Wednesday, December 21, 2011

[YU-GI-OH!] Card Of The Day #25 – Inzektor Exa-Beetle



Inzektor Exa-Beetle
Dark / Insect / XYZ / Effect Monster
Rank Six
ATK: 1000 DEF: 1000

2 Level 6 monsters
When this card is Xyz Summoned: You can equip 1 monster from either player's Graveyard to this card. This card gains ATK and DEF equal to half of the Equip Card's ATK and DEF, respectively. Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up card you control and 1 face-up card your opponent controls; send them to the Graveyard.

Today we will be talking about another card coming out in “Order Of Chaos”. Inzektor Exa-Beetle is one of the best XYZ Monsters coming out in “Order Of Chaos”. It is basically the new Scrap Dragon but in XYZ form. On top of its built in Share The Pain Effect it also has the ability to equip a Monster from either Graveyard to it and it gains half of its ATK and DEF. This ability is very handy since you can use it to either mess with your opponent’s Graveyard and take a key card from it or you can create combos with your own Graveyard. The most obvious deck that comes to mind for using this card would be Inzektors since they can easily make it with Inzektor Dragonfly and Inzektor Centipede and then you can equip it with Inzektor Hornet to it and destroy a card with it and then another card with Inzektor Exa-Beetle’s effect. Another deck that this card has a lot of potential in would be Dragunitys since they have very easy access to Level Six Monsters such as Dragunity Knight – Vajrayana. Then you can equip a Light And Darkness Dragon to your Inzektor Exa-Beetle and when the Light And Darkness Dragon is destroyed you get to Special Summon a Monster. An ideal target to Special Summon would be Dragunity Arma Leyvaten since you can create a loop with it and Light And Darkness Dragon that can be very hard to deal with. Another good card that you can equip to Inzektor Exa-Beetle in Dragunitys would be Dragunity Phalanx since you can Special Summon it after you equip it to Inzektor Exa-Beetle. Inzektor Exa-Beetle is also a great addition to Jinzo decks since you can play Future Fusion sending two or more Jinzos and Jinzo – Returners to the Graveyard and then Special Summon the Jinzos for a turn, just long enough to XYZ Summon with them.

Final Verdict:
This is a great card that will see a lot of play in the days to come, make sure you pick up all the copies you can at the sneak preview.

Tuesday, December 20, 2011

[YU-GI-OH!] Card Of The Day #24 – Evolzar Soldde



Evolzar Soldde
Fire / Dragon / XYZ / Effect Monster
Rank Six
ATK: 2600 DEF: 1000

2 Level 6 Dinosaur-Type monsters
While this card has Xyz Materials, this card cannot be destroyed by card effects. When your opponent Special Summons a monster: You can detach an Xyz Material from this card; destroy that monster.

Today we will continue talking about cards coming out in “Order Of Chaos”. Evolzar Soldde is another XYZ Monster coming out in this pack and it has the best Effect out of all of them, but it comes with a draw back. While this card may have an amazing Effect it is nearly impossible to summon in mainstream decks. The only decks that can really utilize this card would be Evolsaurs and Jurracs. In an Evolsaur deck you can use Evolite Gephyro to Special Summon Evolsaur Elias and then with your Evolsaur Elias you can Special Summon another Level Six Dinosaur to XYZ your Evolzar Soldde with. In Jurracs can XYZ Summon this with Jurrac Herra spam. Even though this can’t be destroyed you should still be cautious of cards that can send cards back to the hand or deck since that will still get rid of it. Cards like Brionac, Dragon Of The Ice Barrier, Compulsory Evacuation Device, and Phoenix Wing Wind Blast pose a big threat to it.

Final Verdict:
Evolzar Soldde has an amazing Effect but the fact of the matter is that there is no practical way to XYZ Summon this in most decks so it will remain a card used only in Dinosaur decks such as Jurracs and Evolsaurs.

Monday, December 19, 2011

[YU-GI-OH!] Card Of The Day #23 – Number 96: Black Mist



Number 96: Black Mist
Dark / Fiend / XYZ / Effect Monster
Rank Two
ATK: 100 DEF: 1000

3 Level 2 monsters
At attack declaration, when this card battles an opponent's monster: You can detach 1 Xyz Material from this card; halve that monster's ATK, and this card gains ATK equal to the same amount.

