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02-05-2010, 11:31 PM
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#1
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A mascot of sorts
Join Date: Sep 2005
Posts: 9,702
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Absolute Powerforce Pauper Set Review
Here I will review all the common cards in Absolute Powerforce:
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Unicycular
EARTH/Machine/1/100/100
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Bicular
EARTH/Machine/2/200/200
When this card is destroyed by battle, special summon 1 "Unicycular" from your hand or deck.
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Tricular
EARTH/Machine/3/300/300
When this card is destroyed by battle, you can special summon 1 "Bicular" from your deck.
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Machine Duplication to create an army of annoying little machines. Then use Pot of Avarice to return them to the deck. Seems fun. Not sure how great it would be though.
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Power Supplier
EARTH/Spellcaster/2/400/400
Once per turn, while you control this card, you can have 1 face-up monster gain 400 ATK.
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Sure, you can fetch it with Apprentice, but theres much better targets out there than this.
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Magic Hole Golem
DARK/Rock/3/0/2000
Once per turn, activate by selecting 1 face-up monster you control. The ATK of the selected monster is halved until the End Phase, and can attack your opponent directly during this turn. During the turn you activate this effect, other monsters than the selected monster cannot attack.
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Unfortunately, there's better Rock-type monsters available that this shouldn't be necessary. The direct attack effect will probably never be necessary.
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Power Invader
DARK/Fiend/5/2200/0
If your opponent controls 2 or more monsters, you can normal summon this card without tributing.
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A twist on the Cyber Dragon/Big Piece Golem/Sirocco genre. This one, however, is a worse version of fiend megacyber. Some fiend deck may find a home for it though.
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Sword Master
EARTH/Warrior/Tuner/3/1200/0
During the end of a Damage Step in which a Warrior-Type monster you control did not destroy an opponent's monster by battle, you can Special Summon this card from your hand. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent.
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Tell me how often that attacking warrior did not destroy the opponent's monster by battle again. And no, being destroyed before the attack doesn't count. The only redeeming thing about this card is that it's a tuner, I suppose.
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Rose Fairy
WIND/Plant/3/600/1200
When this card is added from your Deck to your hand by the effect of a Monster, Spell or Trap card, you can Special Summon this monster to your side of the field.
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How many cards are there to add this to your hand again? Botanical Girl, Fragrance Storm, Sangan.. It's bad people.
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Reptilliane Servant
DARK/Reptile/1/100/100
If there are face-up monsters on the field other than this card, this card is destroyed. When this card is targeted by the effect of a Spell Card or Trap Card, it is destroyed. While this card is face-up on the field, neither player can Normal Summon monsters.
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Trying to set up a lock where you bring this card out sounds kind of fun actually. Reminds me of a weak Last Warrior. Just watch out for those flip summons and special summons.
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Reptilliane Gardna
WATER/Reptile/4/0/2000
When this card you control is destroyed and sent to the Graveyard, add 1 "Reptiless" monster from your Deck to your hand.
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Stong Defense, effect triggers when killed by any effect. I would definitely consider this when building a Reptilliane deck.
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Reptilliane Naga
DARK/Reptile/1/0/0
This card cannot be destroyed by battle. A monster that battles with this card has its ATK reduced to 0 at the end of the Battle Phase. During your End Phase, if you control this face-up Defense Position monster, it is switched to Attack Position.
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A neat little trick. Works like a Marshmallon when you first set it, and it actually takes a monster's ATK down to 0. You can even ram it into a bigger guy yourself during your own battle phase in order to destroy their guy with another reptilliane. Don't worry too much about the downside.
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Flint Ant Ascator
EARTH/Insect/Tuner/3/700/1300
When this card is destroyed by battle and sent to the Graveyard, you can select 1 Level 5 monster in your Graveyard and Special Summon it. Its effect(s) are negated, and it is sent to the Graveyard during the End Phase of that turn.
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I'm not sure if there are any decent level 5 monster to abuse with this effect, but Insects finally getting a tuner is alright in my book.
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Weeping Idol
EARTH/Rock/2/0/500
By removing 1 Tuner monster in your Graveyard from play, you can Special Summon this card from your hand.
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I doubt anyone would want to special summon this from the hand. Trust me.
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Apocatequil
LIGHT/Thunder/4/1800/1200
If you control a face-up Tuner Monster, the Level of this face-up card on the field is treated as being 5. When this card on the field is destroyed and sent to the Graveyard, you can select 1 "Priest of the Sun" in your Graveyard and Special Summon it.
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Not bad. I suppose someone could try and make a Priest of the Sun deck, in which this card would be a nice addition. In Pauper, on the other hand, there is no Priest of the Sun, and hardly any Synchros, making this a worse version of La Jinn.
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Supay
EARTH/Fiend/Tuner/1/300/100
When this card on the field is sent to the Graveyard by a card effect, you can Special Summon 1 "Priest of The Sun" from your Deck. Its ATK is doubled, and it is returned to its owner's hand during the End Phase of this turn.
