Pay 2000 LP, then target 1 Level 4 or lower monster you control; for the rest of this turn after this card resolves, you cannot Special Summon monsters, also Special Summon 2 monsters from your Deck with the same Type, Attribute, and Level as that monster, but with different names from each other and that monster. You cannot conduct your Battle Phase the turn you activate this card.
Special Summons 2 monsters from your Deck with the same Type, Attribute, and Level as the level 4 or lower monster you control.
Needs 2000 LP to activate this card.
You cannot conduct your Battle Phase during the turn this card was activated.
Can't special summon other monster(s) for the rest of the turn.
You need to have the required monsters in your deck.
This card has multiple drawbacks, such as not being able to special summon other monsters, or go into Battle Phase during the same turn, which really slows down certain decks strategies.
Paying Life Points for activation can be seen as an advantage to activate certain character’s skill.
Use the filter option in the card catalog to search for which cards you can special summon with Ties of the Brethren easier.
Certain archetypes like Ghostricks, Harpies and Magnets are monsters that can really benefit from Ties of the Brethren. They can benefit from having multiple monsters that are similar to them, and they have the same type, attribute, and level as the others in its archetype.
Ties of the Brethren works well on Geargia monsters since their effects lets you destroy your opponent's monster(s), and/or spells and traps depending on the number of Geargia monsters you control. This can make Geargia into a very strong control deck.
That used to be the case. But they changed that fairly recently (starting with Structure Deck: Kaiba). Only a handful of older Union Monsters have made the change thus far, but Y-Dragon Head and Z-Metal Tank are among them. (As is Heavy Mech Support Platform.) Incidentally, Y and Z protect from destruction by effects now, too, and not just battle like they used to.
Is this ok with ojama bros.? If that so. 1 ojama this card and poly at 1st turn is very annoying.
Bring flash fusion,set it after u use ties of breathen,during opponent draw phase berfore they summon any monster,activate flash fusion,lock all ur opp field,during end phase it will be destroyed(its still safe cause probably ur opponent cant summon any mon),then during ur next turn,activate ojama country to revive ojama king....nice idea,righ?lets tilt some people
Wew good thing i got 2 of these in early pack. This would be good in Counter Fairy deck