CH.506 Completing Stardust Overdrive, and Clear World
CH.506 Completing Stardust Overdrive, and Clear World
Remember when I said I’d complete some other day? Yeah, I think that day is today.
So I’ll open 200 packs, speedrun style, and then I’ll get the rest with Capsules.
200 SOVR packs
Attack Pheromones (Common) x30
Insect Neglect (Common) x29
Herculean Power (Common) x30
Spiritual Forest (Common) x29
Roar of the Earthbound Immortal (Common) x43
Stygian Dirge (Common) x35
Earthbound Wave (Common) x33
Bending Destiny (Common) x26
Gemini Counter (Common) x37
Ground Spider (Common) x43
Reptilianne Scylla (Common) x37
Reptilianne Gorgon (Common) x27
Spyder Spider (Common) x28
Dark Spider (Common) x36
Level Eater (Common) x38
Reptilianne Medusa (Common) x29
Oshaleon (Common) x34
Solitaire Magician (Common) x31
Energy Bravery (Common) x37
Relinquished Spider (Common) x29
Swap Frog (Common) x19
Koa'ki Meiru Sea Panther (Common) x33
Infernity Necromancer (Common) x32
Woodland Archer (Common) x22
Regulus (Common) x31
Molting Escape (Common) x37
Iron Core Armor (Common) x33
Savage Colosseum (Common) x36
Spider Web (Common) x33
Tuned Magician (Common) x33
Reptilianne Spawn (Common) x42
Moray of Greed (Common) x29
Faustian Bargain (Common) x37
Appointer of the Red Lotus (Common) x27
Slip Summon (Common) x34
Ritual Buster (Common) x27
Synchro Barrier (Common) x28
Spider Egg (Common) x35
Limit Impulse (Common) x25
Wolf in Sheep's Clothing (Common) x31
Infernity Force (Common) x36
Gemini Booster (Common) x20
Enlightenment (Common) x38
Gemini Spark (Common) x31
Time Passage (Common) x33
Ritual of Grace (Common) x37
Quickdraw Synchron (Common) x34
Reptilianne Viper (Common) x30
Majestic Star Dragon (Ghost Rare) x2
Nega-Ton Corepanel (Rare) x16
Djinn Releaser of Rituals (Rare) x14
Zero Gardna (Rare) x13
Fortune Lady Dark (Rare) x8
Fortune Lady Wind (Rare) x6
Stardust Xiaolong (Rare) x9
Djinn Presider of Rituals (Rare) x11
Fortune Lady Water (Rare) x9
Gemini Scorpion (Rare) x13
Lord British Space Fighter (Rare) x11
Fortune Lady Earth (Rare) x14
Mother Spider (Rare) x9
Catoblepas and the Witch of Fate (Rare) x7
Shine Palace (Rare) x8
Rinyan, Lightsworn Rogue (Rare) x13
Dark Rabbit (Rare) x8
Reptilianne Poison (Rare) x8
Earthbound Immortal Revival (Rare) x8
Inherited Fortune (Rare) x7
Raging Mad Plants (Rare) x8
Victoria (Secret Rare) x1
Archlord Kristya (Secret Rare) x1
Clear World (Secret Rare) x1
Gateway of the Six (Super Rare) x1
Seal of Wickedness (Super Rare) x4
Knight of the Red Lotus (Super Rare) x3
Shire, Lightsworn Spirit (Super Rare) x2
Max Warrior (Super Rare) x1
Metabo-Shark (Super Rare) x3
Koa'ki Meiru Rooklord (Super Rare) x1
Koa'ki Meiru Beetle (Super Rare) x5
Earthbound Whirlwind (Super Rare) x1
Fortune's Future (Super Rare) x1
Preparation of Rites (Super Rare) x1
Black Brutdrago (Super Rare) x3
Reptilianne Hydra (Super Rare) x1
Majestic Dragon (Super Rare) x2
Earthbound Immortal Wiraqocha Rasca (Ultimate Rare) x1
Koa'ki Meiru Maximus (Ultimate Rare) x1
Divine Grace - Northwemko (Ultimate Rare) x1
Blackwing - Silverwind the Ascendant (Ultimate Rare) x1
Yellow Baboon, Archer of the Forest (Ultra Rare) x3
Earthbound Immortal Ccarayhua (Ultra Rare) x3
Earthbound Immortal Wiraqocha Rasca (Ultra Rare) x1
Earthbound Immortal Uru (Ultra Rare) x1
Crusader of Endymion (Ultra Rare) x4
Divine Grace - Northwemko (Ultra Rare) x2
Explosive Magician (Ultra Rare) x2
Blackwing - Silverwind the Ascendant (Ultra Rare) x1
Majestic Star Dragon (Ultra Rare) x1
Okay, the new stuff. 23 cards in fact. Which just proves how few of the super/ultra/secret rares from this set I’ve gotten thus far.
Majestic Star Dragon is amazing. It is the cover card for the set, it is super strong, has an overpowered effect, and best of all, I can combo it with another card that prevents its ‘return to deck’ effect.
Stardust Xiaolong is kind of meh, but I’ll take it.
Djinn Presider of Rituals is okay. Releaser is better, but this guy isn’t bad either.