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There's a lot of cards in this set that trigger off being destroyed by effects. Unfortunately, Supay is not someting your opponent will waste removal on. And the second effect is too specific, needing that darned Priest again. Somebody better make that deck now, I mean really.
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Informer Spider
EARTH/Insect/4/500/1800
When this card on the field is sent to the Graveyard by a card effect, gain control of 1 Defense Position monster your opponent controls.
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If it could control any monster, regardless of positon, it would have been really good. Currently, it is situational, because I can't think of any decent card effects that send your own monsters to the graveyard.
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Black Potan
DARK/Fiend/1/200/100
If you control a face-up Tuner monster, this card cannot be destroyed by battle. When a face-up Tuner Monster you control is removed from the field, gain 800 Life Points.
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These friendly little Potans never caught on. Probably because they don't really do anything useful at all.
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Shredder
EARTH/Machine/4/1600/1000
Activate by sending 1 Machine-Type monster from your hand to the Graveyard. Destroy 1 face-up monster your opponent controls of a Level equal to or lower than that of the monster sent to the Graveyard. This effect can only be used once per turn.
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This is kind of like the mechinized version of Tribe-Infecting Virus. The name also brings back memories of TMNT. Who doesn't love TMNT? As for it's playability, since TIV isn't really that amazing, I doubt this will be either.
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Pandaborg
WATER/Psychic/4/1700/1400
When this card is destroyed by batle and sent to the Graveyard, you can pay 800 Life Points to Special Summon 1 Level 4 Psychic-Type monster from your deck.
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It's a Dr. Cranium with a much bigger body (a Panda body no less), except it's much less versatile in choosing what to fetch. With Cranium, you could chose any level, from the lolely Mind Master to the great Master Gig. Pandaborg should still see some play though because of his strength compared to most psychics.
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Codarus
WATER/Sea-Serpent/4/1400/1200
Send a face-up "Umi" you control to the Graveyard to send up to 2 cards your opponent controls to the Graveyard.
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Without a doubt, one of the best cards in the set. I'm glad they decided to make him a common in the TCG instead of a rare. I forsee some sort of Daedalus deck in the making.
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Consecrated Light
LIGHT/Fairy/1/0/0
This card cannot be destroyed by battle with a DARK monster, and any Battle Damage you take as a result of that battle becomes 0. While this card is face-up on the field, DARK monsters cannot attack, and neither player can Normal or Special Summon DARK monsters.
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The dreaded Consecrated Light. In Advanced, it would certainly be a burden to a Blackwing player, unless they manage to get out that Icarus Attack in due time. Now konami, where's it's brother somethingsomething Darkness you promised us?
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Gundari
FIRE/Pyro/Spirit/4/1000/200
This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. If this card battles a Synchro Monster, do not apply Damage Calculation, and return that monster and this card to their respective owner's hands.
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It's a nice idea, but all it really is is a worse version of Grand Mole. And Grand Mole, as far as I can tell, can easily be unlimited.
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Oilman
EARTH/Machine/Union/2/400/400
Once per turn, if you control this monster on the field, you can equip it to a face-up Machine-Type monster on your side of the field as an Equip Card, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, if the equipped monsters destroys an opponent's monster by battle, draw 1 card. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, this card is destroyed instead.)
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Remember Spirit of the Six Samurai, one of the first playable union monsters? Well, he's back in an all new form. I think Mr. Oilman has a pretty good potential to be used in a machine deck. If not in Advanced, then in Pauper.
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Variety Comes Out
Normal Spell
Activate by returning 1 Synchro Monster you control to the Extra Deck. Select a number of Tuner Monsters from your Graveyard whose combined Level equals that of the selected Synchro Monster. Special Summon the selected monsters from your Graveyard.
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This is odd in that it summons multiple Tuner monsters, making it seem to me at least a worse version of De-Synchro. And the only deck De-Synchro was used in was the Tuningware OTK.
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Reptiliane Rage
Equip Spell
The equipped monster's Type is changed to Reptile-Type, and gains 800 ATK. When this card is destroyed and sent to the Graveyard, select 1 face-up monster your opponent controls. It loses 800 ATK.
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As a general rule, Equip Spells aren't really used unless they either take control of a monster or special summon a monster from somewhere. Reptilliane Rage doesn't do either, nor is it much better than an Axe of Despair.
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Advance Force
Continuous Spell
While this card is face-up on the field, Level 7 or higher monsters can be Tribute Summoned by using 1 Level 5 or higher monster as a Tribute.
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I see nothing in this card that Mausoleum of the Emperor doesn't already do, but better.
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Viper's Rebirth
Normal Spell
Activate by selecting 1 non-Tuner monster in your Graveyard if the only monsters in your Graveyard are Reptile-Type monsters. Special Summon the selected monster. It is destroyed during the End Phase of this turn.
