since uria needs continous traps cards to summon they try to put more continous trap card i see u have 4 maybe two more try putting a card maybe magic cards that raise the cards defence because it will have 0 defence try build your deck around uria like since its a dragon card put lord of d. and spellbinding circle, mirror wall,masked of restrict,light of intervention,ultimate offerings thats all i can think of right now
2007-02-04 06:42:27
·
answer #1
·
answered by bell 4
·
0⤊
1⤋
Stats : Uria, Lord of Searing Flames is a Level 10 Monster, but once again it’s a nomi so the Level is rarely going to matter. It is a Fire/Pyro Monster, a combination with some very limited Support, some of which is incompatible with the nature of Uria. At least it is something. Uria has a base ATK/DEF score of 0, allowing it to be searched out by Sangan… and telling us we need to move onto the Effects section.
Effect(s) : First, the only way to get Uria, Lord of Searing Flames into play is by sending three of your face-up Trap cards to the field. It’s the “face-up” restriction that really hurts, since Continuous Traps are about all you can make use of, it slows this Monster down a tad, and it makes it harder to combo the card.
The second effect determines Uria’s ATK: it increases by 1000 for every Continuous Trap in your Graveyard. That means you will probably have a good 2000-4000 ATK Monster on your hands, which is nice, and if Uria comes out late enough, it can be very large indeed.
The third and final effect is that once per turn you can select an opponent’s set S/T and nuke it. What makes this actually worthwhile is that they aren’t allowed to chain, and if you immediately choose to activate the effect after you Summon Uria, then they won’t be able to activate Traps that respond to Uria having been summoned (like Torrential Tribute) because the timing was missed. This effect is what probably makes the card a bit more playable, since it gives it a good shot at actually surviving long enough to launch a killing blow.
Uses and Combinations : Gravity Bind can be good for stalling until Uria shows up, and Embodiment of Apophis is a good way to block opposing attacks. Both can then be used to get Uria into play. Be sure to include Card Destruction some Emergency Provisions since, once Uria is in play you want an easy way to send several Continuous Traps to the Graveyard (and benefit from it in more than one way).
Sadly, we lack some useful cards that are out in Japan that really would make this deck: Metal Reflect Slime and Red Gadget Stronghold are two more “Trap Monsters”, and while they are basically total defenders (each have 0 ATK and 2000 or better DEF scores) that’s kinda what is needed here.
Ratings
Traditional : 1.5/5 – Scored with the assumption you are using it in its own deck. As usual, it’s just not good to use a card like this here: even being able to disarm some of the nastier Traps won’t keep it alive more than a turn. It is nice that it can use Painful Choice and Graceful Charity.
Advanced : 3/5 – Scored with the assumption you are using it in its own deck. If we had some of the cards available to the Japanese, it would probably be more worthwhile.
Limited : 1/5 – I don’t believe there are any Traps that remain in play face-up after activation in this set, so there wouldn’t be a way to Summon it.
Summary
Oh so close to being something that could see some major play, or at least a substantial amount of minor. Like yesterday’s card, it can win, but I wouldn’t expect it to win much in even a moderately competitive tournament. Still, it’s better than it’s sibling from yesterday, though the scores may not show that.
2007-02-05 01:09:17
·
answer #2
·
answered by Orichalcos 2
·
0⤊
0⤋
go havy on trap cards that remain on the field. Raviel is easier to use he only needs 3 fiends to be tributed to get him on the field.
2007-02-05 06:17:08
·
answer #3
·
answered by Brandi W 3
·
0⤊
0⤋