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ygoreviews · 5 years
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Moved to Wordpress
https://ygoreviews.wordpress.com/
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The recent changes to Tumblr’s policies affected a lot of users to the point of many having to leave. While I wasn’t expecting this blog to be one of them, is already getting some negative signs.
Is not only because of cards like “Flying Elephant” getting flagged and deleted for no apparent reason. Outside this blog I mainly create NSFW content, and obviously any blogs that I had in this site got kicked out of the public view. Either is by random flagged cards or some well-known sensual monsters (Specially with OCG artwork), soon or later this blog could suffer the same fate.
I love this card game despite its many flaws, and my english can be a bit broken sometimes. Yet, I wanna continue providing daily reviews for every player demographic. Therefore, the reviews will continue on Wordpress by the usual schedules. At the time of this PSA I copied the reviews of November and December 2018 to fill the blog, and starting tomorrow new reviews will be published there. Additionaly, the Twitter account will announce when a new review is published along its normal job to announce important updates and banlists.
But doesn’t mean this blog will be completely forgotten. With six years spent reviewing cards almost daily, it will remain as an archive until either it gets fully flagged or the site simply goes down. Obviously this also means that you will be unable to ask requests from here, so please do so by Wordpress or Twitter (2 requests at a time is still the limit).
Thank you for reading my reviews no matter if you’re a pro player or a fan who enjoys the shows. But is not over, as until the game ceases to produce cards and updating banlists, I will conitnue reviewing famous and obscure cards on Wordpress.
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ygoreviews · 5 years
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King's Consonance ———————————————— When an opponent's monster declares a direct attack: Negate the attack, then you can apply the rest of this card's effect. Banish 1 Tuner monster and any number of non-Tuner monsters from your Graveyard, whose total Levels equal 8 or less, and if you do, Special Summon from your Extra Deck 1 Synchro Monster whose Level equals the total Levels of those banished monsters. (This Special Summon is treated as a Synchro Summon.) ———————————————— Can Be Found In: Premium Gold: Infinite Gold (PGL3-EN019)
Attack negation is an unharm yet quite efficient tool to keep us and our monsters from any attacks, ranging from stopping a single battle to nullifying the whole Battle Phase. Unfortunately, as more options threatening monsters outside battles became more recurrent these cards became less reliable, with a very few remaining in Stall Decks thanks to their chainable nature. But while far from a staple pick in most current builds, attack negation tries to adapt with new mechanics like hand effects and some additional bonuses.
"King's Consonance" is a Trap Card that aims for a full comeback in the very worst conditions of a Duel. If the opponent declares a direct attack, "King's Consonance" activation will simply negate it. But after that "King's Consonance" effect continues with a Synchro Summon, using a Tuner and other materials in our Graveyard being banished for a Level 8 or below Synchro Monster. Quite a particular card very few can replicate, "King's Consonance" has the potential to not only save us from lethal damage but also immediately bring out one of many lead monsters our Extra Deck can offer at the moment.
There's really no need to wait for the very last turns to use "King's Consonance", as once the opponent declares a direct attack (Even by a monster that can ignore ours to battle) it can get into action to help us. While is highly preferable to have enough materials in the Graveyard for this Trap's Synchro Summon, don't hesitate on activating this card in dangerous situations where it could stop lethal damage and/or an OTK setup. But given the nature of Trap Cards, we can play normally with our Synchro Summons to then Set "King's Consonance" for coverage. While "King's Consonance" covers a big number of Levels with its effect, one vital thing about its effect is that is able to ignore special requeriments of the Synchro Monsters we can potentially summon. Some like "Flower Cardian Lightshower" and "Junk Destroyer" will bypass their unique conditions to arrive during the opponent's turn and disrupt their game, while monsters requiring other Synchro Monsters like "Life Stream Dragon" and "Crystal Wing Synchro Dragon" will make their arrival far cheaper compared to common means. But regardless of the Synchro Summon as the opponent might continue their Battle Phase, we can then follow with "King's Synchro" as uses the just brought Synchro Monster for an even bigger summon using a Tuner from our Graveyard while also negating the incoming attack.
"King's Consonance"  has very interesting potential when we examine the possibilities of its summoning effect, going beyond negating a simple attack and putting us out of danger. Ignoring most summoning conditions among Synchro Summons, "King's Consonance" pretty much offers a massive card pool of Synchro Monsters ready to arrive during the opponent's Battle Phase with the right effect for the situation. Despite depending on the Graveyard for these results, is a no brainer that a Deck with this Trap Card won't take long on spending materials for Extra Deck summons of any kind, keeping a few slots for the best Synchro Monsters this card can assist us with in response of a direct attack. That's really the main problem of "King's Consonance" however, as while direct attacks are a common ocurrence in most Duels the opponent might use any options to clear our backrow and/or simply battle our monsters if that assures some solid damage. But despite some hiccups on its activation, the thousands of Synchro Summons "King's Consonance" alone can cover makes it a strong defensive tool to save us from any trouble with a big comeback.
Personal Rating: B+
+ Negates an opponent's direct attack + After its attack negation will use materials in the Graveyard to Synchro Summon a Level 8 or below monster + Ignores the majority of Synchro Summon conditions
- Might require Graveyard management and a suitable Extra Deck for its effect - Its activation requeriment might make it not as dependable in some battles
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ygoreviews · 5 years
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Trading Places ———————————————— If your LP is higher than your opponent's, switch your LP with your opponent. ———————————————— Can Be Found In: Extreme Force (EXFO-EN065), 2018 Mega-Tin Mega Pack (MP18-EN212)
Some cards will require to think outside the box, as their effects are counterproductive for the average Deck. With heavy costs or abilities that greatly benefit the opponent, these cards are usually ignored and seen as common cards filling certain releases. However, once the playerbase investigates the possibilities with other cards' interactions, these effects can become not only quite benefitial but might also give us an unusual victory condition. While far from a competitive pick, these are cards that makes Duels more interesting for both players due their particular combo potential.
"Trading Places" probably gives us one of the worst outcomes we could ask during a Duel. If our Life Points are higher than the opponent, the activation of "Trading Places" will make both players switch Life Points with each other. Potentially putting us at risk as the opponent might gain a respectable quantity of Life Points, "Trading Places" is undoubtly an extremely counterproductive card. However, "Trading Places" has some options to work along with which despite not making it a powerful card compared to other cards with negative effects, it can make some rarely seen cards effective by turning a Duel against us.
Activating "Trading Places" is simple, as all we have to is to deal damage to the opponent while keeping our Life Points higher than theirs. An easy task obtainable by your average Deck, "Trading Places" won't need an opponent to be at their bare minimum of Life Points to be activated, although depending of the cards we are playing along with might need a big difference between players. Some cards like "Emerging Emergency Rescute Rescue" and "Jurassic Impact" will only need a small difference to obtain their best performance, while others like "Elemental HERO Air Neos" and "Soul Drain Dragon" will become stronger the lower our Life Points are. More specific strategies will abuse some of their best cards to gain advantage and prepare special conditions, like Stalling with "Frozen Soul" as we draw cards by "Hope for Escape", or Psychic Decks gaining several benefits from "Psychic Sword" and "Psychic Trigger". But at the same way "Trading Places" can make certain cards work it can also make them useless, as some effects like the mentioned "Megamorph" and "Ancient Sacred Wyvern" will have severe demerits by making the opponent have more Life Points than us.
Although some counterproductive cards like "The Bistro Butcher" and "Gift Card" became powerful tools under the right build, "Trading Places" is in a complicated situation. The Spell Card has various cards to work along with an obtain a variety of results, but instead of trying to deal damage to play this card we could obtain the same results as soon the opponent deals non lethal damage or by playing cards requiring  Life Point costs. Also, the classic "Reversal Quiz" does a similar job and became a well known OTK setup, as we can give our Life Points to the opponent once we can defeat them by some basic effect damage. "Trading Places" might have some potential in the future, but unless we really need to counter a card like "Megamorph" the effect that produces can be achieved by a single opponent's attack or effect.