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Not bad. A one-turn monster reborn for reptiles can seriously help out a Vennominaga deck get out Vennominon or maybe some sort of Reptilliane deck. Even an Alien deck. All thanks to the card not working solely with Reptillanes.
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Temple of the Sun
Continuous Spell
While this card is on the field, all face-up monsters you control that were Special Summoned from the Graveyard gain 300 ATK.
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Umm, ok. Can we just see the next card please.
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Rocket Pilder
Equip Spell
The equipped monster cannot be destroyed by battle. An opponent's monster attacked by the equipped monster loses ATK equal to the equipped monster's ATK after the Damage Step, until the End Phase. This effect can only be activated during your turn.
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So it turns any monster into a Rocket Warrior, huh? I like the fact that it's Mist Body with an added Twist, but unfortunatley Mist Body isn't played very much. Chances are this won't be either.
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Break Draw
Normal Spell
This card can only be equipped to a Machine-Type monster. When the equipped monster destroys an opponent monster by battle and sends it to the Graveyard, draw 1 card. Destroy this card during your 3rd End Phase after activation.
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Anyone have a clue why such a mediocre card has to destroy itself after 3 turns? Well, anyway, this looks like a worse version of the Oilman we saw earlier. Although, it does have the benefit of being searched through Arms Hole.
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Spider's Lair
Continuous Spell
Once per turn, activate by selecting 1 face-up Insect-Type monster. Opponent's monsters that battle with the selected monster are changed to Defense Position at the end of the Battle Phase, and cannot change their position while this card is on the field.
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The spider theme is really neat, but I feel in executing it they made both this card and the Web weaker than they should have been. I'm not sure why they did this, but I am sure that Spider's Lair is just too slow to use in an actual duel.
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Gravekeeper's Stele
Normal Spell
Select 2 "Gravekeeper's" monsters in your Graveyard and add them to your hand. This effect cannot be negated by the effect of "Necrovalley".
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The three Gravekeepers were some of the, if not the, best designed cards in the whole set. The way they work nicely together with one another makes me hope konami continuous to create legacy support in this fashion.
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Machine Assembly Line
Continuous Spell
Face-up Machine-Type monsters gain 200 ATK. Each time a Machine-Type monster is destroyed, place 2 Junk Counters on this card. Send this card to the Graveyard to Special Summon 1 Machine-Type monster in your Graveyard with a level equal to or lower than the number of Junk Counters on this card.
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I'm not sure if this will be good, or just plain "Junk". For starters, I think a 400 or 500 ATK boost would have been more respectable. Next, if you didn't have to sacrifice it to use the reborn ability, I would have had more faith in it.
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Ritual of Destruction
Ritual Spell
This card is used to Ritual Summon "Garandolph, Devil King of Destruction". You must also Tribute monsters whose total Level equals 7 or more from the field or your hand. By removing this card in your Graveyard from play, during a turn a monster is destroyed by battle by the Ritual Monster you control, it is not sent to the Graveyard and placed on top of its owner's Deck instead.
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I like these Ritual spells with added effects. I only with the ritual spells were more generic and could work with a wider variety of monsters.
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Pot of Benevolence
Normal Spell
Select 2 cards from both player's Graveyards, and return them to their respective owners' Decks. After activation, this card is removed from play. Only 1 "Pot of Selflessness" can be activated per turn.
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The Transmigration Prophecy was played a bit, but never too much. I don't think a worse version of it will do anything to this game. Points were even taken so you can't loop them.
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Changing Destiny
Normal Trap
Negate the attack of 1 monster your opponent controls. Your opponent then selects and activates one of the following effects:
.You gain Life Points equal to the ATK of the monster.
.Your opponent takes damage equal to half the ATK of the monster.
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In the same Vein as Half or Stop, they take two alright effects and have the opponent choose the one that least hurts them. Only, the opponent will always chose the bad halves of these kind of cards. Kind of makes you wonder why you just don't use the card that is only the better half instead.
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Nature's Reflection
Normal Trap
For this turn only, negate all effect damage caused by your opponent's card effects, and inflict the damage to your opponent instead.
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It looks like konami is preparing us for some burn deck to hit the dueling scene. Nature's Reflection is probably one of the best of the bunch, but still fails short to the almighty Hanewata, if ever a burn problem arises.
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Serpent Suppression
Continuous Trap
Face-up Attack Position monsters your opponent controls with 0 ATK cannot be destroyed by battle by "Reptilianne" monsters.
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Neat name, but godawful effect. Its almost as if it defeats the whole purpose of using the Reptilliane deck IMO. No, it defeats the purpose of any deck trying to win.
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Meteor Flare
Normal Trap
If your opponent has more than 3000 Life Points, activate by sending 2 cards from your hand to the Graveyard. Inflict 2000 points of damage to your opponent. If this card is in your Graveyard, during your Draw Phase, you can add it to your hand instead of conducting your normal draw.
