November 27, 2019
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Two weeks in a row with a Field Spell that has art referencing the anime, we got a better one this time in Earthbound Geoglyph.
Geoglyph is a Field Spell that first off cannot be targeted or destroyed by card effects while there are any Level 10 monsters on the field. Easy to get considering you’re using this with the Earthbound Immortals, all of which are Level 10, and you want this protected since the Earthbound Immortals will self-destruct if there isn’t a Field Spell on the field. You can treat a Synchro Monster as 2 Tributes for the Tribute Summon of any Earthbound Immortal monster. It’s nice to always be able to treat monsters for double tributes, even though you gave up at least two monsters for said Synchro probably. I get 5D’s had Synchros and Earthbound Immortals, I just don’t like forcing them together that much. Finally, if a Synchro Monster is Special Summoned (bar during the Damage Step), you can search for any Earthbound Immortal Spell/Trap. Free advantage to make up for the minus of Synchro Summoning, you got three options with this. Earthbound Immortal Revival (FKA Earthbound Revival) is a Normal Spell that discards a card to grab back an Earthbound Immortal and Field Spell from the graveyard to your hand, note it has to be both. Roar of the Earthbound Immortal (FKA Roar of the Earthbound) is a Continuous Trap that destroys an opponent’s attacking monster and burns them for half of said monster’s ATK once per turn, but only if you control an Earthbound Immortal with higher ATK than the attacking monster. Finally you got the new Ultimate Earthbound Immortal card, a Continuous Trap that lets you destroy a face-up monster on the field once per turn if you control a Normal Summoned or Set Earthbound Immortal monster. Not the best cards ever, but they’re still free cards searched off this, and the first and third cards mentioned might be worth a one-of if you’re playing this. The search effect is a hard once per turn, though that’d feel more warranted if the Earthbound Immortal Spells and Traps were better, but at least it future-proofs for if we do get better ones. If you’re messing around with the Inca strategy and the Earthbound Immortals, this is a fine Field Spell to run for making the Earthbound Immortals easier to summon if you have Synchros and for the searching.
Advanced Rating: 3/5
Art: 5/5 Wiraqocha Rasca is coming!
Earthbound Immortals *sighs* A Field Magic is appropriate given that they need to work in direct correlation with each other. Is this any good? A Level 10 Monster on the Field protects this card from being Targeted or Destroyed by card effects. That’s good, even if it’s not all that common to have a Level 10, so timing would be crucial here, Earthbound Immortal or not.
You can use a Synchro Monster (any Synchro Monster) as two Tributes if bringing out an Earthbound Immortal. Which is fun, but you’re still giving up two Monsters (or more) whatever you put INTO the Synchro Monster you’re Tributing to drop the Earthbound Immortal to the Field. I’m not liking the forced synergy they’re throwing at us here between Synchros and Earthbound Immortals.
A Synchro Special Summoned (by either player, save the Damage Step) lets you add an Earthbound Immortal Magic/Trap card from your Deck to your Hand. Free resources are good, and that’s a once per turn, which is fine. Spamming a board with Synchro Monsters would be easy. Still can’t have more than one Earthbound Immortal on the Field at a time, so the spam wouldn’t be overpowering. Still, not impressed here.
Art: 4/5 Name that Earthbound Immortal (not that we’ll talkabout it later) the glyph is real, I like the glow, fun enough.
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