Its still a more interesting 4-color commander choice than a partner pairing
This also means that if either ability is countered (with Disallow, for example), the other ability will still resolve
Last edited by Krazyman50 (Sep 26 2012 8:48:23 pm) Here, I made another one

Recommended cards[] Monsters Girsu, the Orcust Mekk-Knight Mekk-Knight Blue Sky Mekk-Knight Green Horizon Mekk-Knight Indigo Eclipse Mekk-Knight Orange Sunset Mekk-Knight Purple Nightfall Mekk-Knight Red Moon Mekk-Knight Yellow Star Lee the World Chalice Fairy World Legacy - "World Chalice" World Legacy - "World Shield" Aleister the Invoker Gameciel, the Sea Turtle Kaiju Knightmare Corruptor Iblee Rescue Rabbit Extra Deck Spells & Traps Official Decklist[] [1] Monsters Extra Deck Decode Talker x1 Firewall Dragon x1 Link Spider x2 Linkuriboh x2 Mekk-Knight Spectrum Supreme x1 Proxy Dragon x1 Underclock Taker x1 Spells & Traps Dark Hole x1 Downbeat x1 Foolish Burial x1 Harpie's Feather Duster x1 Instant Fusion x2 Monster Reborn x1 Mystical Space Typhoon x1 One for One x1 One-Time Passcode x1 World Legacy Key x2 World Legacy Scars x1 Soul Charge x1 Transmodify x1 Weaknesses[] Cards that prevent the player from Special Summoning can hurt the Deck's capability to swarm

The Safeguard Carbink is immune to EX attacks, which has always been a great Ability, but when you add on the BREAK, things get really insane
He even remembers having a few 1st Edition Fossil cards as a kid