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Wait, is this the burn that Konami is trying to prepare us for? And what kind of deck would use this exactly? Chain burn? I don't think they would appreciate the disadvantage this causes you just for burn they can easily achieve with Chain Strike.
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Destruct Potion
Normal Trap
Destroy 1 monster you control and gain Life Points equal to its ATK.
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It sounds like it's good for comboing with the numerous monsters in this set, and it may be, but Generation Shift is generally better.
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Call to the Reaper
Normal Trap
Activate only when you Special Summon Monster Card(s) from your Graveyard. Select 1 "Supay" or "Red Ant Azcatl" in your Graveyard and Special Summon it.
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With a name as cool as this, you'd hope it's some sick zombie support card or something. But no, it's some super-situational trap card that, once pulled, will probably never be looked at again, unless for some sort of aesthetic appeal. Because, unfortunately, even it's art is pretty nice.
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Lair Wire
Normal Trap
Activate by removing from play 1 Insect-Type monster in your Graveyard, and selecting 1 monster your opponent controls. The selected monster is destroyed.
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Even though it conflicts with Pot of Avarice and Doom Dozer, the main combos insects are striving for involving the graveyard, I could see this card being a less situational bottomless trap hole. And it's about time we got some generic insect support too.
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Machine King - 3000 B.C.
Continuous Trap
After activation, this card is treated as a Monster Card (Machine-Type/EARTH/4/1000 ATK/1000 DEF) and Special Summoned to your Monster Card Zone. Once per turn, if only Special Summoned by this effect, you can Tribute 1 Machine-Type monster you control to have this card gain ATK equal to the ATK of the Tributed monster until the End Phase. During the turn you activated this card, you cannot Normal Summon or Special Summon a monster. (This card is also treated as a Trap Card)
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It has a long enough effect, but in reality it doesn't really amount to much.
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Alien Brain
Normal Trap
Activate only when a Reptile-Type monster you control is destroyed by an attacking opponent's monster and sent to the graveyard. At that time, gain control over the monster that attacked, and that monster's Type is treated as Reptile.
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This is pretty nifty. If it works with Alien Grey, it's even better, because you get a free draw in the deal as well as an abduction 
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Forgotten Temple of the Deep
Continuous Trap
While this card is on the field, this card's name is treated as "Umi". Once per turn, you can select and remove from play 1 face-up Level 4 or lower Fish, Sea Serpent, or Aqua-Type monster. During your End Phase, Special Summon a monster removed from play by this effect back on the field.
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Certainly meant to combo with Codarus, and it also has the nice ability to save your little fishies too. Torrential Tribute, Mirror Force, Lightning Vortex will have to try again next time. And since it doesn't count as "Umi" until it is in play, you can run 3 of these and ALO.
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Psi-Curse
Normal Trap
Activate only when a face-up Psychic-Type monster you control is destroyed by an attacking opponent's monster and sent to the Graveyard. At that time, destroy the opponent's monster that attacked, and inflict damage to your opponent's Life Points equal to the Level of your destroyed Psychic-Type monster × 300
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It tries to be cute and all, but in reality it's just a worse Sakuretsu Armor.
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Widespread Dud
Continuous Trap
Activate by selecting 2 Attack Position monsters on the field. When either of the selected monsters are removed from the field, this card is destroyed. When this card is destroyed, those monsters are destroyed.
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I like this and I think it has the potential to do something, rather than simply be a dud. Potential 2 for 1 is there. Waiting to explode.
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Inverse Universe
Normal Trap
The ATK and DEF of all face-up Effect Monsters are switched.
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Why isn't it a Continuous Trap? Would have made more sense since, you know, it's a freaking universe. Since when does a Universe translate into a one-time event?
Well, that's all folks. I hope you enjoyed my minor snippets and comments on the commons in Absolute Powerforce. I saw a couple of cards that look nice for the Pauper yugioh format, as well as for Advanced. If you're looking for some than that, there's still all the rares/super rares/ultra rares/secret rares/and ghost rares. Don't forget to attend Sneak Peak events this weekend and help support the card game you love to ***** and moan about!
Last edited by hinotama : 02-06-2010 at 08:41 AM.
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02-05-2010, 11:38 PM
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#2
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Pojo Veteran
Join Date: Jun 2005
Age: 27
Posts: 3,427
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So nowhere on sword master( in the text you posted) does it say your warrior monster has to attack. A direct attack, your warrior being killed or even running into reaper or Marshmellon will trigger it at the Damage step.
Oh and Break Draw on say say Cyber Twin or Chimeratech is a pretty massive gain even if it only goes off once ( and searchable to boot)
Last edited by Red Comet : 02-05-2010 at 11:48 PM.
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02-06-2010, 06:46 AM
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#3
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A mascot of sorts
Join Date: Sep 2005
Posts: 9,702
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Quote:
Originally Posted by Red Comet
So nowhere on sword master( in the text you posted) does it say your warrior monster has to attack. A direct attack, your warrior being killed or even running into reaper or Marshmellon will trigger it at the Damage step.