Today we will be covering another card coming out in “Order Of Chaos”. Number 96: Black Mist is the only other Rank Two Monster to come out in the TCG thus far and even in the OCG there are only four and out of the four this and Gachi Gachi Gantetsu are still the best two. The other two only work for specific strategies since they are theme support cards unlike Number 96: Black Mist and Gachi Gachi Gantetsu which are splashable into any deck that can spam Level Two Monsters. That being said a great deck that can spam Level Two Monsters would be Agents with their ability to spam Mystical Shine Balls with The Agent Of Creation – Venus. One other deck that can easily spam Level Two Monsters would be Ojama’s since they can play Ojama Red and then play all of the Ojama cards in their hand letting them easily get three Level Two Monsters to make this.

Final Verdict:
This complements Gachi Gachi Gantetsu in your extra deck giving you an aggressive and defensive option.

Sunday, December 18, 2011

[YU-GI-OH!] Card Of The Day #22 – Number C39: Utopia Ray



Number C39: Utopia Ray
Light / Warrior / XYZ / Effect Monster
Rank Four
ATK: 2500 DEF: 2000

3 Level 4 LIGHT monsters
You can also Xyz Summon this card by using 1 "Number 39: Utopia" you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials of this card.) You can detach 1 Xyz Material from this card; it gains 500 ATK and 1 monster your opponent controls loses 1000 ATK until the End Phase. You must have 1000 Life Points or less to activate and to resolve this effect.

Number C39: Utopia Ray is the cover card of “Order Of Chaos”, and like most cover cards it is far from one of the best cards in the pack. Usually you will be XYZ Summoning this the second way by using Number 39: Utopia as the XYZ Material since there isn’t any efficient way of getting three Level Four Light Monsters on the board to XYZ with, also the second condition only requires for you to use two cards (the original two materials) instead of three. If you do get it onto the board its Effect isn’t all that great, you can only use it when you are in the red and all it does is manipulate ATK. You can make it a little better by equipping ZW – Unicorn Spear to it to let it further dominate the Battle Phase but you are using up yet another card just to boost a fairly mediocre card.

Final Verdict:
Number C39: Utopia Ray seems to me a lot like Dark Magician Knight. It’s a cool card but you don’t gain a whole lot by playing it. With no real way to easily Summon Number C39: Utopia Ray and its lack luster effect I don’t recommend playing this card.

Saturday, December 17, 2011

[YU-GI-OH!] Card Of The Day #21 – Creeping Darkness



Creeping Darkness
Normal Spell Card

Banish 2 DARK monsters in your Graveyard; add 1 Level 4 DARK monster from your Deck to your hand.

Creeping Darkness has “abuse me” written all over it. When I think of this card the first thing that comes to mind is the last time we card like this. Remember back in the Return DAD format when we got Dark Armed Dragon and Allure Of Darkness? And even after the ban list stripped the deck of its win condition it was still a tier zero deck. Well I could see the same thing happening with this card since Dark support cards always lead to broken plays. Almost every top Dark based deck ever played abused two things, Banishing Monsters and searching your deck for more Monsters which this does both. Creeping Darkness can search into most of the Monsters that those decks played such as Strike Ninja, Prometheus, King Of The Shadows, Dark Grepher, and Armageddon Knight. This also would give you another way to abuse cards like Dimension Fusion and Return From A Different Dimension.

And even if you aren’t using it to make some broken plays there is still a great toolbox of Dark Monsters to search into. Some great examples of these are Doomcaliber Knight, Breaker The Magical Warrior, and Kycoo The Ghost Destroyer giving you control over Monsters, Spell and Trap cards and the Graveyard all with one card, Creeping Darkness. Also there are a number or Dark based decks that can use it to search into the cards they already play to add more consistency to the deck. Two great examples of this would be Blackwings and Destiny Heros since both play a number of Dark Level four Monsters that they want to search into and can easily get Dark Monsters in the Graveyard for them to Banish. One more deck that can utilize it to an extent would be Gravekeepers since they also play a number of Dark Level four Monsters but playing Creeping Darkness would most likely require you didn’t play Necrovalley, so that is probably a deal breaker since Necrovalley is a key card in the deck.