Victoria has an amazing name and an even better artwork, but realistically, she isn’t all that amazing. Her effect resurrects dragons that oppose me, and I don’t think there will be all that many of those.
Archlord Kristya is really good in the TCG, but as I’ve said before, only I really special summon monsters, so limiting special summons just hurts me.
Clear World is nice. It does place limits on people based on their attribute. And since I don’t have any, it shouldn’t affect me.
Gateway of the Six is a cool enough spell. Sadly I don’t really use Six Samurai monsters, but if I did, Gateway would be helpful.
Seal of Wickedness is slow and bad. I have tons of cards that negate effects, do it faster, and do it permanently, not just for a short time.
Knight of the Red Lotus isn’t bad in theory, but he isn’t that good either. He just … for that summoning condition, he really should have like 3k attack.
Shire, Lightsworn Spirit is fine. I do like monsters that gain attack based on the cards in your GY. Shire just has such a terrible original attack, and Gragonith is just a better version of her.
Max Warrior is just bad. Why does it have to weaken itself?
Koa'ki Meiru Maximus looks kind of cool, but realistically, he isn’t that amazing. Sure he isn’t bad, but the Koa'ki Meiru maintenance effect is just a pain.
Koa'ki Meiru Rooklord is kind of the same as Maximus, but somehow even worse.
And Koa'ki Meiru Beetle isn’t any better.
Earthbound Whirlwind is fine. Super situational because I have to control an Earthbound Immortal and outdone by Harpie’s Feather Duster, but that doesn’t make it bad.
Fortune's Future makes Pack tokens, nothing more to say about it.
Black Brutdrago is kind of cool. I do like Gemini support, sometimes. But this isn’t the way to do it. A Gemini deck would never get the materials needed for this things summon onto the field. And his MST effect isn’t worth it. Even the graveyard floating effect is okay at best.
Reptilianne Hydra is perfectly fine. Works decently with the Reptilianne archetype, has decent stats, and just is okay.
Blackwing - Silverwind the Ascendant is okay. Just a shame you can’t attack on the turn you use the destruction effect., especially since that effect triggers when this thing is summoned.
Yellow Baboon, Archer of the Forest has way too specific of a summoning condition. But I guess it is an okay beater and I can just normal summon it.
Earthbound Immortal Ccarayhua is not the best Earthbound Immortal, but it isn’t the worst either. The best part about it is that you can destroy it in your hand, and its effect will still trigger.
Crusader of Endymion … just why? Why are you so bad? You have the right idea, but just … have it gain attack based on the number of Spell Counters on the field or something, not just a temporary 600 attack boost.
And last, Explosive Magician is okay. Requires Spell Counters, sure, but he isn’t bad.
Now, onto the ones I didn’t get.
And I was only missing four cards.
Clear Vice Dragon is interesting. The fact that its attack becomes twice that of its opponent is quite powerful.
Dark Simorgh is super situational, because it just prevents setting. Which is basically hiding, so most hiding skills should be negated by Dark Simorgh. Which is nice and all, but situational.
Guardian Eatos is fine. Not amazing, but just fine. I guess if I run into someone who uses the souls of the deceased as weapons, I could use Eatos to counter that.
And Ice Queen is nice. I have Ice Master already, but as I’ve said earlier, I lack ice Spellcasters. The Ice Barrier monsters do somewhat make up for it, but Ice Queen is also good.
And that is Stardust Overdrive completed.
I then decided to look into Clear World and Clear Vice Dragon.
Mainly, I wanted to know if Clear World affects me, and also what kind of effects it will have on real people. And if the effects would stack, if you have multiple attributes, like Alice and Lua have.
Starting off, Clear World didn’t affect me, as expected.
For those that carry the Light attribute, it caused this predictive phantom to appear, that would move exactly like they will move in about two to five seconds. Kind of like foresight, but revealed to everyone around. It was very trippy, because sometimes, it would do something the person hadn’t even decided they’d do, and then it would quickly change. It was all sorts of trippy.
Dark causes people to have ‘attack lag’ between their attacks. So if someone with the Dark attribute casts a spell or strikes with a sword, they have to wait a bit before they can attack again. It isn’t long, only around 5 to 10 seconds depending on the attack, but that is an eternity in a real fight. And sure you can defend, but it can really throw off your timing.
Earth caused your footholds to go crazy. Like sometimes the earth below your feet just begins to rise or fall, or maybe you experienced a super localized earthquake.
Water causes you to drain mana at pretty high speeds. If you have the Water attribute, and are under the effects of Clear World, your mana pool will drain at a rate of 1000 mana per minute.
Fire literally sets you on fire, and you might burn to death. It is by far the most dangerous of the Clear World effects, because it is the only one that can outright kill you. … well, Wind can as well, but not as easily. And sure most Fire mages eventually acquire Fire Resistance, but resistance is not immunity.
And then Wind. Wind causes the air around you to thin, so you can’t breathe properly. Kind of like you were at a high altitude and suffered from altitude sickness. Eventually you’ll get hypoxia and pass out, potentially even die.
So yeah. Clear World does go crazy. And yes, if you have multiple attributes, all of the effects do apply. So if you have multiple attributes, don’t challenge me under Clear World. Because just one of those effects can be debilitating.