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If you'd want to use Psycho Tune, then you may as well use it on something with a dual purpose from the field like Mental Protector, Psycho Whorled/"Snail", Distractor/"Destructotron", Power Injector, etc.
Anyways, seems more standard than creative IMO. After all, it's pretty much a Psychic Call of the Haunted with slight differences. Sure you take more damage the higher the Level of the monster (unless it gets removed from play instead of sent to the Graveyard), but with all the LP gaining, that shouldn't be a problem.
If you'd want to use Psycho Tune, then you may as well use it on something with a dual purpose from the field like Mental Protector, Psycho Whorled/"Snail", Distractor/"Destructotron", Power Injector, etc.
Anyways, seems more standard than creative IMO. After all, it's pretty much a Psychic Call of the Haunted with slight differences. Sure you take more damage the higher the Level of the monster (unless it gets removed from play instead of sent to the Graveyard), but with all the LP gaining, that shouldn't be a problem.
true about the gain but the gain often hurts you. It is best to stay Close to 5000 until you are able to win. It gives more options.
So thats everything i have on the armory arm... Please use it with psychics.
Gaining LP isn't hurtful...not unless your opponent runs a Simochi-based Deck or something like that...and given Psychics tendancy to feed on LP a lot of the time, you'll be needing it.
Even if you donīt get it out often, it can win you the game and is the only LV4 Synchro out.
Don't worry I completely changed my thinking on this card thanks to this thread, I've got a copy in my Plant Extra deck right now and will be evaluating which other Extra decks it will be going in.
Well, being Level 4 doesn't necessarily put it ABOVE any other Synchro. If anything, it can make it trickier to Synchro Summon based on the usual things used, both Tuner and non-Tuner. Most Decks are more situated for getting out Level 6-8 Synchros on average.
Well, being Level 4 doesn't necessarily put it ABOVE any other Synchro. If anything, it can make it trickier to Synchro Summon based on the usual things used, both Tuner and non-Tuner. Most Decks are more situated for getting out Level 6-8 Synchros on average.
which is why its prob working out amazingly in the plant versions that Den is using. heck, they have a couple tuners that are 2-3, just couple that with the tokens you have a few of and bam. but i can see how it would be tricky to manipulate the field of mon to get it out. i often find myself looking through my choice of synchros only to notice how situational some of the levels are with my choice of tuners/mon. but, trial and error.
Yeah, and this is also why Yusei could pull it out so easily in the anime...plenty of lower Level monsters; Tuner or otherwise while his big monsters are Synchros except for Turrent Warrior. When the next 5D's Starter Deck is out, then Road Synchron + Tuning Supporter/"Tuningware" will be the perfect duo to get it out...
Tuning Supporter
Light/Machine/1/100/300
If this card is used for a Synchro Summon, you can treat it as a Level 2 monster. If this card is sent to the Graveyard for a Synchro Summon, draw 1 card.
YSD4-JP006
Road Synchron (Tuner)
Light/Machine/4/1600/800
If this card is used as a Synchro Material Monster for a Synchro Monster except "Road Warrior", decrease its Level by 2. When this card inflicts Battle Damage to your opponent's Life Points, decrease its Level by 1 at the end of the Damage Step until the End Phase.
...because their effects can make them both Level 2 monsters, and being 1 Tuner and 1 non-Tuner, 2 + 2 = 4, lol. And you get to draw a card from it too.
I've been running Tuningware in my Psychic deck (Usually summoning Arm while Thoughtruler is on the field), Summon Tuningware Tele-Power Well Krebons onto the field synchro for the Armory Arm, draw a card then attach Arm to Thoughtruler. They take damage I gain life.
yea. there are a couple ways to just use the heck out of tunning support (i hate that name) in a couple decks. what HDI just said was one i was messing around with. it is perfect. but there are a couple others. besides that. i love the skill that armory arm gives you. it lets you get creative and get around cards like stardust and thought ruler, while still using the weakers cards out there. i love it.
Not like you even need to use its effect. At 1800, it's still enough to run over most normal non-Tribute monsters with only a few exceptions, then you can equip it when you really need it. Of course, that may not appeal to some given how quick monsters can be removed and all, but yeah...too bad it wasn't also a Union...that would've made it fun to try out with stuff like Formation Union, Combination Attack, etc.
I generally use it's effect in my Plant deck. With Black Garden on the field monster's attacks are all cut in half so dropping Armory Arm and attaching it to one of my monsters or tokens means I can generally attack over any of my opponent's monsters. Heck they'd need a 3600 attack monster just to tie the attack of an 800 attack token with Armory Arm attached to bump it to 1800.
Yeah, but I mostly mean in a general sense, it can be trickier to get out. These sorts of Decks are more, how do you say, "specialized" in terms of being able to get out Arms Aid.
Most Tuners I see seem to be Level 2-4 while non-Tuners may vary, but they're usually Level 3+ with some Decktypes with other Level 2 or lower monsters, and it's usually just 2 monsters used in Synchro Summons on average unless forced to do so otherwise.
Yeah, but I mostly mean in a general sense, it can be trickier to get out. These sorts of Decks are more, how do you say, "specialized" in terms of being able to get out Arms Aid.
That's why I'm not running Armory Arm in all of my Extra Decks. In some decks it's extremely hard to get it onto the field I mean what Level 2 monsters are really used other than Krebons and stealing your opponent's with Monster Reborn/Brain Control when you have a Krebons isn't going to help you out. In those decks I'd much rather use the Extra Deck space for something that I may need at some point in the game.
Well, some could turn out to be pretty good...only way to know for sure is to try after all, lol. Things like Giant Germ and Nimble Momonga immediately come to mind; Deck thin, damage/LP gain, field presence, Synchro fodder, Tribute fodder, etc.