Final Verdict:
There are many more cards than the ones that I mentioned that this can search into and I’m sure that once this comes out more ways to abuse it will come to light.

Thursday, December 15, 2011

Card Of The Day #20 – Royal Prison



Royal Prison
Continuous Trap

While this card is face-up on the field, neither player can Special Summon monsters from the Graveyard.

Today we will continue talking about cards coming out in “Order Of Chaos” with Royal Prison. With the creation of Royal Prison it finally makes sense why Royal Oppression was banned. Now the game once again has a great control card for Special Summons, just not as good as Royal Oppression since it only stops Special Summons from the Graveyard. Though it does not stop as many cards that means it can be used in more decks such as ones that Special Summon a lot but not from the Graveyard. Gladiator Beasts and Gadgets would be a good example of that since both decks only have a couple cards that Special Summon from the Graveyard, in the case of Gladiator Beasts the only card would be Gladiator Beast Darius and for Gadgets its just Machina Fortress if they are even playing it. Of course Royal Prison is just as playable as Royal Oppression in decks that used to abuse it such as Blackwings. In fact decks like Blackwings can get around Royal Prison even more than they could with Royal Oppression since the only card it stops would be Blackwing – Blizzard The Far North. Just like with Royal Oppression you can still use it in decks that Special Summon a lot, the trick with Royal Oppression was to Special Summon all of your Monsters and then flip it locking the board and that strategy applies to Royal Prison as well. Just make sure you don’t use this against decks that have a lot of inherent Special Summons such as Chaos cards since they will not be effected by it, use it against decks like Dark Worlds since the vast majority of their Special Summons are from the Graveyard.

Final Verdict:
I think this card is very good and if control becomes viable again expect to see this card in most control decks. Though even with this taking Royal Oppression’s place I still feel like Royal Oppression should still be at least Limited if not Semi-Limited since the card isn’t broken just a little annoying but honestly I feel that spamming Special Summons are more annoying.

Wednesday, December 14, 2011

Card Of The Day #19 – Dark Blade The Captain Of The Evil World



Dark Blade The Captain Of The Evil World
Dark / Warrior / Effect Monster
Level Four
ATK: 1800 DEF: 1500

Once per turn: You can banish 1 DARK monster in your Graveyard to target 1 Level 4 or lower LIGHT monster your opponent controls; equip it to this card. If this card would be destroyed, you can destroy 1 of those cards instead.

Today we will be talking about another card coming out in “Order Of Chaos” which is Dark Blade The Captain Of The Evil World. Dark Blade The Captain Of The Evil World is an interesting tech card that can be used against Light based decks in Dark Based decks. The most common decks that you would be bringing this in against would be Lightsworns and Agents since both of them play a number of Level Four or lower Monsters that you can steal. The great thing about this is that now that you are getting rid of their Monster you don’t have to worry as much about Honest since their Monster is gone and if you Attack into an Honest for their next Monster you will have protection from that. Also another thing to mention is that you can do this multiple times so you can just steal the Light Monster the play next turn too so long as you have an open Spell/Trap Zone and a Dark Monster to remove.

Final Verdict:
This is a very interesting tech card but I would probably rather use Kycoo The Ghost Destroyer in general since it would not only get rid of my opponents Graveyard but it would also prevent my Opponent from making plays to counter me such as Necro Gardna, Chaos Sorcerer, and Master Hyperion.

Tuesday, December 13, 2011

Card Of The Day # 18 – Trance Archfiend



Trance Archfiend
Dark / Fiend / Effect Monster
Level Four
ATK: 1500 DEF: 500

Once per turn: You can discard 1 Fiend-Type monster and have this card gain 500 ATK, until the End Phase. When this card is destroyed and sent to the Graveyard: You can target 1 of your banished DARK monsters; add it to your hand.