Personal Rating: D+
+ Trades our Life Points with the opponent if are lower than theirs + Has some interactions along cards requiring low Life Points + Can counter some opponent cards' effects
- Its effect and the cards that can play with can be achieved simply by the opponent dealing damage or paying certain costs - "Reversal Quiz" does a similar but more favorable effect
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ygoreviews · 5 years
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Dark Strike Fighter ———————————————— 1 Tuner + 1 or more non-Tuner monsters During your Main Phase 1: You can Tribute 1 monster; inflict damage to your opponent equal to the Tributed monster's Level on the field x 200. You can only use this effect of "Dark Strike Fighter" once per turn. ———————————————— Can Be Found In: Crimson Crisis (CRMS-EN040), Legendary Collection 5D's Mega Pack (LC5D-EN234)
While a wide open format where every card released can be played makes things easier for many demographics, as years passes things become more complicated to keep a balanced game. New or old cards can immediately become broken by a previous or recent release, combos of all kinds can go from a funny setup to a simple OTK, and the constant powercreep as new mechanics are introduced every few years. To try to counter these constant issues the game started with a banlist, but recently we also have rule changes as well forbidden cards getting their effects modified to prepare for a playable status.
"Dark Strike Fighter" quickly became a popular Synchro Monster due an incredible OTK potential along a few monsters to work with, but after a pass through the banlist and a reprint with some tweaks on its effect it became a much tamer creature compared to its original debut. Once during our Main Phase 1, "Dark Strike Fighter" can tribute any monster on our field to deal 200 damage for each Level of the tributed monster. While the first print of this monster had zero restrictions to deal damage with, obviously this version of "Dark Strike Fighter" won't assure the insane results that obtained many years ago. However, although far from reaching the loops and OTKs that made it famous, "Dark Strike Fighter" can become a safe choice to deal some solid damage in late game.
"Dark Strike Fighter" might have lost in performance when comes to its effect, but still has great options to be Synchro Summoned effortlessly when its assistance is needed. The most known setup involving this monster is with "Black Salvo", capable of reviving a DARK Machine in our Graveyard and work together for a Synchro Summon. However, many other monsters with a similar effects appeared before and after "Black Salvo" debut, allowing us to assure the summon of "Dark Strike Fighter" with many alternatives such as "Masked Chameleon" and "Synchron Explorer" among many others. But we don't need to have proper targets in the Graveyard to start summoning materials, as many common tools like "Instant Fusion" or "Crystrone Needlefiber", as well archetypes like Synchron and Speedroid having a big focus towards Synchro Summoning, overall it won't take too many resources to summon this monster on time. Without any special conditions on its Synchro Summon, "Dark Strike Fighter" is accesible for any build with some focus on this type of Extra Deck summons.
Although lost the OTK results from its debut many years ago, "Dark Strike Fighter" still assures some incredible damage along the proper monsters to play with. If the opponent has a tough field to pass through attacks or effects, "Dark Strike Fighter" can tribute any monster (including itself)  if that means finishing them off if the damage dealt. Under the right Deck, "Dark Strike Fighter" can gain monsters with high Levels to deal on average 2000 damage with each tribute. Some like "Exodius the Ultimate Forbidden Lord" and "Tragoedia" have very easy summon conditions to be ready to work with this monster's effect, the Trap Card "Metal Reflect Slime" becomes a Level 10 monster when playerd, while archetypes such as Gimmick Puppet and Railway have no problems to provide members like "Gimmick Puppet Magnet Doll" and "Speedy Express Bullet Liner" respectively to be tributed. Many of these monsters have certain demerits to have a viable performance in battles, so tributing them in our Main Phase 1 makes it far less of a flaw when they are involved. Combined with the usual revival options, "Dark Strike Fighter" can deal big chunks of damage despite its weakened effect.
"Dark Strike Fighter" might lost popularity as soon its reprint was released, but that doesn't make it less of a threat in its current status. With a very cheap Synchro Summon and many High Level monsters easily accesible from early to late game, a "Dark Strike Fighter" on the loose can deal incredible damage to the point of becoming a viable finisher under the right build. That's really its biggest problem, as no matter we want to spend high Level monsters on its effect or trying to exploit particular interactions such as "Destiny End Dragoon", to obtain the best from "Dark Strike Fighter" will require its own build. Yet, even if "Dark Strike Fighter" ends tributing itself to deal damage with, is a great choice no matter if we are looking for a solid source of damage or a summon that will assure us a cheap win in late game.
Personal Rating: A-
+ Tributes a monster during our Main Phase 1 to deal as much damage as the Level of the tributed monster + Easy to summon + Many high Level monsters to work along its effect
- Might require its own Deck - Might only be useful in late game
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ygoreviews · 5 years
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Golden Castle of Stromberg ———————————————— Once per turn, during your Standby Phase, you must banish 10 cards from the top of your Deck face-down (this is not optional), or this card is destroyed. During your Main Phase: You can Special Summon 1 monster from your Deck that specifically lists the card "Golden Castle of Stromberg" in its text. You cannot Normal Summon/Set the turn you activate this effect (even if this card leaves the field). You can only use this effect of "Golden Castle of Stromberg" once per turn. When your opponent's monster declares an attack: Destroy the attacking monster, and if you do, inflict damage to your opponent equal to half the ATK that monster had on the field. ———————————————— Can Be Found In: Battles of Legend: Relentless Revenge (BLRR-EN010)
Field Spells were always the core of many strategies right from their debut decades ago. Back then most Field Spells only provided stat boosts so players focused arround a particular group of monsters, with only "Umi" as the only Field Spell with proper support. While "Umi" and its substitutes became a staple pick for many WATER Decks, gradually we obtained more complex Field Spells ready to assist with their effects in one way or another. From Field Spells simply giving a little push to those leading a whole Deck with their mere pressence, Field Spells went from an optional resource to one of the most important cards to make entire Decks work.
"Golden Castle of Stromberg" is a card that debuted in a filler arc from the original anime as one of the most broken cards in the game, and after a long wait appears in the game as its own archetype. "Stromberg" requires us to banish face-down the first ten cards from our Deck during each of our Standby Phases, as otherwise will destroy itself. But this big demerit has a solid compensation, as in exchange of our Normal Summon or Set we can summon from our Deck any monster with an effect related to "Stromberg" itself. Lastly the Field Spell gives us a solid coverage from battles, as in case the opponent attacks said monster will destroy itseld and deal damage equal to half its ATK. While its milling demerit can be quite severe to the point of running out of cards in a few turns, "Golden Castle of Stromberg" not only makes the opponent's Battle Phase virtually impossible to execute, but will also let us search for any archetype monster as they gain certain effects due this Field Spell being active.
With cards like "Terraforming" and "Glife the Phantom Bird" taking no time to look for this card, "Stromberg" will soon start executing one of many goals thanks to its summoning effect. Many of the monsters that will summon from our Deck will provide additional benefits as soon they land on our field, ranging from "Prinzessin" and "Iron Hans" summoning other monsters from our Deck, to the mentioned "Glife" and "Hexe Trude" destroying opponent's cards. The lose of our Normal Summon/Set is not that severe nowadays due the many Special Summon options we have available, allowing us to gain momentum in our setups as we work along "Stromberg". Although in most cases its summons will be enough to aim for bigger summons some cards will gain other benefits under the pressence of "Stromberg", like "Glass Slippers" being obtained as soon "Prinzessin" is summoned, or "Iron Cage" allowing us to destroy and/or steal an opponent's monster. While "Stromberg" already has several advantages by its summons alone let's not forget its battle coverage, as pretty much nullifies the opponent's attacks if they don't wanna lose monsters in vain. Finally, if milling and banishing our Deck might become a problem as the Duel progresses, cards like "Necroface" and "Gren Maju da Eiza" will take advantage of this cost in later turns.
Despite a milling maintenance and making us lose our Normal Summon, "Golden Castle of Stromberg" gained great reputation among various Decks entirely or partially focused on its archetype. Its demerits are quite tame as will let us summon monsters that gains bonus effects under the pressence of "Stromberg", with some mixed themes solely focusing on "Iron Hans" and "Iron Knight" to prepare expensive summons right from the first turn. Truly the main drawback of "Stromberg" is that we must invest a Deck arround the monsters that can summon, but the many results that provides along the many Special Summon methods available in the game makes it a strong choice to start big summons or nullify the opponent's Battle Phase if needed.
