters
to get a nigh-invincible beatstick. Immunity to ALL
spells and traps, reduction of special summoned
monsters' attack by 500, and immunity to all monster
effects under the level of 10 makes this thing so
devilishly hard to kill. Piled on top of that, it is
ditching a monster from your opponent once per turn,
so that could easily deplete your options.
There are a few outs to this card, so let me rattle
off the ones that come to mind. Honest, Attack
Boosters, Tragoedia with another level 10, Diamond
Crab King(not tcg yet), Cyber Dragon into
Chimeratech Fortress Dragon, Solemn Warning.
Overall, an extremely hard card to kill. Instead of
focusing on killing the Towers, you should be
focusing on preventing its summon, a la killing the
pendulum scales that Qliphorts use to pump out
Now, with all of these perks, using this in
Qliphorts is a no-brainer, right? Well, some would
argue that it is overkill to summon Towers, due to
the fact that if you can summon Towers, you can
summon Qliphort Disk, who does so much more for the
deck, in that it sets up your extra deck and leads
to incredibly frequent otks. Not to mention Disk is
easier to summon, and goes to the Extra deck when
sent to the grave.
Overall, a powerful card. Run it at 1 copy maximum,
and it is by no means required.
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