Today we will continue talking about cards coming out in Order Of Chaos with Trance Archfiend. There are two decks really come to mind when I think of this card, which would be Fabled and Dark World. Unfortunately Fabled doesn’t play many Dark Monsters, but this does work very well with The Gates Of Dark World since you will be Banishing plenty of Monsters with it. Some good generic Dark cards to use with it would be Battle Fader, Genex Ally Birdman, Plaguespreader Zombie and Allure Of Darkness since none of them really require much commitment to get Dark cards Banished. Unfortunately there aren’t many good ways to have control over Destroying Trance Archfiend, the only card that most decks really play would be cards like Torrential Tribute, Dark Hole, and Scrap Dragon but those aren’t really enough to abuse it. In general I would recommend using cards like Armageddon Knight for putting cards in your Graveyard over this since it will not cost you any cards to do it and I would recommend using Leviair The Sea Dragon over this for abusing the Banish Zone since you have control over when you get the card and are not reliant on your opponent Attacking over your Monster to get its Effect. And Dimensional Alchemist is an all around better card for doing both jobs.

Final Verdict:
If this card was worded a little differently it would be very good but due to the fact that it has to be destroyed to get its effect makes it very lack luster, don’t expect much from this card unless it gains some way to easily destroy it.

Sunday, December 11, 2011

Card Of The Day #16 – Inzektor Hornet



Inzektor Hornet
Dark / Insect / Effect Monster
Level Three
ATK: 500 DEF: 200

Once per turn: You can equip 1 "Inzektor" monster in your hand or Graveyard to this card. While this card is equipped to a monster, increase the equipped monster's Level by 3, and ATK and DEF by this card's ATK and DEF, respectively. You can send this Equip Card to the Graveyard to target 1 card on the field; destroy it.

Today we will continue talking about cards coming out in “Order Of Chaos” by covering one of the best cards from the original OCG set; Inzektor Hornet. Inzektor Hornet is the heart and soul of the Inzektor engine. Let me give you an analogy, Inzektor Hornet is to Inzektor’s as Dragunity Phalanx is to Dragunities. Basically once you get it into the Graveyard your entire Inzektor Engine becomes live and gets going. You can easily get it into the Graveyard with cards such as Dark Grepher and Armageddon Knight. Another more obscure way to tutor into it would be with Verdant Sanctuary since most of your Monsters in your Deck are Level Three Insects, unfortunately though you can’t use Verdant Sanctuary’s Effect when you send an Inzektor Monster to the Graveyard as an Equip Card for its own Effect since it is sent to the Graveyard not Destroyed. Now that you have Inzektor Hornet you are probably wondering what do you do with it that is so amazing, worry not I shall enlighten you. You can equip this from your Hand or Graveyard to cards such as Inzektor Dragonfly or Inzektor Centipede creating some great combos. You can send your Inzektor Hornet to your Graveyard by its own Effect to destroy a card and then search your deck for another Inzektor Monster and either Special Summon it or add it to your Hand depending on if you used Inzektor Dragonfly or Inzektor Centipede letting you create a sort of loop using Inzektor Dragonfly to Special Summon Inzektor Centipede and then using Inzektor Centipede to add Inzektor Dragonfly to your hand. You can further abuse this loop with Inzektor Giga-Mantis to create a very devastating combo.

1. Normal Summon Inzektor Dragonfly
2. Equip Inzektor Dragonfly with Inzektor Hornet from your hand or Graveyard
3. Destroy a card with Inzektor Hornet and Special Summon Inzektor Centipede with Inzektor Dragonfly
4. Equip Inzektor Centipede with Inzektor Hornet from your Graveyard
5. Equip Inzektor Dragonfly with Inzektor Giga-Mantis from your hand
6. Destroy Inzektor Giga-Mantis with Inzektor Hornet
7. Special Summon another Inzektor from your Graveyard with Inzektor Giga-Mantis (preferably Inzektor Dragonfly), Search your deck for another Inzektor from your deck with Inzektor Centipede and Special Summon another Inzektor with your Inzektor Dragonfly

From here you have four Monsters on the board and you can destroy multiple more cards with Inzektor Hornet and make multiple Rank Three Monsters, this should win you the game.

Final Verdict:
Expect to see a lot of this card when it comes out because it is a very solid strategy, whether it can hold up to the tier zero Plant Chaos decks has yet to be seen though. I expect this to get a rarity bump though just because of how crucial it is to the Inzektor strategy.