Personal Rating: A
+ Summons from our Deck a monster related to this card + If the opponent attacks the attacker will be destroyed and they will take damage equal to half its ATK + Strong results with the monsters that can summon along other Special Summon options
- Will banish face-down ten cards from our Deck during our Standby Phases or destroy itself otherwise - Its summoning effect forbids Normal Summons and Set - Requires a Deck with enough monsters to work with
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ygoreviews · 5 years
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Gravity Lash ———————————————— Target 1 face-up monster on the field; it loses ATK equal to its DEF until the end of this turn. ———————————————— Can Be Found In: Code of the Duelist (COTD-EN063), 2018 Mega-Tin Mega Pack (MP18-EN077)
While most cards follow the same rules that applies to their respective types, there are some exceptions that makes them more efficient under certain moments of a Duel. The best example of this are effects that changes the stats of a monster, often saved during a Battle Phase to obtain the best results at the best opportunity. But while other chainable effects have a certain moment to be played, these cards can wait until the start of damage calculation to turn a battle in our favor. With practically no counters to deal during this brief part of a turn, stat changing effects will provide an unavoidable outcome, this small yet important detail makes these cards a solid choice for Decks interested on leading any Battle Phase.
"Gravity Lash" is a Spell Card able to turn a monster's stats against itself, often used for a positive outcome in any battles. When activated, "Gravity Lash" will weaken a monster's ATK by the same quantity as its DEF until the turn ends. The DEF of a monster is often underlooked designwise given how aggro friendly the card game is, and mist cases is the lowest stat of a monster unless on a defensive role. Yet, given the liberties of weakening effects in the game, "Gravity Lash" might not be a prominent card to depend on but does its job well against monster monsters out there.
The uses of "Gravity Lash" won't be that different from many similar cards available in the game. As a Quick-Play Spell "Gravity Lash" can be either played from our hand or Set to be used during the opponent's turn, ready to answer anything that happens during a Duel. Obviously the best option is to use it during a Battle Phase, as thanks to weakening effects' liberty to be played before damage calculation makes "Gravity Lash" and others very difficult to answer against. But while the uses of this card are the same as many others, its effect will vary depending of the monster we're targetting. Often "Gravity Lash" will make a monster lose arround 1000 ATK as its the average DEF of most monsters out there, with some few exceptions where lead monsters shares similar ATK and DEF. From a small reduction to making the opponent's strongest monsters lose most or all their ATK, "Gravity Lash" ranges from an easy kill to completely stealing a game. Keep on mind that "Gravity Lash" can also target our own monsters if needeed, making interesting interactions arround cards like "Amazoness Swords Woman" or "Reverse Trap" so we don't rely on the opponent's monsters alone.
While "Gravity Lash" has a solid effect due the average DEF of most monsters dominating the game, it has very obvious issues that makes it not a must have for any Deck. Given its efficiency relies on the target monster's DEF its results will vary considerably, and in some cases like Link Monsters of simply monsters without DEF (Like the majority of Zombies) it becomes completely useless to depend on any Battle Phase. Including that other options like "Shrink" and "Forbidden Lance" have a more predetermined result against any monster, "Gravity Lash" best performance comes from targetting the opponent's strongest non-Link Monsters. But instead of waiting or even hoping for the right monster to use this card on, "Gravity Lash" is easily ignored given the better choices we can depend on any Battle Phase.
Personal Rating: B-
+ Weakens a monster's ATK equal to its DEF + In average will make a monster lose 1000 DEF or more + Can become hard to counter due the special rules on this kind of effects
- Efficiency completely depends of the target monster's stats - Useless against Link Monsters and monsters without DEF - Easily overshadowed by similar options
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ygoreviews · 5 years
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“A” Cell Recombination Device ———————————————— Target 1 face-up monster on the field; send 1 “Alien” monster from your Deck to the Graveyard, and if you do, place A-Counters on that monster equal to the Level of the sent monster. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; add 1 “Alien” monster from your Deck to your hand. ———————————————— Can Be Found In: Invasion: Vengeance (INOV-EN063)
Alien is an archetype completely invested on A-Counters, the main resource to use a diversity of abilities. Mainly towards disrupting opponent’s monsters by weakening stats and even taking them under our control, A-Counters provides a huge variety of purposes depending of the tools we’re working with the archetype. But obviously to achieve said goals we must create A-Counters, which fortunately Aliens have a massive variety of methods that can lead to the entire board plagued with plenty of counters to play with. Even if we add A-Counters to our own cards, Aliens will find a powerful way to take advantage of them in any way imaginable.
���"A” Cell Recombination Device" is a card for not only immediate access to A-Counters, but also other purposes as the Duel Progresses. A Quick-Play Spell and thus ready to activate in many situations of a Duel, “Recombination Device” will send an Alien from our Deck to the Graveyard to place as many A-Counters on a face-up monster as the Level of the milled monster. In the turns after “Recombination Device” was sent to the Graveyard, the card can be banished from that location to then let us search for any Alien monster to be added in our hand. With solid liberties of when and who to use its main effect with, “Recombination Device” not only assures A-Counters even in the roughest situations, but also provides additional benefits to work with the rest of Aliens and A-Counters.
The several purposes of “Recombination Device” are incredibly diverse, and will completely depend of timing and which Alien cards we can work before and after its activation. A-Counters are obviously vital to work an Alien Deck and the many effects it offers, ranging from “Alien Telepath” and “Mysterious Triangle” destroying cards, “Mass Hypnosis” taking control of several monsters on the opponent’s field, or some Aliens like “Alien Overlord” weakening enemies when fighting the archetype. Despite some of these effects are better with A-Counters placed in opponent’s monsters, “Recombination Device” can place them on a monster of ours as cards like “Code A Ancient Ruins” won’t mind the location of A-Counters. While for its purpose the higher the Level of the milled monster the better, is recommended to prioritize monsters we could revive later own by one of many cards such as “Viper’s Rebirth” or “Alien Shocktrooper Mighty/Frame”. Among these options there’s the Tuner “Alien Ammonite”, which can be searched by the Graveyard effect of “Recombination Device” a turn after disposes a potential Alien to revive with its Normal Summon and work together as materials. Otherwise, “Recombination Device” overall gives us full access to almost every Alien suitable for the perfect situation.
“"A” Cell Recombination Device" not only is a valuable tool to obtain a solid number of A-Counters with, but along its milling cost and searching effect allows the archetype to prepare different objectives at cost of a single card. With a chainable activation that can become quite valuable for certain A-Counter related effects, “Recombination Device” alone can cover the majority of important plays the archetype relies on. Not only will produce A-Counters but also will send a monster to be revived by one of the many revival effects Aliens have access to, and with its searching effect we can obtain “Alien Ammonite” and many other powerful Aliens to keep the momentum along the recently obtained counters. But while “Recombination Device” easily becomes one of the best cards the archetype can play with is quite dependant of timing of its activation, not only targetting the right monster to place counters on (Specially as might leave the field seconds after playing this Spell Card) but also keep the momentum by following its main effect with its Graveyard effect. Once we learn when and how to activate this card, “"A”“ Cell Recombination Device” provides a powerful boost in several departments of the archetype.
Personal Rating: A+
+ Disposes an Alien from our Deck to create as many A-Counters as the Level of the sent monster + Can be banished from the Graveyard to search for any Alien in our Deck + Supports several aspects of the archetype on its own
- Might require timing and/or targetting the right monster for its best results
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ygoreviews · 5 years
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Junk Berserker ———————————————— "Junk Synchron" + 1 or more non-Tuner monsters You can banish 1 "Junk" monster from your Graveyard, then target 1 face-up monster your opponent controls; that target loses ATK equal to the banished monster's ATK. At the start of the Damage Step, if this card attacks a Defense Position monster: Destroy that monster. ———————————————— Can Be Found In: Extreme Victory (EXVC-EN037), Legendary Colection 5D's Mega Pack (LC5D-EN043)
Junk are part of the archetype trio created along Synchron and Warriors, as they debuted together along Synchro Monsters. Mainly known for their Synchro Monsters, Junk monsters often become the lead of many Decks thanks to many options supporting their materials. With a diversity on effects ready to deal with any situation, Junk monsters might have restrictions on their Synchro Summon but is a tame demerit given their easy setups and solid performance.
"Junk Berserker" is a Synchro Monster which will defeat almost any monster in battle in one way or another with the use of its two abilities. At cost of banishing a Junk monster in our Graveyard, "Junk Berserker" will make an opponent monster lose as much ATK as that of the banished card. But if "Berserker" battles a Defense Position monster, it will be immediately destroyed right when the Damage Step begins. Along some respectable stats as well a popular Tuner that will ease its arrival as its main material, "Junk Berserker" will either weaken any enemies on the field to be easily taken down in battle, or simply break through any defenses as potentially creates an opening for direct attacks.
