
Aarikku
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Card #28 - Tetra Element
(Level Four) Tetra Element (Fire/Water/Storm/Earth)
Category: (C) - Element
Effect: [Fire Element] + [Water Element] + [Air Element] + [Earth Element]
When this card is destroyed, play the above cards to your side of the field or Mana Zone.
ATK: 3700
DEF: 3000
Creator: Eric
RULING: This card's effect can play its Components from the Graveyard, Removed from Game pile or wherever a Combining card sends them.
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Naardaas
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(Translated PredAlien growls) This card is the ultimate Element's runner up in terms of Power. D'ya wanna play all essential Mana for Tetra Dragon or swarm the field with an army of Elements. Re-Fusion + Shrodinger's Blood = Tetra; that may cost 5 Mana, but it works. The card itself is 3.5/5 or 4/5; combos can put it as high as 4.9/5. Sssssssssss!
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Aarikku
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Tetra Element was the original boss card of the Element deck before I designed Light and Shadow Elements, then added their power to Tetra Element's.
It's reasonably hard to summon. Element Summon helps, though that's a very risky card and is likely to kill you.
But when you do manage to summon Tetra Element, you've got a brilliant card. 3700 ATK can take out almost every boss card in the entire game. And even if your opponent manages to destroy it, the Elements return - either as Mana to set up for Kyle's combo with Tetra Dragon or, with another Fusion Technique, a second Tetra Element.
Note that if you keep them as Mana, and have summoned Tetra Element early enough in the game, you'll be a staggering four turns ahead of your opponent.
There's absolutely no downside to including this card in your Fusion deck, but I'd rather rate a card based on how well it does when it gets to the field compared to how hard it is to get it to your field. Re-Fusion, Element Summon and Tetra Magnet all make this surprisingly easy. 4.5/5 from me. Tetra Element's one of the kings of this game.
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