Monday, December 5, 2011

Card Of The Day #13 – Wind-Up Zenmaighty & Wind-Up Rat



Wind-Up Zenmaighty
Water / Machine / XYZ / Effect Monster
Rank Three
ATK: 1500 DEF: 1500

2 Level 3 monsters
Once per turn: You can detach 1 Xyz Material from this card; Special Summon 1 "Wind-Up" monster (from your hand or Deck). When a face-up "Wind-Up" monster you control is destroyed and sent to the Graveyard: You can detach 1 Xyz Material from this card to target that monster; add it to your hand.



Wind-Up Rat
Earth / Beast / Effect Monster
Level Three
ATK: 600 DEF: 600

During your Main Phase: You can target 1 "Wind-Up" monster in your Graveyard; change this card in face-up Defense Position and Special Summon that target in face-up Defense Position. This effect can only be used once while this card is face-up on the field.

Today I will continue with cards to look out for from the next pack; “Order Of Chaos”. This time I will be talking about two Wind-Up cards coming out called Wind-Up Zenmaighty and Wind-Up Rat. These two cards really give the deck a game-breaking situation. With one more card you can create a mini loop much like the Gold Ninja and Ninja Grandmaster Hanzo loop I talked about yesterday. With Wind-Up Rat you can Special Summon Wind-Up Hunter and then XYZ Summon Wind-Up Zenmaighty. From there detach Wind-Up Hunter to Special Summon another Wind-Up Rat from your deck. Then with your second Wind-Up Rat Special Summon Wind-Up Hunter again and use its Effect to Tribute Wind-Up Zenmaighty to Discard a card you’re your opponent’s hand. Then rinse and repeat for how ever many Wind-Up Rats you have left in your deck and Wind-Up Zenmaightys in your Extra Deck. Just like with the Gold Ninja combo this is good because you are able to net lots of card advantage with out really committing any cards to the board since you are doing all of this just by playing one card, Wind-Up Rat. And one last card worth mentioning would be Wind-Up Warrior since you can Special Summon that with Wind-Up Rat and then increase Wind-Up Rat’s Level and make a Rank Four.

Final Verdict:
I think that these will be what finally makes Wind-Ups a true threat in the metagame since they have plenty of ways to gain card advantage now.

Sunday, December 4, 2011

Card Of The Day #12 – Ninjas



Gold Ninja
Light / Warrior / Effect Monster
Level Four
ATK: 500 DEF: 1800

Once per turn: You can send 1 Trap Card from your hand to the Graveyard; Special Summon 1 Level 4 or lower "Ninja" monster (from your Deck) in either face-up Defense Position or face-down Defense Position.



Ninja Grandmaster Hanzo
Dark / Warrior / Effect Monster
Level Four
ATK: 1800 DEF: 1000

When this card is Normal Summoned: You can add 1 "Ninjitsu Art" card from your Deck to your hand. When this card is Flip or Special Summoned: You can add 1 "Ninja" monster from your Deck to your hand, except "Ninja Grandmaster Hanzo".



Blade Armor Ninja
Wind / Warrior / XYZ / Effect Monster
Rank Four
ATK: 2200 DEF: 1000

2 Level 4 Warrior-Type monsters
Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up "Ninja" monster you control; this turn, that target can attack twice.



White Dragon Ninja
Light / Dragon / Effect Monster
Level Seven

Effect Unknown



Ninjitsu Art Of Super-Transformation
Continuous Trap

Target 1 face-up "Ninja" monster you control and 1 face-up monster your opponent controls; send them to the Graveyard, then Special Summon 1 Dragon, Dinosaur, or Sea Serpent-Type monster with an equal or lower Level than the sent monsters' combined Levels from your Deck to your side of the field. If this card leaves the field, banish that monster.



Ninjitsu Art Of Duplication
Continuous Trap

Tribute 1 "Ninja" monster you control; Special Summon any number of "Ninja" monsters (from your Deck), whose combined Level equals the Tributed monster, in face-up or face-down Defense Position.