Although restricted to a single monster as its only Tuner, "Junk Berserker" is far easier to summon than might look. "Junk Synchron" has the ability to revive a low Level monster when Normal Summoned, and with its Level 3 and an effortless additional summon it won't take us too many expenses. While only having "Junk Synchron" and maybe its other copies might seem a problem there's no much to worry about, not only due cards like "Tuning" and "Reinforcement of the Army" looking for it to be added in our hand but also "Quickdraw Synchron" taking its role as Tuner of "Berserker" along a higher Level to potentially make the summon even easier. Together with materials often seen along Synchrons like "Doppelwarrior" and "Quillbolt Hedgehog", "Junk Berserker" won't be more difficult to Synchro Summon than other monsters with more liberties on their arrival.
With two abilities providing a great advantage in most battles along its easy Synchro Summon, "Berserker" becomes a reliable option to defeat any troublesome monsters when its assistance is immediately needed. Having a Junk monster to banish in our Graveyard is not much of a problem, not only given its Tuner "Junk Synchron" can be used as a cost but also other recurring members like "Junk Servant" and "Junk Giant" often using their effects to assist in our Extra Deck summons. Since its weakening effect depends on the banished monster's ATK "Berserker" will get its best results the stronger the Junk monster we banish, so if we have lead monsters like "Junk Destroyer" or other copies of "Berserker" in our Graveyard is possible to erase almost all the ATK of an opponent's monster. Keep also on mind that this effect has no restrictions besides how many Junk monsters we have in the Graveyard, giving us the opportunity to weaken several monsters on the opposite field to take down with all our monsters. Last there's its ability to destroy defensive monsters, although simpler yet situational in most matches it can become a viable option to take down any enemies if we're playing along cards like "Enemy Controller" or "Book of Moon" among others.
Overall covering any monster is battling against, "Junk Berserker" is a solid choice when we want to assure the defeat of almost any monster on the field. With an easy Synchro Summon thanks to "Junk Synchron" and its substitute "Quickdraw Synchron", "Junk Berserker" can weaken one or more monsters on the field for an easy defeat as well transfer high battle damage, while its second effect can deal with strong defenses as well ignore certain effects like Flip Monsters. But although "Junk Berserker" can be one of our best choices to lead battles with, the competition of Synchro Monsters of its Level is rough nowadays and its archetype. With now Link Monsters taking Extra Deck space to assist on consecutive summons, and the fact its core effect relies on which and how many Junk Monsters we have in the Graveyard to be efficient, "Junk Berserker" might not be a must have for any Synchro Deck but is still a solid option when we need the immediate defeat of any tough monsters during battle.
Personal Rating: B+
+ Banishes a Junk monster in the Graveyard so a monster loses as much ATK as the monster banished had + If attacks a Defense Position monster will be automatically destroyed + Solid support for an easy summon
- Overshadowed by other Synchro Monsters - Complete reliance of our Graveyard and which Junk monsters we have in it
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ygoreviews · 5 years
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Vendread Chimera ———————————————— You can Ritual Summon this card with any "Vendread" Ritual Spell. When a card or effect is activated that would destroy a card on the field (Quick Effect): You can banish 1 Zombie monster from your GY; negate the activation, and if you do, destroy that card. If this card is Tributed, or banished, for a Ritual Summon: All monsters your opponent controls lose 500 ATK/DEF. You can only use each effect of "Vendread Chimera" once per turn. ———————————————— Can Be Found In: Circuit Break (CIBR-EN082), 2018 Mega-Tin Mega Pack (MP18-EN158)
To catch up with other summoning mechanics, Ritual Monsters gradually obtained shortcuts and advantages over the competition to ease their setups considerably. A good example of this is the Vendread archetype, using Zombie mechanics to cheapen the Ritual Summons they will lead Duels with. By banishing materials from the Graveyard for that purpose while also obtaining additional effects in the process, Vendread Ritual Monsters might not seem much on their own yet can become powerful creatures thanks to both support and speed on their arrival.
"Vendread Chimera" is a particular Ritual Monster as can take two roles very different from each other to cover any scneario involving itself. If a card or effect with a destructive ability is played, "Chimera" can banish a Zombie in our Graveyard to negate and estroy the source. On the other hand "Chimera" can take a valuable purpose as material, as if is tributed or banished for a Ritual Summon it will make all opponent monsters lose 500 ATK and DEF. Negating recurring effects is undoubtly a valuable ability to keep a strong board pressence, and while the ability to weaken the opposite field might seem expensive "Chimera" can pull it off quite easily given some of the options its archetype provides.
"Chimera" is the cheapest Ritual Monster the archetype offers by a slight Level difference, making it easier to summon than its partners already are thanks to the strong options they work along with. With the help of searching effects like "Vendread Nights" and "Pre-Preparation of Rites" among others, both "Chimera" and the proper Ritual Spell won't take long to be ready for the Ritual Summon. In most cases it will be brought by "Revendread Origin", as allow us to banish Zombies from our Graveyard as materials for the Ritual Summon. Otherwise, "Revendread Evolution" not only let us Ritual Summon "Chimera" from the Graveyard if lands there somehow, but also will use a monster with similar Level from inside the Deck to do so. Finally, "Vendread Reunion" can perform a Ritual Summon as recovers as many banished Vendreads as possible for this task. Combined with some Vendreads' ability to revive themselves as well Zombie staple cards doing the same task, we have more than enough coverage to Ritual Summon "Chimera" under any circumstances. Keep also on mind that if was Ritual Summoned properly, a "Chimera" in the Graveyard can be revived by one of our many methods to keep using its effects if needed.
Like many other negation effects, "Chimera" can keep a strong board as deals with some recurring cards in most Duels. From any card the opponent might play during their turn to suspicious Set cards that could be activated during ours, "Chimera" only needs a Zombie in the Graveyard each turn to stop any threat from ruining our plans. While this is already a solid ability, the possible materials Vendreads provides will give additional abilities to "Chimera" and any other Ritual Summons we play with. "Vendread Houndhorde" and "Vendread Revenants" gives "Chimera" strong removal effects to keep clearing the opposite field, while "Vendread Core" gives immunity against targetting effects and thus making this monster tougher to defeat. The Zombies we could banish to negate cards with can also provide other benefits in the process, that can go from simply preparing "Vendread Reunion" in future turns, to triggering Shiranui monsters' effects like "Shiranui Spiritmaster" and "Shiranui Solitaire" to further pressure the opponent. While all these options and interactions might overshadow "Chimera" role as material to weaken monsters with its second effect, is simpler to obtain than might look given can be tributed from the hand by most Ritual Spells, be banished as material for the effect of "Revendread Origin", or brought back by "Vendread Reunion" if banished to then be tributed for a new summon.
With strong support from both its archetype and Type, "Vendread Chimera" easily becomes a tough monster to battle against. Easy to summon by one of many options as well the additional abilities some of our materials will provide in the process, "Chimera" might only deal with destructive effects but thanks to the strong support before and during its arrival makes it a very sturdy monster to take down. While becoming a very controlling monster as well using its banishing cost for some special benefits already makes it a powerful creature, its role as material shouldn't be dismissed given is far simpler to access than might look. However, although "Chimera" can easily obtain a solid performance during most Duels, the archetype will prefer to simply focus on "Revendread Slayer" due the additional options as well own searching abilities that provides to its archetype. But even with some obvious flaws like some non-destructive options easily dealing with its negation effect and below average stats to survive battles with, "Chimera" is a Ritual Monster far from being underestimated thanks to the strong support and performance from early to late game.
Personal Rating: A-
+ Can banish a Zombie in the Graveyard to negate a destructive effect and destroy the source + If tributed or banished for a Ritual Summon will make all opponent monsters lose 500 ATK and DEF + Great supporting options for an easy summon and work along its effects
-  There are various methods to bypass its negation effect including its base stats - The archetype might prefer to focus on "Revendread Slayer" due its additional options and advantages
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ygoreviews · 5 years
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Cloudian - Cirrostratus ———————————————— This card cannot be destroyed by battle. If this card is in face-up Defense Position, destroy it. When you Normal Summon this card, place 1 Fog Counter on it for each "Cloudian" monster on the field. You can remove 2 Fog Counters from this card to destroy 1 monster on the field. ———————————————— Can Be Found In: Gladiator's Assault (GLAS-EN011)
Cloudian is a group of monsters with a balanced combination of risks and rewards. Overall slow paced to other Decks, Cloudian takes advantage of its battle protection to keep a resiliant board as long as possible. As the Duel progresses they'll gather Fog counters, allowing them to pay for their effects with no limitations on how many times can be used each turn. While this might seem too dangerous to rely on due the speed of other Decks out there, Cloudian combines both WATER and Fairy options on its strategy to obtain a strong board in no time and start piling Fog counters in the following turns.