Oh and Break Draw on say say Cyber Twin or Chimeratech is a pretty massive gain even if it only goes off once ( and searchable to boot)
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Yeah, the wording on Sword Master is really weird. I'm pretty sure that has to be a monster that it is attacking to work. I think it only works if they have, say, a Marshmallon or Reaper.
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02-06-2010, 07:16 AM
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#4
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Pojo Veteran
Join Date: Dec 2005
Location: East Coast
Posts: 723
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Nice, review. Usually the commons just end up ignored.
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02-06-2010, 07:22 AM
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#5
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The Thinker Knows
Join Date: Jun 2009
Location: England, Brighton
Posts: 11,193
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Saber Hole and Ironn Core Lab are not commons, they are super.
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02-06-2010, 07:23 AM
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#6
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Badass Overlord
Join Date: Jun 2008
Age: 25
Posts: 9,426
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nice pauper list. im going to keep this for later deck usage
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02-06-2010, 07:28 AM
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#7
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Ore wa Shoutmon!
Join Date: Sep 2008
Location: Naperville, IL
Age: 20
Posts: 12,786
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Sword Master only triggers in response to your own attacking Warrior failing to destroy something by battle and surviving itself.
Break! Draw! has awesome exclamation points in it now. Name aside, it's much better than Oilman because it's more handily searched and doesn't need to be summoned. Sure, it won't protect your monster from being destroyed unless we're talking about Power Tool Dragon, but it's not like Oilman does a good job of protecting your guy either for the trouble you need to go through.
Forgotten Temple of the Deep's effect to remove a fish or whatever from play is ignition-like and cannot be used on the opponent's turn.
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02-06-2010, 08:40 AM
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#8
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A mascot of sorts
Join Date: Sep 2005
Posts: 9,702
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Quote:
Originally Posted by ssj_duelist
Saber Hole and Ironn Core Lab are not commons, they are super.
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They are? Ok, I wasn't sure. The rarity on shriek wasn't out yet for those two.
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02-06-2010, 09:19 AM
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#9
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Pojo Veteran
Join Date: Oct 2009
Posts: 564
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whats the point of the cyclar cards
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02-06-2010, 09:23 AM
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#10
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A mascot of sorts
Join Date: Sep 2005
Posts: 9,702
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Quote:
Originally Posted by Underwhip5
whats the point of the cyclar cards
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Hopefully something next set to combo with them.
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02-06-2010, 10:41 AM
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#11
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Registered User
Join Date: Sep 2009
Location: Australia
Posts: 270
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Waiting for the Codarus so my brother can finnish his ALO deck already. So much destruction ;D
__________________
Quote:
Originally Posted by sevenbone
JD has painted nails. BEWD would stomp that shit.
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Quote:
Originally Posted by Doyle Cleverlobe
...as everyone knows nothing gets the ladies moist like a well executed Synchro Summon.
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02-06-2010, 11:42 AM
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#12
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Pojo Veteran
Join Date: Jun 2005
Age: 27
Posts: 3,427
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Quote:
Originally Posted by Underwhip5
whats the point of the cyclar cards
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Yusei used them for Synchro Fodder or something.
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02-06-2010, 11:56 AM
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#13
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The Frog Sage
Join Date: Aug 2005
Location: Ontario, Canada
Age: 18
Posts: 17,720
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Quote:
Originally Posted by Red Comet
Yusei used them for Synchro Fodder or something.
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Exactly; you use them as walls for as many attacks as it takes you to get to whatever level you want to Synchro for. Best used with Machine Duplication.
I'm fairly optimistic about Spider's Lair and Informer Spider. I figure you Summon out Informer Spider in Defence mode with Spyder Spider or Howling Insect, then use Lair's effect on it.
Your opponent attacks and kills it, their monster's in Defence mode and you can start your combos. Your opponent destroys it by an effect, and you should have yourself a monster. (Especially with a Trap or Quickplay Spell that switches monsters)
That's just one use for Informer, and you can also use Lair on something like a Howling Insect or Pinch Hopper to really mess with your opponent.
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02-06-2010, 12:29 PM
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#14
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I eat these SOBs f
Join Date: Feb 2009
Location: Everett, MA
Age: 22
Posts: 1,034
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Quote:
Originally Posted by hinotama
Yeah, the wording on Sword Master is really weird. I'm pretty sure that has to be a monster that it is attacking to work. I think it only works if they have, say, a Marshmallon or Reaper.
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Or if, say, Gearfried runs into a GK Spy.
__________________
H/W List
Quote:
Originally Posted by King of Dragon
Last I checked money can't buy skill. You can buy all the cards you like and still play like ****.