Armored Ninjitsu Art: Gold Conversion
Normal Spell Card

If you control 1 face-up "Ninjitsu Art" card(s): Destroy all face-up "Ninjitsu Art" card(s) you control, then draw 2 cards.

Firstly, sorry that I wasn’t able to do the “Card Of The Day” for a few days, it took two days to upload my last video and on top of that I have been preoccupied with Sonic Generations. Now let me make it up to you guys by going over the new archetype Ninjas. Regularly I would have broken these up into separate articles but they all combo into each other so it felt silly since each article would have pretty much would have said the same thing.

Lets get started with Gold Ninja. Gold Ninja is essentially a Summoner Monk for Ninjas getting rid of one of your dead Trap Cards and summoning the Ninja of your choice. The main card you will be searching out with Gold Ninja will be Ninja Grandmaster Hanzo, the Elemental Hero Stratos of the deck. With these two card you can create a small loop, Gold Ninja Special Summons Ninja Grandmaster Hanzo, Ninja Grandmaster Hanzo searches Gold Ninja and then you can do it all over again for how ever many copies you have in your deck. A very nice combo that gets even better when you take into consideration that from there you can XYZ Summon one of your basic Rank Four Monsters or even XYZ Summon your Blade Armor Ninja to put the pressure on.

Beyond your basic staple traps a Ninja deck will probably also be playing a few Ninjitsu cards. Two of the best ones that stand out would be Ninjitsu Art Of Super-Transformation and Ninjitsu Art Of Duplication. With your Ninjutsu Art Of Super-Transformation you can Special Summon some really game breaking Monsters such as Horus the Black Flame Dragon. But the most common card you will probably be summoning with this will be White Dragon Ninja given that it doesn’t get an effect that holds the card back. White Dragon Ninja also combos well with Ninjitus Art Of Duplication since it will let you search for Ninja’s from your deck with a combined Level of seven such as Ninja Grandmaster Hanzo and Karakuri Ninja MDL 339 “Sazank”. Once you have used these Ninjitsu Art cards you can further exploit them by sending them to the grave with Armored Ninjitsu Art: Gold Conversion to draw two cards. One last card worth mentioning would be chaos cards such as Black Luster Soldier – Envoy Of The Beginning, since most of the good Ninja cards are Light and Dark the Chaos engine fits in very well.

Final Verdict:
I think Ninja's have a lot of potential but most likely won't do to well until the format allows for control decks again since the deck is very reliant on Trap Cards.

Wednesday, November 30, 2011

Card Of The Day #10 – Chaos Zone



Chaos Zone
Field Spell Card

Each time a monster(s) is banished, place 1 Chaos Counter on this card for each of those monsters. Once per turn: You can remove 4 or more Chaos Counters from your side of the field to target 1 of your banished monsters whose Level is equal to the number of Chaos Counters removed; Special Summon that target. When this card is sent from the field to the Graveyard by an opponent's card effect: You can add 1 LIGHT or DARK monster from your Deck to your hand whose Level is equal to or less than the number of Chaos Counters that this card had.

Chaos Zone really brings together the whole Chaos strategy and really makes it an engine. Now with all of the new chaos cards it is very easy to accumulate Chaos Counters on Chaos Zone with cards such as Lightpulsar Dragon, Darkflare Dragon, Chaos Sorcerer, and Black Luster Soldier. There are plenty of other themes that can’ support this too such as Dragons with Eclipse Wyvern, Red-Eyes Darkness Metal Dragon, and Dragons Mirror. Macro Cosmos decks can also utilize this well since with Dimensional Fissure, Macro Cosmos, and Banisher Of The Radiance a plethora of Monsters will be Banished over the course of the game. One thing you have to worry about in that deck though is that if Chaos Zone is destroyed while Macro Cosmos is out you will not get its effect since it will be Banished not sent to the Graveyard. One last example of a deck that can utilize Chaos Zone well would be Twilight decks since they play a chaos engine along with other cards such as Necro Gardna and Plaguespreader Zombie.

Final Verdict:
Chaos Zone is just full of win, at worst you will play it then Banish one or two cards right after playing it and your opponent will destroy it letting you search out an Effect Veiler. At best it will stay on the board unchecked netting you continuous fuel for your chaos engine putting a clock on your opponent where it is just a matter of time until you win.