"Cloudian - Cirrostratus" is a good example of the average Cloudian monster, carrying pitiful stats yet with incredible lead potential when played along its options. Like many other Cloudians "Cirrostratus" cannot be defeated in battle, but if is in face-up Defense Position will be automatically destroyed. When Normal Summoned "Cirrostratus" will obtain as many Fog counters as Cloudians are on the whole field (including itself), which can remove two of them to use an ability to destroy any monster on the field. Although on its own "Cirrostratus" will only arrive with a single counter with no uses whatsoever, Cloudian Decks stand out with archetype sinergy along other options. Because of that and the only limitation being the number of counters available, "Cirrostratus" has the potential to wipe out entire boards on its own.
Despite their Type and Attribute giving them great options the archetype is in a bizarre spot, as members like "Cirrostratus" relies on Normal Summon alone to obtain counters and use their effects. However, while cards like "Double Summon" provides more Normal Summons to solve this issue in many scenarios, don't be afraid on using Special Summon effects to instead summon other Cloudians and thus prepare "Cirrostratus" own Normal Summon. From cards like "Valhalla, Hall of the Fallen" and "Summon Cloud" summoning Cloudians from our hand (The latter also summons from the Graveyard), to the effects of "Cloudian - Storm Dragon" and "Cloudian - Turbulence" gathering more members by their respective effects, is more about swarming the board to fully prepare "Cirrostratus" own Normal Summon with enough counters upon hitting the field. This might also lead to summoning other copies of "Cirrostratus" for this goal and other Cloudians’ effects, but don't be afraid to do so since they can work as materials for our Extra Deck if needed. Together with late game tools like "Salvage" and "Masked Chameleon" supporting the majority of Cloudians, if "Cirrostratus" isn't kept for its Normal Summon it will easily find another purpose in one way or another.
As just pointed out, "Cirrostratus" has enough opportunities to be Normal Summoned and have several Fog counters to work with (Gaining additional counters if the opponent also plays Cloudians). With the many summoning options for the rest of Cloudians and even its copies, "Cirrostratus" might be able to use its removal effect twice to deal with the opponent's most dangerous monster(s). While in common circumstances Cloudians will use their effects to then become materials, "Cirrostratus" and its allies can stay on the field as "Cloudian Squall" and "Cloudian - Storm Dragon"  gives them counters while also assuring future Normal Summoned Cloudians gain their own. This is not only easy to do with the Cloudians' ability to avoid being destroyed in battle, but also cards like "Sea Lord's Amulet" and "The Sanctuary in the Sky" further reducing their weaknesses.Last but not least, if by any chance "Cirrostratus" cannot use its own counters, instead we can spend them on "Cloudian - Altus" to force the opponent to discard cards from their hand.
Cloudian is one of the weirdest archetypes out there, as despite their scarce pressence in today’s game cards like "Cloudian - Cirrostratus" shows how threatening they can become. Although obviously dependant of supporting cards, "Cirrostratus" has a more than assured field plagued with Cloudians to obtain as many Fog counters as possible from its Normal Summon. However, with great summoning tools from early to late game "Cirrostratus" can be more flexible on its performance and not narrow itself in its own effect, therefore taking a Special Summon approach to either assist gathering counters for other Cloudians or simply work as material. With the possibility to destroy several monsters in a single turn to then follow with an Extra Deck summon once the board is clear, "Cirrostratus" is proof that Cloudians shouldn't be underestimated.
Personal Rating: A
+ Cannot be destroyed in battle + Gains as many Fog counters as Cloudians on the field when Normal Summoned to activate its removal effect + Greatly supported in both summon and performance as well assisting other Cloudians and summons if needed
- Will destroy itself if is in face-up Defense Position - Completely depends on other cards and effects
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ygoreviews · 5 years
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Ancient Pixie Dragon ———————————————— 1 Tuner + 1 or more non-Tuner monsters After resolving a Field Spell Card that was activated during your turn: Draw 1 card. You can only use this effect of "Ancient Pixie Dragon" once per turn. Once per turn: You can target 1 face-up Attack Position monster on the field; destroy that target. There must be a face-up Field Spell Card on the field to activate and to resolve this effect. ———————————————— Can Be Found In: Premium Gold (PGLD-EN006)
The series following after the original have very different plots from their anime and manga versions. Although often shares the same characters and some of the introduced mechanics in the game at the time, the plot is overall unique when compared to each other. This obviously causes for the manga have its own debutting cards, with in some cases bringing alternative versions of monsters that were already known from the anime.
"Ancient Pixie Dragon" is clearly the manga counterpart of the well known "Ancient Fairy Dragon", and while the former remains in a banned position this version can take over when comes to Field Spell support. Once per turn when a Field Spell is played and resolved during our turn, in return "Ancient Pixie Dragon" will let us draw a card. Additionaly, if a Field Spell is active in either side of the field, "Ancient Pixie Dragon" will target and destroy an Attack Position monster on the field. Overall solid abilities that keep us a healthy hand by trading a played Field Spell with a new card, as well a removal effect easily accesible even when battling particular strategies.
Summoning "Ancient Pixie" has no difficulties from any other Synchro Monster of its Level, virtually sharing the same options as its anime version. Many recurring Special Summon options like "Instant Fusion" and "Cyber Dragon" among many others will gather together right from the very first turn ready to work together as materials, with additional tools depending of the Deck's theme. With the additional help of cards like "Debris Dragon" and "World Legacy Succession" covering the Graveyard in late game, "Ancient Pixie Dragon" is very simple to Synchro Summon. However, since "Ancient Pixie Dragon" has abilities involving Field Spells we can add some unique mechanics to bring materials before and after its arrival. Some Field Spells like "The Gates of Dark World" and "Mount Sylvania" will use effects to benefit their respective archetypes, while others like "Geartown" and "Trickstar Light Stage" will provide monsters to work by simple requeriments.
"Ancient Pixie Dragon" might not have the reputation that "Ancient Fairy Dragon" gained in recent years, but its abilities can become quite benefitial for any Field Spell user. In any Deck involving said cards, "Ancient Pixie" effects will really stand out to gain a solid advantage in both hand and field. Thanks to cards like "Terraforming" and "Set Rotation" among others, we will play a Field Spell of our choice to follow with "Ancient Pixie" drawing effect to keep a steady hand. This effect applies when a Field Spell is played during our turn, so if the opponent plays their own by an effect like "Metaverse" or "Demise of the Land" we will also obtain a card in return. The removal effect of "Ancient Pixie" on the other hand has better liberties on its uses, as no matter who's controlling a Field Spell it will be ready to be activated. So if our own Field Spell isn't making this effect accesible, battling Decks dependant of certain Field Spells will make "Ancient Pixie" ready to take down monsters. Be aware that while "Ancient Pixie" drawing effect is restricted to all its copies its removal effect is not, potentially able to destroy several monsters in a single turn the more copies we can bring to the field.
While "Ancient Fairy Dragon" became banned by turning into a powerful tool for combos and OTKs, "Ancient Pixie Dragon" is way tamer and thus went under the radar. But that doesn't mean that can't become an efficient monster arround Field Spells, as its two abilities can work along our own or against the opponent's. While the drawing effect will mostly depend in our own Field Spells to work, the removal effect of "Ancient Pixie" can punish opponents reliant on their Field Spells. While clearly requires Field Spells to be effective "Ancient Pixie Dragon" might not be a devastating as other Synchro Monsters of its Level like its forbidden version, but has some strong interactions to assure a steady card advantage.
