RCG |
Predaplant Flytrap
We start this week with an archetype that will be
seeing many added cards in the future for the TCG
and a theme that is already making an impact in the
OCG. The Invasion: Vengeance set included the first
three of the Predaplants, and Predaplant Flytrap is
a solid start.
The nature of the Predaplant archetype is
three-fold, which is always a good thing. First,
they add counters to opponent monsters that reduce
their levels to 1. Second, they all have effects
that either debilitate the opponent monsters or
steal/destroy them. And third, they have effects
that allow for the easy fusion summoning of dark
monsters, mainly Starving Venom Fusion Dragon.
Currently the OCG has almost a dozen predaplant
monsters, but only three spells and one trap, which
might explain why the archetype by itself hasn’t yet
made an impact. But cards within the archetype are
making a huge splash, especially Predaplant Darling
Cobra, which we’ll get to in a second.
Predaplant Flytrap is a monster that can basically
kill anything in battle, but in the grand scheme of
the archetype itself, his most important effect is
the ability to place a counter once per turn without
any other fanfare or additional requirements. As you
consider all the cards currently available in the
OCG, you begin to realize that massive plusses can
be gained if you consistently get quick counters on
any opponent monsters as soon as they appear on the
mat. Cards like Predator Planet, Spino Dionaea,
Sundew Kingii, and Drosophyllum Hydra all become
quite useless if you can’t get those counters going,
but if you can, opponents won’t know what to do with
themselves. So I like Flytrap as a future one-of or
two-of, but because he’s quite small and slow, I
can’t imagine he will ever be a centerpiece in the
Predaplant theme. However, this card has some merit
outside of the archetype since he works quite well
alone. I could see him teched in other plant decks
that have need of his specific skill set.
Now, the reason I really like the potential for
Predaplants in general is because two of them (so
far) have a fourth ability that is highly unique and
highly potent. Predaplant Darling Cobra and
Predaplant Chimera Rafflesia each have the
incredible ability to search the deck for
Polymerization OR a “Fusion” spell card. This
includes cards like Instant Fusion, Brilliant
Fusion, El Shaddoll Fusion, and for the OCG, Super
Polymerization and Transcendental Fusion. Predaplant
Darling Cobra in particular is making waves, because
he gets his effect (only once per duel mind you)
when special summoned by the effect of another
Predaplant, namely Predaplant Ophrys Scorpio. These
two monsters create an engine that allows for cheap,
massive plays much like the Speedroid duo. As an
example, check out the Independent Nightingale turbo
deck using the Tyrant Neptune. But there are other
options that allow you to special summon Cobra or
Rafflesia. The ability to search for any “Fusion”
spell with little effort is outrageous, and cannot
be underestimated. I honestly believe Predaplants in
one form or another will lead to the permanent ban
of Instant Fusion, which should have happened a long
time ago.
Getting back to Flytrap, I reiterate that I like the
monster and its future potential, but he’s not the
beast like other Predaplants I described.
Advanced: 2.5/5
Future Potential: 2.5/5
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Dark
Paladin |
Monday
The Predaplant family is an interesting group of
cards. They like to manipulate Levels of
themselves and others, in very unconventional
manners. At a glance, this card is
unremarkable. Level 2, 400-800 respectively,
and a Dark (strange) Plant. I guess it does
sinister-esque things, perhaps yielding a Dark
classification. So once a turn, you target a
face-up Monster that belongs to your opponent, and
place a Predator Counter on it. Said Monster
becomes Level 1 (so long as it has a counter and is
Level 2 or higher) which immediately rules out our
Ranked XYZ Monsters. But continuing, this card
destroys any Monster it Battles in Level of equal or
lower to this. It also gains the Level of any
Monster it destroys. This card is interesting,
and works well enough in its theme. But it
isn't practical to think it'll get high enough to
really be of help, and the whole not being able to
effect XYZ cards. Fun premise, but not the
most practical. I mean, it'll have to destroy
easily 2-3 cards just to get high enough to take out
something of a high level, and it's still vulnerable
to all your normal destruction and removal.
But Plants can be good at protecting too.
Rating: 2.5/5
Art: 4/5
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