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02-06-2010, 12:33 PM
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#15
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Pojo Veteran
Join Date: Mar 2005
Age: 22
Posts: 751
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Without a doubt, this is by far the best set for commons ever released. I really doubt someone can open a pack without finding at least 1 tier 2 or better card.
A lot of the cards here haven't been getting the recognition.
Power Supplier is a respectable thing to be revived with Magical Exemplar when another effect isn't needed. It does need forms of protection, but it makes decent cards much better. Magical Exemplar already promotes to 2100, Defender Mage Knight becomes a 2000/2000 with amazing defensive abilities, and Magician's Valkuria becomes the ultimate obnoxious wall. If power supplier's boost stuck around after he left, he'd be a definative spellcaster deck staple (creating psudo advantage by making cards into bigger cards) but at the moment, he's not remotely terrible.
Similarly, Magic Hole Golem has his moments. He's a rock, and can find a home there itself. Megarock, even at half his power, can still direct strike hard enough to often take games. Beyond Megarock, the rock deck has a lot of new friends in the forms of Rockstone Warrior, Big Piece Golem, Koa'ki Meriu Guardian and, in Shining Darkness, Sandman. Even in weiny rock, Golem can allow a weak rock like Guardian Statue or Golem Sentry to use their ability, poke for some damage even when the field isn't clean, then retreat. Also, Magic Hole Golem is a dark, giving is access to allure, as well as having merits in the actual dark deck for a precision strike and kill when fighting monsters atm isn't a good idea (Lightsworn or Blackwings with large hands, the Sun and Moon decks, or vs monsters who cannot die in battle, such as spirit reaper, marshmallon, and blackwing armor master.) After said strike, Shadowpriestess Ohm can pressure the lifepoint loss by tributing a field, often stealing games from full fields. On a final note, monsters who enjoy causing battle damage or attacking directly, such as Don Zaloog or X-Sabre Urbellum, can do so with much less set-up.
FTR, Rose Fairy isn't a viable target for Botanical Girl, defense is too high (girl caps at 1000). She also suffers from missing the timing issues, blocking any actual use with Fragerence Storm or Crystal Seer. Rose Fairy's main combo is supposed to be with Black Rose Witch, but thats far from her best use. Sangan can use her as a chump blocker, she works fine in turbo plant decks (as, until rulings say otherwise, she does work with draw cards such as Trade-in), nabbing a free summon every once and again, and Plaugespreader enjoys some neat set-up with this card (revive plauge, jar of greed rose fairy off.)
Servent can achieve a nearly perfect lock with Light of Intervention and Royal Opression, both of which can be protected by Imperial Custom. He's also extremely dirty with offerings to the snake diety (but be warned, if royal decree or another card that negates offering's effect, but not activation, is chained, such as royal decree, Servent still dies.) Servent's main problem comes in the form of not being able to use anything to really accelerate its abuse outside Solidarity or a field boost effect.
Guardna is another good use of offering, and as a water, works well in skreech reptile, being able to fetch copies of itself or be dumped when need be. The defense is definately a super perk, being able to block any commonly played non-boss.
Naga is probabally the nastiest common from the set. Its "cannot die in battle" is both a defensive and offensive perk. If a monster hits naga, it is very effectively crippled (which can leave lightsworn players very badly off if they have to mill for a monster who effectively does nothing.) Often actually done, Naga can even push against the monster she just weakened, threatening to kill it (very efficiant way to deal with Zombie Synchros like Goyou or Collosal Fighter, and a nice suprise for Revived King Ha Des), at the same time often baiting removal. Offering of the Snake Deity combo's extremely well with Naga, often threatening for 4 for 2's or better. Offering can be set before or after Naga is used and makes for fun plays both ways. Naga might be struck, and the opponent will likely waste removal (or if they feel they can win, enemy controller) allowing Naga to be used for Offering, killing 2 additional cards. Naga also very cleanly attacks vs Lightsworn and Blackwings. If one of either (be warned, Bora and Erhen are both very good answers to Naga) strikes Naga, next turn, Naga can switch to attack and attack the same monster, well baiting said removal. If no removal is used, Naga is completely impervious to Honest, and dropping kalut may push for damage but rids the kalut, and leaves the monster at 0 again allowing another monster to push. Many traps are well set behind Naga, including offering, waboku, and rainbow life (the last being doublely effective, for the next reason. Finally, Naga can be used to push into a monster, bringing it down to managable size for another monster to kill, or to prevent a dangerous set-up such as Sirraco.
Fire Ant has a few decent targets, even in common today decks. Sirraco and Celestia both serve as walls, backed by honest and kalut respecively. Flint Ant being level 3 and a tuner also serves both decks well, serving as an extra tuner and defense at the same card.
Weeping Idol, though intended for the Sun and Moon, works best with Debris Dragon and Junk Synchron, being useful in the hand or graveyard in said decks.
Supays effect's main service is to get Oracle out of your deck, which Oracle has great stats for many respectable combo's. Turning Oracle to a 2000/2000 is more of a downside though, as it opens Oracle to bottomless.