Personal Rating: B+
+ Lets us draw a card if a Field Spell is played during our turn + Destroys an Attack Position monster if there's a Field Spell in any site of the field + Solid support in both summon and performance
- Relies on Field Spells to be effective - Overshadowed by other Synchro Monsters
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ygoreviews · 5 years
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Ryu Kokki ———————————————— At the end of the Damage Step, if this card battled a Warrior or Spellcaster-Type monster: Destroy that monster. ———————————————— Can Be Found In: Structure Deck: Zombie Madness (SD2-EN008), Invasion of Chaos (IOC-EN090), Dark Revelation Volume 2 (DR2-EN091), Zombie World Structure Deck (SDZW-EN011), Gold Series: Haunted Mine (GLD5-EN013), Legendary Collection 4: Joey's World Mega Pack (LCJW-EN194)
While is preferable to work along monsters providing their effects for further advantages, is not as necessary as might look. Often seen in Normal Monsters, just the many supporting options involving a card might suffice to obtain a strong performance. Therefore, even if the monster(s) we're playing with might not be as effective as alternative choices, the many options to summon it as well achieve all sorts of goals will be enough to become a popular choice in various Decks.
"Ryu Kokki" is a monster originated from the Japan-only game Getsu Fuma Den (Obviously same goes for the card "Getsu Fuhma"), although veteran players will know it more for its staple position in various Zombie Decks at the time of its debut. In battle, "Ryu Kokki" will automatically destroy any Warrior or Spellcaster at the end of the Damage Step, covering two of the most prevalent Types in the game even if "Ryu Kokki" might be defeated to take down enemies in the process. However, while "Ryu Kokki" has a decent ability and solid stats for its Level, its reputation grew due the many Zombie cards that can keep it a constant pressence during a Duel.
Zombies are known for its strong options involving the Graveyard, allowing "Ryu Kokki" and others to be on the field one turn after other for any purpose required. Back on its debutting years "Ryu Kokki" became a serious threat thanks to "Pyramid Turtle", allowing it to summon this creature from inside our Deck once defeated in battle. But no matter if is summoned during a Battle Phase right in our first turns or we must Tribute Summon it, once in the Graveyard "Ryu Kokki" and any other Zombies will keep a prevalent pressence on the board thanks to the Type's many revival options. If copies of "Book of Life" aren't summoning "Ryu Kokki" while banishing opponent's cards, a "Mezuki" in the Graveyard will do so by banishing itself. With also cards like "Gozuki" and "Uni-Zombie" disposing of monsters to the Graveyard for their respective abilities, "Ryu Kokki" won't have it as difficult as any other creature of its Type.
As pointed out, "Ryu Kokki" had a brief moment of glory thanks to the supporting effects of its era. From its famous combo with "Pyramid Turtle" to follow with constant revival effects, "Ryu Kokki" has no need to depend on its effect to become a powerful attacker and even material of other summons. However, given Warriors and Spellcasters have a recurring pressence in many Decks, the effect of "Ryu Kokki" is not as situational as might look. From countering entire Decks like Gravekeepers or Noble Knights among many others, to dealing with recurring cards like "Black Luster Soldier - Envoy of the Beginning" even if is defeated in the process, "Ryu Kokki" covers more matches than might apparent. With the additional help of cards like "Zombie Necronize" and "Zombie Power Struggle" as well other commonly used cards in most Decks, if "Ryu Kokki" isn't dominating two popular Types in the whole game it has the options to keep a strong position on the field.
"Ryu Kokki" might have lost its status as soon Zombies gained more options over the years as well the change of the Fusion Deck into the Extra Deck. But even if its effect won't become available in every fight or Deck we're fighting against, "Ryu Kokki" is far from a helpless monster in its current position. Back in the day it mainly relied on "Pyramid Turtle" to suddenly pressure the opponent in the middle of any Battle Phase, but nowadays "Ryu Kokki" will keep pestering the board no matter if is using its high stats in battle or working as material of other summons. Although far from a recommended choice when compared to other Zombies, "Ryu Kokki" obtains a solid performance even if we're playing it for nostalgia.
Personal Rating: B
+ Destroys any Warrior or Spellcaster that battles against at the end of the Damage Step + Solid stats + Great support from its Type from early to late game
- Situational effect despite covering popular Types in the game - Overshadowed by many other alternatives arround Zombies
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ygoreviews · 5 years
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Jet Warrior ———————————————— "Jet Synchron" + 1 or more non-Tuner monsters If this card is Synchro Summoned: You can target 1 card your opponent controls; return it to the hand. If this card is in your Graveyard: You can Tribute 1 Level 2 or lower monster; Special Summon this card in Defense Position, but banish it when it leaves the field. You can only use each effect of "Jet Warrior" once per turn. ———————————————— Can Be Found In: Synchron Extreme Structure Deck (SDSE-EN041)
Synchro Monsters were the first step to expand the options arround the Extra Deck, but carries a big oversight that would be solved in both Xyz and Link Monsters. Since Synchro Monsters have the total Level of the materials used on their summon, players are able follow with additional summons and aim for powerful summons in no time. While the game went with it with Synchro Tuners and monsters only available by using Synchro Monsters as materials until the Extra Monster Zone slowed down their pacing, is undoubtly one of the biggest change for the game turn into its current status.
"Jet Warrior" is part of various Synchro Monsters exclusive for Synchron Decks, with two valuable effects to gain the lead in no time. Just for its Synchro Summon "Jet Warrior" will target an opponent's card and bounce it to their hand, already becoming a powerful removal tool thanks to its low Level. If "Jet Warrior" is in the Graveyard, we can tribute a Level 2 or lower monster to bring it back in defense position. This revival effect will make "Jet Warrior" banish once leaves the field, yet becomes one of the major factors of any Extra Deck with any copies of it to achieve a strong offense by using its abilities together or separately.
"Jet Warrior" might be limited to using "Jet Synchron" as its Tuner, but its main material is far from being unsupported. Thanks to its low stats and part of an archetyle "Jet Synchron" obtains an arsenal of tool to be on the field as soon is needed, ranging from "Tuning" and "Gear Gigant X" adding it to our hand to "One for One" and "Starlight Junkton" bring it out from inside our Deck. "Jet Synchron" also has a revival effect of its own, and if we use cards like "Quillbolt Hedgehog" as its cost we can immediately follow with Graveyard effects to gather materials. When comes to the revival effect of "Jet Warrior" there's no much effort needed, as "Jet Synchron" itself and many other monsters we'll likely use as materials during a Duel can be tributed when its pressence is needed.
While in stats "Jet Warrior" might not be impressive, its two effects have the potential to turn the whole Duel in our favor. Thanks its low Level, the Synchro Summon of "Jet Warrior" can be timed perfectly so its bouncing effect gets rid of any threats on the opposite field. However, while bouncing cards is undoubtly effective to ruin boards with, its revival effect will steal the spotlight as the Duel progresses. With a very simple requeriment to be summoned from the Graveyard, "Jet Warrior" can immediately work as material of any other summons to then come back to our field afterwards and further assist with our setups. From assisting a Link Monster so we obtain arrows for other summons, to using its Level for expensive Synchro and Xyz Summons, "Jet Warrior" will work with the same options we used for its Synchro Summon to completely overwhelm the opponent in no time. 
Thanks to its own revival and the one provided by its Tuner "Jet Synchron", "Jet Warrior" quickly became an incredible monster to gain a massive advantage with. Even though it debuted years before the Extra Monster Zone making things a big tougher for consecutive Synchro Summons, "Jet Warrior" has no problems to arrive and not only bounce and opponent's card but also help us in its role as material for other monsters. As some of the best options to summon heavy monsters such as "Shooting Quasar Dragon" with the proper Link Monster(s), truly the only problem of "Jet Warrior" is its average stats and that is dependant on using "Jet Synchron" as its only Tuner (Unless we also use effects to lower the Level of "Quickdraw Synchron") which might have more valuable uses towards other Synchro Summons. Nonetheless, with two cheap revival effects from itself and its Tuner, "Jet Warrior" not only clears the field from any danger but can follow with one of many summons we can invest on.
Personal Rating: A-
+ Bounces an opponent's card when Synchro Summoned + We can tribute a low Level monster to summon it from the Graveyard + Very easy to summon thanks to "Jet Synchron" and its support + Strong material role before and after using its revival effect
- Below average stats - "Jet Synchron" is its only Tuner with no other reliable replacements
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ygoreviews · 5 years
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Gullveig of the Nordic Ascendant ———————————————— 1 Level 5 or lower "Nordic" monster If this card is Link Summoned: You can banish up to 3 cards from your hand and/or field, and if you do, Special Summon that many "Nordic" monsters from your Deck in Defense Position, also, for the rest of this turn, you cannot Special Summon monsters, except "Aesir" monsters, nor Normal Summon/Set any monsters. You can only use this effect of "Gullveig of the Nordic Ascendant" once per turn. While this card points to an "Aesir" monster, your opponent cannot target that monster with card effects, also monsters your opponent controls cannot target this card for attacks. ———————————————— Can Be Found In: Legendary Hero Decks (LEHD-ENB00)
The Nordic archetype branches into three groups to assist on the arrival of the Aesir monsters. Three Nordic deities with powerful abilities to rule the game on their own, the build mainly consists of materials for their Synchro Summon as well some tools to make them even tougher to defeat. While usually a Deck arround these cards will focus on the arrival of a particular Aesir, Nordics gradually provided additional tools allowing them to summon any of its three leading Synchro Monsters when the situation requires their pressence.
