It's been more than a year since I last posted these cards anywhere (they're so old, my previous persona was the one that created them!). Even with their updated effects (they're Rituals now) and prettier pics, can these latterly old cards survive in the age of Xyzs?
I'm fascinated by the concepts of stellar remnants: the...things that remain after a star collapses. The reason I said "things" is that stellar remnants are just plain weird. White dwarfs are simply compacted stars, but stars entirely made of neutrons, or even quarks? Black holes? Starquakes? Scary stuff. So, it's only natural to apply dense astrophysics to childrens' card games!
Hence the "Supernova Remnant" set/archetype. This very small set is composed of various asterisms (star-like objects) that form in the wake of a dying star. All of the "Supernova Remnants" cannot be removed from the field by any battle or effects (except, in the case of White Dwarf, its own), take no damage from battle, but can't attack...at least, not under normal conditions.
PROS
Strong wall/lockdown
Small number of cards in the set makes them manageable
Virtually impossible to remove from the field
CONS:
Weak offense
Most cards' effects require opponent to attack them (unless you use "Starquake")
Virtually impossible to remove from the field when you're done with them
Effects don't quite jive with traditional Psychic strategy
Even with ATK/DEF, negation cards are a major weakness
SUGGESTED STRATEGY:
Since they negate attacks made against them, these can effectively render a traditional beatdown impossible. But despite the small number of cards, their effects are almost purely defensive. Their ATK/DEF is almost cursory, and is only meant to give them some defense against their greatest weakness--effect-negating cards. With the exception of "Neutron Pulsar", they have no directly offensive effects, so make sure to have some sort of strong offense to supplement them. In addition, they are all Psychic monsters, so Psychic support is a must. All but "Quark Star" are Ritual Monsters, so obviously Ritual Support is also necessary.
SUGGESTED COUNTERS:
The best way to counter the "Supernova Remnants" is to from being summoned in the first place. "Monster Supernova" is just an ordinary Ritual Spell card, so any anti-Spell will work.
Of course, if your opponent already has one on the field, you'll have a bit of a poser. Aside from the included anti card "Hawking Radiation", they cannot be removed from the field by conventional means. Therefore, you'll need to work around their powerful defensive effects. Negation cards like "Skill Drain" are the best way to do it, but unlike the previous version, these things have some ATK and DEF (previously, they had 0 ATK/DEF), so they're not completely defenseless. If you don't have any negation cards (which you probably will given the current meta), prepare for a long and grueling duel...
I'm fascinated by the concepts of stellar remnants: the...things that remain after a star collapses. The reason I said "things" is that stellar remnants are just plain weird. White dwarfs are simply compacted stars, but stars entirely made of neutrons, or even quarks? Black holes? Starquakes? Scary stuff. So, it's only natural to apply dense astrophysics to childrens' card games!
Hence the "Supernova Remnant" set/archetype. This very small set is composed of various asterisms (star-like objects) that form in the wake of a dying star. All of the "Supernova Remnants" cannot be removed from the field by any battle or effects (except, in the case of White Dwarf, its own), take no damage from battle, but can't attack...at least, not under normal conditions.
PROS
Strong wall/lockdown
Small number of cards in the set makes them manageable
Virtually impossible to remove from the field
CONS:
Weak offense
Most cards' effects require opponent to attack them (unless you use "Starquake")
Virtually impossible to remove from the field when you're done with them
Effects don't quite jive with traditional Psychic strategy
Even with ATK/DEF, negation cards are a major weakness
SUGGESTED STRATEGY:
Since they negate attacks made against them, these can effectively render a traditional beatdown impossible. But despite the small number of cards, their effects are almost purely defensive. Their ATK/DEF is almost cursory, and is only meant to give them some defense against their greatest weakness--effect-negating cards. With the exception of "Neutron Pulsar", they have no directly offensive effects, so make sure to have some sort of strong offense to supplement them. In addition, they are all Psychic monsters, so Psychic support is a must. All but "Quark Star" are Ritual Monsters, so obviously Ritual Support is also necessary.
SUGGESTED COUNTERS:
The best way to counter the "Supernova Remnants" is to from being summoned in the first place. "Monster Supernova" is just an ordinary Ritual Spell card, so any anti-Spell will work.
Of course, if your opponent already has one on the field, you'll have a bit of a poser. Aside from the included anti card "Hawking Radiation", they cannot be removed from the field by conventional means. Therefore, you'll need to work around their powerful defensive effects. Negation cards like "Skill Drain" are the best way to do it, but unlike the previous version, these things have some ATK and DEF (previously, they had 0 ATK/DEF), so they're not completely defenseless. If you don't have any negation cards (which you probably will given the current meta), prepare for a long and grueling duel...
- Main Cards:
Monster Supernova
SPELL/Ritual
This card is used to Ritual Summon any "Supernova Remnant" Ritual Monster. You must also Tribute monsters from the field or your hand whose total Level equal the Level of the Ritual Monster you are attempting to Ritual Summon.
Obviously, you'll need this for an SR deck.