Tuesday, November 29, 2011

Card Of The Day # 9 – Eclipse Wyvern



Eclipse Wyvern
Light / Dragon / Effect Monster
Level Four
ATK: 1600 DEF: 1000

If this card is sent to the Graveyard: You can banish 1 Level 7 or higher LIGHT or DARK Dragon-Type monster in your Deck. Then, if this card in the Graveyard is banished: Add the monster banished by this effect to your hand.

Eclipse Wyvern is another great card from the Draconic Legion Structure Deck. Eclipse Wyvern perfectly complements the chaos strategy. In the past the deck never really had an optimal target to Banish, one would just remove whichever Light or Dark that they didn’t think they would do any combos with or would want to Monster Reborn. But now chaos has an optimal target that will net them advantage when they Banish it. Getting to Banish your Red-Eyes Darkness Metal Dragon and then get it back when you Special Summon a chaos card is just amazing. Some easy ways to get Eclipse Wyvern into the Graveyard with out Summoning it and waiting for it to die would be using Foolish Burial or Future Fusion to send it right from your deck to the Graveyard. The most common ways to Banish Eclipse Wyvern from your Graveyard would be to use chaos cards such as Lightpulsar Dragon, Darkflare Dragon, Chaos Sorcerer, Blackluster Soldier, or Dragons Mirror. Just like Eclipse Wyvern’s counterparts, Darkflare Dragon and Lightpulsar Dragon, this card combos very well with Chaos Zone, when you banish Red-Eyes Darkness Metal Dragon for Eclipse Wyvern’s effect you get one Chaos Counter and when you Special Summon a chaos Monster you will get two more Chaos Counters as well as the Red-Eyes Darkness Metal Dragon back, spectacular play.

Final Verdict:
This card is great in Chaos Dragons but really won’t see much play outside of that deck.

Monday, November 28, 2011

Card Of The Day # 8 – Darkflare Dragon



Darkflare Dragon
Dark / Dragon / Effect Monster
Level Five
ATK: 2400 DEF: 1200

You can Special Summon this card (from your hand) by banishing 1 LIGHT and 1 DARK monsters from your Graveyard. Once per turn: You can send 1 Dragon-Type monster each from your hand and Deck to the Graveyard to target 1 card from either player's Graveyard; banish that target.

Darkflare Dragon is another great chaos card that comes out in the new Draconic Legions Structure Deck. Like Lightpulsar Dragon it has the standard Special Summoning condition that most chaos cards have, and like Lightpulsar Dragon it doesn’t have restrictions on its summoning such as saying “it can only be Special Summoned by” or “it can not be Special Summoned except by” meaning it is much easier to abuse this card. Though this card isn’t really meant to be abused since it is more for set up and control. Darkflare Dragon is basically a Dragon Ravine and Dark Smog on legs. This is great to deal with your opponents combo cards in their Graveyard while setting up your own with cards such as Red-Eyes Wyvern or Eclipse Wyvern which both will set up your Red-Eyes Darkness Metal Dragon plays for latter. Another interesting card to use with this would be The White Stone Of Legend, discard it or send it from your deck to the Graveyard and then search out your Blue-Eyes White Dragon, and it will give you some more chaos food for later. As I have mentioned in my previous article about Lightpulsar Dragon this combos well with Chaos Zone as well, Banishing two Monsters and getting two Chaos Counters.

Final Verdict:

Very solid card but it only really has a place in Chaos Dragons, Darkflare Dragon isn’t as spashable as cards like Chaos Sorcerer.

Sunday, November 27, 2011

Card Of The Day # 7 – Lightpulsar Dragon



Lightpulsar Dragon
Light / Dragon / Effect Monster
Level Six
ATK: 2500 DEF: 1500

You can Special Summon this card (from your hand) by banishing 1 LIGHT and 1 DARK monsters from your Graveyard. You can Special Summon this card (from your Graveyard) by sending 1 LIGHT and 1 DARK monsters from your hand to the Graveyard. When this card is sent from the field to the Graveyard: You can target 1 Level 5 or higher DARK Dragon-Type monster in your Graveyard; Special Summon that target.