"Gullveig of the Nordic Ascendant" is the Link Monster addition many archetypes are obtaining in recent years, offering an assortment of effects to immediately Synchro Summon as soon is out on the field. AS oon "Gullveig" is Link Summoned, we can banish up to three cards in our hand or field to then summon that number of Nordic monsters from the Deck in Defense Position. This will restrict us from any further summons for the rest of the Duel, with the exception of summoning Aesir monsters by Special Summon. But "Gullveig" can remain present on the field as long its arrow points an Aesir, not only becoming untargettable from attacks but also making itself and the Aesir protected from targetting effects. Overall "Gullveig" might seem a very expensive monster despite being a Rating 1 summon, but the trade off of banishing cards to swarm the board with materials and follow with a protected "Aesir" makes this Link Monster a strong option to start Duels with.
"Gullveig" compensates the cost of its summoning effect with a very cheap Link Summon, easily accesible by the majority of Nordic monsters residing the Main Deck. Some monsters like "Dverg of the Nordic Alfar" and "Mimir of the Nordic Ascendant" provides summoning effects before and after being the main material of "Gullveig", making us not as dependant of its effect to gather materials during a Duel. Due the Type diversity of the archetype we can mix together options from outside the theme to further assure a material for this Link Summon, like "Rescue Rabbit" bringing copies of "Tanngrisnir of the Nordic Beasts" among other candidates. Truly the only issue "Gullveig" has is its scarce options if revived given its effects and arrow position, but might be helpful nonetheless to Link Summon other creatures if needed.
With an ability to trade cards on hand and field to bring Nordic monsters from inside our Deck, the arrival of "Gullveig" will surely follow with the Synchro Summon of an Aesir. While in most cases we will need minimum three monsters (Including a Tuner) to bring out any Aesir there's no need to pay the full cost of "Gullveig", as some Nordic cards will provide other effects of their own before or after this monster's effect. "Alviss of the Nordic Alfar" can be banished by "Gullveig" effect to be the one performing the Synchro Summon using materials from the Deck, as otherwise can remain in the Graveyard to replace a defeated Aesier with another. Keep on mind that "Gullveig" as well the Aesir don't need Nordic cards alone for their performance, so we can use cards like "Scapegoat" and "Photon Sanctuary" to either gather materials for the Synchro Summon (The latter only able to assist us with "Odin, Father of the Aesir") or considerably mitigate the cost of "Gullveig" effect. But no matter the approach we take arround "Gullveig" it will lead to not only a powerful Synchro Monster in our field right on our first turn, but also its protective effect avoiding common threats from defeating this monster and the Aesir is pointing to.
Despite its very cheap Link Summon, "Gullveig" might seem a riskful monster given its summoning effect might leave us handless right from the start of a Duel. However, not only the Aesir are menacing monsters on their own along the protection provided by "Gullveig", but there's a variety of workarrounds to not solely depend on this monster's abilities. With Token effects cheapening its cost as well cards like "Alviss of the Nordic Alfar" and "Rescue Cat" providing their own summoning abilities, "Gullveig" true problem is that must be in the Extra Monster Zone for its maximum performance. Overall, "Gullveig" might seem a heavy investment but assures a very strong board pressence along the Aesir we will summon as soon the Duel begins.
Personal Rating: A
+ When Link Summoned allows us to banish up to three cards to summon Nordics from the Deck + If points an Aesir both become untargetable by effects as well making itself avoid being attacked + Several options to cheapen its effect and/or work along
- Its summoning effect can leave us without cards right from the first turn - Limited uses outside the Extra Monster Zone
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ygoreviews · 5 years
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Cynet Storm ———————————————— All Linked monsters on the field gain 500 ATK/DEF. Link Summons of Link Monsters cannot be negated. Once per Chain, if you take 2000 or more battle or effect damage: You can shuffle the face-down cards in your Extra Deck, excavate the top card, and if it is a Cyberse Link Monster, Special Summon it. Otherwise, return it to the Extra Deck. ———————————————— Can Be Found In: Powercode Link Structure Deck (SDPL-EN021)
Link Monsters immediately became a must have for any strategy involving the Extra Deck. With the Extra Monster Zone limiting the abuse of Special Summons like in previous years, players are forced to start many games by aiming for a Link Summon. Thanks to not only their effects but also arrows providing additional areas for our Extra Deck, Link Monsters is a commitment of our Extra Deck's space to achieve the swarming goals from the past. But although players are obligated to run several Link Monsters instead of other kinds of creatures, that doesn't mean that aren't weak on their own or in company.
"Cynet Storm" is a Field Spell based in some of the events occurring in the VRAINS series, and being all about Link Monsters obviously provides assistance to these cards. While active any monster linked by a Link Monster's arrow will gain a 500 ATK and DEF boost, while any kind of Link Summon will be protected from any negation effects. But "Cynet Storm" provides a one of a kind effect if we take atleast 2000 damage, as will shuffle the face-down cards in our Extra Deck to then excavate the top. If the shown card is a Cyberse Link Monster "Cynet Storm" will immediately summon it to our field, but otherwise will remain in the Extra Deck. In resume, while a stat increase and protecting our Link Summon from recurring counters are valuable option in a time Link Monsters are highly prevalent, "Cynet Storm" summoning effect can act as either a comeback tool or as a powerful card to shortcut the arrival of many powerful Cyberse monsters in some high risk high reward setups.
With the assitance of recurring searching effects like "Terraforming" and "Set Rotation" among others, "Cynet Storm" won't take long to make its pressence noticeable. Given the importance of Link Monsters nowadays, many Decks can benefit of "Cynet Storm" as soon they start Link Summoning with any of their gimmicks and mechanics. But there's no rush to bring our own Link Monsters, as if the opponent controls one and is pointing our monster(s) will assure the stat boost from "Cynet Storm" to overcome them in battle. Decks that heavily invest on Link Summon will welcome its protective effect, keeping even the most expensive summons safe from common defenses like "Solemn Strike". But while stat increases and protection are always welcome in any Deck, "Cynet Storm" ability to randomly summon Link Monsters can create interesting strategies arround it. Although the premise is to respond against opponent attacks and effects, "Cynet Storm" can trigger this ability by our own cards making us enough damage to follow with a summon from the Extra Deck. No matter if is summoning monsters like "Grinder Golem" to the opposite field to attack it with weaker monsters, and/or working along effects like "Ring of Destruction" that will damage us in the process, it will follow with the potential arrival of powerful Link Monsters like "Topologic Gumblar Dragon" and "Topologic Bomber Dragon" without the need of spending on materials and resources.
"Cynet Storm" might be seen as a defensive measure in most circumstances, with an stat boost that can take advantage of opponent's Link Monsters as well protecting Link Summons from being negated. However, "Cynet Storm" unique effect to summon Link Monsters in response of damage not only can keep the opponent under control, but fearless players can risk their Life Points if that means summoning powerful monsters wihtout spending several summons on a single Link Monster. Although "Cynet Storm" has the potential to lead Duels under Decks heavily focused on Link Summons, it suffers of some clearly flaws. The ability to increase stats and protect Link Summons also benefits the opponent, and with the popularity of Link Monsters in the current conditions of the game it can easily backfire. The ability to summon a Link Monster on the other hand will require a specialized Extra Deck arround it, not only assuring we pick a Link Monster by random chance but also that is Cyberse-Type and with stats solid enough for any situation is summoned into. "Cynet Storm" is far from being a prevalent card in Cyberse Decks or even its own build, but with a flexible purpose and the potential to summon several Link Monsters the more damage we take is worth experimenting with its possibilities.
