Ampire
From CMC Wiki
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Card Stats
| Card number 977 | ||
| << 976 | 978 >> | ||
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| Cardart | |||
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Card Details
- It is effectively immune to combat damage unless it's killed in one hit. In combat, it will heal the damage taken previously before taking damage.
- Its activated ability affects your own monsters, but allows for a very potent stall if it can be kept alive.
- As many stall decks use ability-oriented monsters (such as snipers or dizziers), being unable to attack will often be of little penalty to the user.
- One round is counted from the Draw Phase for an affected monster's controller to their next Draw Phase.
- For Ampire's user, this means that they Can't Attack for the turn that the ability was used, and their next turn.
- For their opponent, this means that they Can't Attack on their next turn.
- Using the ability multiple times resets the count rather than adding to it.
- As the ability dizzy-locks Ampire when used, to maintain a lockdown, you either need a second Ampire or undizziers.
- Cards brought into play after the ability is used are not affected. One means of evading the lockdown is to use Speed Summon monsters or to undizzy newly played monsters.
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Card History
- Jun 10th, 2011: Monster type changed to horror bard from rockstar vampire.
- Nov 7th, 2011: Monster type changed to undead bard from bard horror.