Shredder is excellent spot destruction on more than a few monsters that matter. Machines have plenty of decent level monsters to use with this, and even discarding a level 4 solves most problems. Machiner's Fortress, in the upcomming structure, really doesn't mind being in the graveyard, and allows Shredder to destroy creatures as big as Backwing Armor Master or Dark Armed Dragon. Ancient Gears have plenty of level 8's, Gadjeltron Dragon often welcoming the discard, as well as a spell card to get high level monsters back. His 1600 attack is on the money to be useful with Machiner's Frontline as well, being searchable when Ancient Gear Knight or bigger dies, and getting Ancient Gear Engineer, Ancient Gear Soldier, a Gadger, or the Cycler Trio when killed himself.
Pandaborg cannot get a high level Psychic (blatantly said so on the card), but still serves as a fine Psychic stick. He's also a water, and does plenty of favors as a meat soldier in that deck, getting replacements when he dies.
Cod, Concrecrated, and Oilman have been sung their praises, I need add little more. Oilman works EXTREMELY well with Machiners Fortress for the record.
Variety Comes Out serves some shinanigans with Gale, Mistral, and with the Blackwing deck in general. It can also be fun with reasoning/monster gate, and actually allows a pure tuner deck to be viable (with Black Rose Witch and Soldier of Mist Valley, and X-Sabre Airbellum to be heavy hitters, and when availuable in the TCG, A.O.J Cyclone Leader.) Its also remarkabally fun with mind control or brain control for obvious reasons.
Reptilliane Rage is precisely where an equip spell should be. It gives a decent attack boost, and is actually still useful even if destroyed, effectively placing the same modifier into another battle. Turning monsters to reptiles serves tricks with Offering, allowing for Reptilliane Viper or a Control card to create some interesting plays.
Advance Force's main perks lie in dragon decks, machine decks, and earthbound decks. It also allows fun tricks with Soul Exchange and Brain Control in said decks.
Rebirth gets sung more praise than it realy deserves, but its still a fine card. My reptile credentials should be well known, but can be clued to in my review of misty's other support from the set (reptillianne's, advance force, etc.) Viper Reborn actually finds less home with the Vennom Diety herself, and more with her psudo-followers: Worms, Aliens, Reptillianne's, and even Tyrant Neptune gets a massive boon from it. Worms can either get a spot push from reviving a hitter, spot removal by reviving Worm King, spot search when queen comes to the States, etc. Aliens can think of many tricks, from deep synchro summons, reviving Overlord for plenty of counters, reviving Gol'Gar for his benefits, or allowing Hypno to be summoned and second summoned in the same turn, setting up some big plays. Reptilliane's have Medusa for many lowerings, Gorgon and Naga can push for emergancy dropping, and Misty's immortal gets some use from this card. Neptune can be used to keep anything revived around permanantly, including Gol'Gar and Alien Overlord, allowing their abilities to be used a second time in the same turn, and "negating" the destruction from Reborn. Random note, Alien and Reptillianne should concider potentially only running 1 copy of this card, as they easily set up synchros for non-reptiles with access to reborn.
Temple's cuter than it looks, makes for some fun with reptiles, zombies, plants, and dragons. Up to you to see if its actually worth using, but its not terrible by its own means.
Rocket Piledriver's best friend is by far Amazoness Swordswoman (who can easily attack monsters and not worry about the repercussions,) but it has many other friends. Anything that reduces damage, such as Amazoness Fighter, Rockstone Warrior, even Spell Striker, can find home with this card, between the spot protection, to gaining the additional option to provide battle assistance to other monsters. Similarly, monsters who are unlikely to be alone, such as Marauding Captain, Magical Exemplar (who actually likes equip spells in general), the Immortal Bushi, many blackwings, Zombie Master, Lumina, etc. This card also provides an excellent honest/kalut counter, allowing a monster to attack into lights/blackwings with neither fear of being killed by the suprise boost, and actually bringing them back down to allow a second attack to destroy them. Monsters who have used Hardned Armed Dragon also enjoy the battle immunity, as well as resistance to problems from Honest and Kalut. Battle Burners such as Elemental Hero Flame Wingman can take best advantage of these reduced attacks, creating a superb double burn over the monster (who takes battle damage having a reduced attack, as well as burn based on their original attack). Rocket Warrior himself enjoys being indestructable on your own turn, and further componds the attack lost with a second penalty from his own effect. Strike and switch monsters like Goblin Attack Force and Giant Orc enjoy the battle immunity, and make excellent deductions from the opponent, going so far as to pull a blackwing down 900 below its original attack from where Kalut boosted it. Armed Samurai Benkai likes the extra attack, and can make repeated swings on a monster to bring it to managable levels (assuming his own attack isn't mammoth enough to win, he gets cut off by honest or kalut, or one of his other equips are destroyed last minute.)