Personal Rating: B
+ All monsters linked by Link Monster(s) gain 500 ATK and DEF + Link Summons cannot be negated while active on the field + If we take 2000 or more damage we might randomly summon a Cyberse Link Monster + Able to work with cards making us take damage to summon Link Monsters with
- The opponent will benefit by some of its effects - Requires a Main Deck and Extra Deck to exploit its summoning effect - The Link Monster we will summon if any is chosen at random
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ygoreviews · 5 years
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Samurai Destroyer ———————————————— 1 Tuner + 1+ non-Tuner monsters If this card battles an opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step, also that opponent's monster has its effects negated during the Battle Phase only. If this face-up card in its owner's control leaves the field because of an opponent's card effect: You can target 1 Machine monster in your GY; Special Summon it. ———————————————— Can Be Found In: Circuit Break (CIBR-EN081)
In-battle effects are rarely seen due their restricted use, making players prefer options that they could use in other Phases. But despite being limited to the Battle Phase this is still a very defining moment of any Duel, as is where many monsters will defeat each other as well the main method to deal damage to players. So although overshadowed by alternatives able to be used in response of opponent's action or simply during Main Phase, battle effects not only are as powerful but also have narrowed counters to be afraid of.
"Samurai Destroyer" is all about battle, taking as many advantages as possible with any attacks. When "Samurai Destroyer" battles a monster the opponent will be forbidden to answer with any cards and effects until the Damage Step ends, while the monster is fighting against will lose all its effects for the rest of the Battle Phase. While clearly "Samurai Destroyer" has a big lead in many battles is still vulnerable to effects, but won't be a problem as if leaves by an opponent's effect in return will revive a Machine from our Graveyard in return. With a strong effect virtually assuring the best outcome from its attacks and a backup effect to protect it from an obvious weakness, "Samurai Destroyer" easily becomes a tough monster to take down as soon is out on the field.
With no special limitations on its Synchro Summon, "Samurai Destroyer" is easily accesible for any Deck that can provide the proper materials. From Synchro focused builds like Synchron to others that can easily Tuners on their strategy like Zombies, "Samurai Destroyer" has no difficulties to be out when needed the most. Among the many Decks "Samurai Destroyer" can fit in, the Crystron archetype offers the advantage of Synchro Summoning during the opponent's turn and answer their actions with any of its abilities. But probably the most noticeable summoning method comes from "Samurai Destroyer" itself, as instead of reviving other Machines in the Graveyard it can target itself to come back to the field as soon is defeated.
With strong battle coverage and a revival effect that can summon itself after defeat, "Samurai Destroyer" will become a very tough monster to take down by common means. No matter what player declared an attack with or against "Samurai Destroyer", the outcome cannot be manipulated by any of the opponent's cards and effects. That includes the monster that is battling "Samurai Destroyer", shutting down either potential stat boosts like "Number S39: Utopia the Lightning", and/or coverage during battle from monsters like "Marshmallon" or "F.A. Motorhome Transport" among several others. As pointed out, while "Samurai Destroyer" could revive other powerful machines like "Machina Fortress" depending of the build itself, in most cases will use it on itself to keep the pressure even in the worst situations. The exception to that feature is if "Samurai Destroyer" is bounced back to our Extra Deck or banished, which will still trigger its revival effect and might revive either a new Machine or a previous copy of itself resting in our Graveyard. If anything "Samurai Destroyer" most common weakness is fighting monsters with higher base stats, but unless the opponent tries to restrict us before battle we can use one of many countermeasures to turn the battle in our favor.
Often compared to monsters like "Armades, Keeper of Boundaries", "Samurai Destroyer" higher Level gives it more advantages to become a constant threat inside and outside battles. Easily accesible for most Decks out there, "Samurai Destroyer" will assure any battles are in our favor by denying almost every card or effect the opponent could throw at us. Additionaly, the revival effect of "Samurai Destroyer" will allow it to be always out on the field, as unless is used for an opponent's summon (Like a Kaiju or by cards like "Mind Control") or sent out our Graveyard int he process it will be almost always out on the field with the rest of our monsters. With no big flaws on its abilities and solid support on its arrival, "Samurai Destroyer" becomes a staple pick for any player looking for a sturdy offensive.
Personal Rating: A
+ Shuts down opponent's cards and effect during battles as well the monster's effects is fighting against + If leaves the field by an opponent's effect will revive a Machine from our Graveyard + Easy to summon + Can revive itself by its own effect
- Stronger monsters will be its main counter unless with coverage - There are some options that can bypass all its abilities
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ygoreviews · 5 years
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The King of D. ———————————————— This card’s name becomes “Lord of D.” while on the field. When this card is Normal Summoned: You can discard 1 Spell/Trap; add 1 “The Flute of Summoning Dragon”, “The Melody of Awakening Dragon”, or “Dragon Revival Rhapsody” from your Deck to your hand. ———————————————— Can Be Found In: Legendary Collection Kaiba (LC06-EN002), Legendary Collection Kaiba Mega Pack (LCKC-EN107)
Not matter if a card is popular due their competitive performance or their pressence in the series, soon or later they will come back in a new form. While clearly famous cards in the franchise will keep getting reprints in most releases, they also obtain counterparts to catch up with current strategies. Some replacing the original in its own Deck(s) and others causing an official archetype, is not necessary for the base card to be that powerful to obtain a new version later on. By just leaving a big mark in either anime or manga series, even a weak or obsolete can obtain new versions of itself with upgraded traits.
"The King of D." is a new version of "Lord of D.", a creature highly known by many old fans of the franchise as well one of the first monsters to have exclusive support to work with. "The King of D." in most cases will be its replacement, as while on the field will be treated as "Lord of D." and thus able to use its own cards with itself. This is further encouraged with a searching effect triggered when Normal Summoned, as in exchange of discarding a Spell or Trap we will add to our hand one of three Spell Cards related to "Lord of D." and its mechanics. Although "The King of D." doesn't provide protection against targetting effects like the original, its searching ability can lead us to one of many powerful setups involving the Dragons we could immediately summon with its assistance.
When comes to support "The King of D." is in a rough position, as if we want its best results we must limit ourselves to Normal Summon it so we can obtain its searching effect. On the bright side, "The King of D." is only required on the field to activate "The Flute of Summoning Dragon" from the cards it can search of, so we ca instead focus on gathering Dragons to work with or without its assistance. From the massive supporting pool arround "Blue-Eyes White Dragon", to the revival interactions involving "Lightpulsar Dragon" or "Red-Eyes Darkness Metal Dragon", "The King of D." won't be the priority of our Deck in most circumstances.
Back in the day "Lord of D." was a feared monster as could swarm the board with powerful Dragons, and now "The King of D." makes things easier by searching one of three efficient Spell Cards. "The Flute of Summoning Dragon" is the most known card by many veteran players as can summon any Dragon on our hand, and since "The King of D." is treated as "Lord of D." we can follow its obtention with the arrival of two powerful Dragons in our hand. "The Melody of Awakening Dragon" on the other hand only requires to discard a card for its use, letting us search for two Dragons which we could summon by "Flute" or other summoning options like "Blue-Eyes Alternative White Dragon". Finally there's "Dragon Revival Rhapsody", requiring any Spellcaster on our field to then revive two Dragons from our Graveyard. All these options will lead to all sorts of goals we could aim for, ranging from gathering powerful Dragons to overwhelm the opponent to simply gather materials for expensive Extra Deck summons. But while the arrival of "The King of D." will lead to the use of one of the Spell Cards that will give us in return, we could go a step further and use it on the Fusion Summon of "King Dragun" as will count as "Lord of D." in a material role.
While has a faster setup compared to "Lord of D." back in the day, "The King of D." is practically in a same situation as the original monster. While the three cards that can search for are undoubtly powerful to gather powerful Dragons with, "The King of D." is not a staple choice for many Dragon Decks given the many options they obtained over the years. With a severe restriction on its searching effect and the fact we require a solid hand for its best performance, "The King of D." might not be a prevalent monster in the Type that "Lord of D." supported during the first years of the game. However, like "Lord of D." was able to corner the opponent with "The Flute of Summoning Dragon" from the first turns, "The King of D." follows the same outcome with a strong early game with the help of its searching effect.
Personal Rating: B+
+ Is treated as "Lord of D." to play cards related to it + When Normal Summoned will search for one of three cards related to "Lord of D." + Strong early game along powerful Dragons to work with
- Limited support due the conditions of its searching effect - Dragon Decks have enough options to not depend on this monster - Mainly effective in early game
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