Supernova Remnant: White Dwarf
LIGHT
Lvl 7
Psychic/Ritual/Effect
This card can only be Ritual Summoned with "Monster Supernova". This card cannot attack and cannot be removed from the field by battle or Card Effects. All battle damage inflicted by battles involving this card is reduced to 0. Each time a Monster is Summoned or taken control and is placed in one of the Monster Card Zones adjacent to this card, put 1 Spell Counter on it. By tributing this card with 3 Spell Counters on it: Special Summon 1 "Supernova Remnant Neutron Pulsar" from your hand or Deck.
0/0
This card is not very useful on its own; it's meant to be an easier, albeit slower method of getting "Neutron Pulsar", and by extension "Quark Star".
Supernova Remnant: Neutron Pulsar
LIGHT
Lvl 9
Psychic/Ritual/Effect
This card can only be Ritual Summoned with "Monster Supernova" or "Supernova Remnant White Dwarf". This card cannot attack and cannot be removed from the field by battle or Card Effects. All battle damage inflicted by battles involving this card are reduced to 0. Once per turn, destroy all cards in the same column as this card. You cannot activate this effect the turn this card is Summoned.
2300/2300
This is the only directly offensive monster in this set. Its effect can render the Monster Zone opposite it unusable half the time. Use "Stellar Kinematics" (under Support/Anti) to aim it, and "Starquake" (under Support/Anti) to boost its firepower.
Supernova Remnant: Quark Star
DIVINE
Lvl 10
Psychic/Effect
This card cannot be Normal Summoned or Set. This card can only be Special Summoned by tributing 1 "Supernova Remnant: Neutron Star" you control. This card cannot attack and cannot be removed from the field by battle or Card Effects. If this card is attacked, the attacking monster's name, Level, Attribute, Type, ATK, DEF, and effect become the same as this card. All battle damage inflicted by battles involving this card are reduced to 0.
0/0
This is undoubtedly the weirdest card in the set. This basically turns the attacking card into another "Quark Star", thus shutting down their offense (especially if they focus on a single big beatstick). The primary problem is that your opponent also has an extremely strong wall on their side of the field, and so you'll be fighting against one of your own cards in that respect. For this reason, you always should keep a counter-"Supernova Remnant" card in your deck, preferably "Hawking Radiation" (under Support/Anti). Also, DIVINE.
Supernova Remnant: Black Hole
DARK
Lvl 12
Psychic/Ritual/Effect
This card can only be Ritual Summoned with "Monster Supernova". This card cannot attack and cannot be removed from the field by battle or Card Effects. All battle damage inflicted by battles involving this card is reduced to 0. Monster Card zones at both sides of this card cannot be used. If this card is attacked, banish the attacking monster without applying damage calculation. Any monster destroyed by battle or by card effects is banished instead of being sent to the Graveyard.
2800/2800
While its first effect is rather simple (think D.D. Warrior), the second makes destruction effects much more risky for both players. If you focus on this card, you'll absolutely need Monster Supernova, as none of the other cards can offer themselves for this monster. In addition, Starquake does not mention this card, so its effects are entirely passive.
- Support/Anti:
Starquake
SPELL
Activate this card only if you control at least 1 "Supernova Remnant" monster. Pay 1000 Life Points and activate 1 of these effects:
--If you control at least 1 "Supernova Remnant White Dwarf", destroy 1 monster with more than 2000 ATK or DEF on your opponent's side of the field and place 1 Spell Counter on "Supernova Remnant White Dwarf".
--If you control at least 1 "Supernova Remnant Neutron Pulsar", destroy 1 monster on your opponent's side of the field. If there is a Spell or Trap card on your opponent's side of the field in the same column as the destroyed monster, destroy that card. If not, inflict 1000 damage to your opponent's Life Points.
--If you control at least 1 "Supernova Remnant Quark Star" select 1 monster on your opponent's side of the field. The selected monster's name, Level, Attribute, Type, ATK, DEF, and effect become the same as "Supernova Remnant: Quark Star".
This gives SRs some actual offense. Make sure to have this, especially if you focus on Neutron Pulsar. Be very careful with Quark Star, however; don't go creating Quark Stars on your opponent's side of the field willy-nilly. Also note that this card does not work with Black Hole.
Stellar Kinematics
SPELL
Move 1 monster on your side of the field to an adjacent unoccupied Monster Card Zone.
This extremely simple card could theoretically fit into a lot of decks as a staple, but here it's used to "aim" Neutron Pulsar.
Hawking Radiation
TRAP
Target 1 "Supernova Remnant" monster; equip this card to that target. Inflict 500 damage to the Life Points of the equipped card's controller during their Standby Phase. After 3 turns have passed (counting the turn you activate this card as the 1st turn), during the End phase of your turn, banish the equipped monster.
This is the only card specifically made to counter SRs. Always have at least one of these if you run Quark Star; if you don't, both players could have impenetrable walls of their fields, grinding the game to a halt.
Last edited by Stan Alda on Thu Aug 09, 2012 6:23 pm; edited 4 times in total (Reason for editing : Lots and lots of updates!)