Break! Draw! I figured would be recived much more warmly. With preparation, its easily a 1 for 3. Machine Lord Ur, though unable to cause damage, can clean entire fields and draw for it. Powertool enjoys any equip, especially one that might let him draw into many more of them. Morphtronic Boomboxin can easily press for 2 draws in said manner, picking up 2 wimps. Cyberdarks can easily push over smaller monsters, as can Cyber Fusions themselves. Ancient Gears have plenty enough protections to prevent the battle phase shinanigans, and will easily pick up at least 1 draw, if not all of them. Machineer's Fortress enjoys being picked up, so if your opponent feels like chumping the foretress with an honest or kalut, fortress can pick up the same monster. This intimidation makes break draw more sucessful, as foretress might stick around long enough to use it. Extra draw also increases the likelihood fortress will return.
Spider Lair has its friends in the form of Howling Insect and Pinch Hopper. Its also a great anti-honest or anti-kalut, threatening them incase they do drop them with the promise "I will destroy it whether you protect it or not". On a side note, this a perminant cripple only a few levels shy of Reptillianne Naga, and is still an efficiant way to deal with some threats for a long time, like Blackwing Armor Master or Collosal Fighter.
Machine Assembly Line has its moments, especially with the Cyclers, who promise it will be very big, very quickly. It also pulls shinanigans with Black Salvo and Quillbolt Hedgehog.
Pot of Benevolence serves entirely different purposes than Transmigration Porphecy, and actually works well as a suppliment to it. Pot is much more difficult to stop, not suffering "dust in end" problems, and gets the cards back into the deck on your own turn, in the event you have means to get them back in the same turn (Black Whirlwind or Lightsworns Milling Wulf.) Its taste and purpose, up to you to decide vs trans.
I'm fairly certain Change is going to get an errata if thats the English text, as it actually does more. It switches the monster to defense mode and locks it there. However, the actualy effect of the card is reversed, your opponent chooses to gain life, or damage you. In addition, with Simmochi or Wombat (or both), the drawbacks can be minipulated or negated. I'm actually starting to guess you posted these fanslations yourself, as much of this card's text is missing.
Serpent Suppression serves the Reptilliane theme an interesting twist exactly as stated. It allows them all to push over a single weakened monster, and still lets you destroy it with a final strike from another monster. Your call on this one for your Reptilliane deck.
Meteor Flare gives decks that end up with plenty of spare cards (sun and moon for example, as it was originally used) a way to cause some extra push. Chain Burn can use it as a way to turn too many cards into a precision kill. Burn in general will appeciate the speed option of turning dead draws into reliable lifepoints. Lightsworn will appeciate the emergency way to drop Necro Guardian's into the grave with the additional smack, and welcome most anything that allows them to manipulate their draw phase. Blackwings end up with plenty of supluss cards, and can take advantage of this (infact, Whirlwind can cleaverly set up a Vayu play with this.) Zombies will appreciate the extra damage and selective discard. Infernity will appreicate the draw phase manip, extra damage, and controlled discard.
Destruct Potion is for the Sun and Moon, who have no business with Generation Shift.
Similarly, Call to the Reaper is for them, as zombies have little need for extra tuners. This virtually garentee's a Sun or Moon when played.
Incidentally, Insects make a fine oppresion build. Lair Wire gives them another option with their graveyard,
Inverse Universe's best use comes from being a normal trap. Its a chainable suprise that puts low defense monsters (read, most lightsworn and blackwings, Dark Armed Dragon, Collosal Fighter, Zombies) into a severely crippled state. Another use gives monsters formerly good in defense (read, Big Shield Guardna, Wall of Illusion, Gear Golem the Moving Fortress) offensive capabilities. On a final note, if your deck has attack and defense at similar numbers (Ancient Gears), you can use this as a defensive/offensive option to threatening roar.
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6 monsters on the field? 5 draws a turn? No otk's or ftk's? No tributes? Lost legacy is a game that brags all that and more!
The game "Lost Lagacy" is quickly booming. Prepare to jump in while the meta is still fresh, this game is going places.
http://www.pojo.biz/board/showthread.php?t=643886
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02-06-2010, 04:51 PM
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#16
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Pojo Veteran
Join Date: Jul 2009
Posts: 567
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Nice review, though it's awesome set, some cards are just bad 
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02-06-2010, 09:36 PM
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#17
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Registered User
Join Date: May 2008
Location: Corona, CA
Posts: 465
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Quote:
Originally Posted by Elliot Gale
Forgotten Temple of the Deep's effect to remove a fish or whatever from play is ignition-like and cannot be used on the opponent's turn.
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The rulings state that Forgotten Temple of the Deep's effect can be activated during the opponent's turn.
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02-07-2010, 06:49 AM
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#18
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Ore wa Shoutmon!
Join Date: Sep 2008
Location: Naperville, IL
Age: 20
Posts: 12,786
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Bah. The text is misleading. >_>
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