As is Chaos wasn’t already tier zero this format Konami decided to make a structure deck dedicated just to Chaos. The main card from that deck being Lightpulsar Dragon. Lightpulsar Dragon is amazing, not only does it have the standard summoning conditions of a chaos card, Banishing a Light and Dark from your Graveyard, but you can also Special Summon it from the Graveyard with its own effect by Banishing a Light and Dark from your hand. Also it doesn’t have the clause in its effect where it can only be Special Summoned by its own effect or it can only be Special Summoned by another effect after it has already been Special Summoned by its own effect. This means you can abuse this card far more than any of the other chaos cards since they are far more restrictive in their effects. For instance you can Special Summon this with Red-Eyes Darkness Metal Dragon, and when it dies you can use it to Special Summon that very same Red-Eyes Darkness Metal Dragon. But because of that it creates a problem, you can now loop Red-Eyes Darkness Metal Dragon and Lightpulsar Dragon together with a burn card like Cannon Soldier or Toon Cannon Soldier for a one turn kill. Normal Summon Toon Cannon Soldier, Special Summon Red-Eyes Darkness Metal Dragon, use Red-Eyes Darkness Metal Dragon’s effect to Special Summon Lightpulsar Dragon, tribute Red-Eyes Darkness Metal Dragon for Toon Cannon Soldier’s effect to deal 500 damage, tribute Lightpulsar Dragon to deal 500 damage, use Lightpulsar Dragon’s effect to Special Summon Red-Eyes Darkness Metal Dragon, rinse and repeat until you win. Outside of the one turn kill this card also combos very well with other cards such as Chaos Zone, Eclipse Wyvern, and Future Fusion. Banish two Monsters to Special Summon itself and then get two Chaos Counters on Chaos Zone. Banish Eclipse Wyvern to Special Summon itself and then get back the Red-Eyes Darkness Metal Dragon you Banished for Eclipse Wyvern’s effect. Send Red-Eyes Darkness Metal Dragon, Red-Eyes Wyvern, Eclipse Wyvern, Lightpulsar Dragon, Darkflare Dragon to the Graveyard with Future Fusion, then use Eclipse Wyvern’s Effect to Banish another Red-Eyes Darkness Metal Dragon from your deck and Banish a Light and Dark from your hand to Special Summon the Lightpulsar Dragon you sent to the Graveyard and when it dies you get back Red-Eyes Darkness Metal Dragon, and if you didn’t Normal Summon this turn you can Banish Red-Eyes Wyvern to Special Summon Red-Eyes Darkness Metal Dragon.

Final Verdict:
This card is spectacular and will be the reason that the remaining “tribute to deal damage” cards such as Toon Cannon Soldier will be banned. While this card isn’t as splashable as its other chaos counter parts such as Chaos Sorcerer it is very good in its own strategy, Chaos Dragons. Expect Chaos Dragons to make big waves when the structure deck comes out.

Card Of The Day #6 – Dark Smog

Continuous Trap

Once per turn: You can target 1 monster in your opponent's Graveyard; discard 1 Fiend-Type monster and banish that target.



Dark Smog is amazing in Darkworlds. It is a perfect outlet to Discard their Darkworld Monsters so you not only get to Banish a card but you get the effect of the Darkworld you discarded too. Being able to control your opponent’s Graveyard while setting up your own Graveyard is just want Darkworld’s needed since you won’t always have a Dark World Dealings to start setting up your grave and getting your Grapha, Dragon Lord Of The Darkworld is something you need to do as soon as possible. What is also nice is that in most cases your opponent will have used up their Spell and Trap removal on your The Gates Of The Dark World meaning that they won’t have anything left to destroy Dark Smog.

Final Verdict:
In Darkworlds this turns every Monster in your hand into a D.D. Crow that nets you advantage. This card is the perfect mix of tech and combo and will see play in Darkworlds so long as the Graveyard is important, so forever.

Saturday, November 26, 2011

Perfecting Blackwings - 36 Part 2

Blackwing – Elphin The Raven
Dark / Winged Beast / Effect Monster
Level Six
ATK: 2200 DEF: 1200

If you control a face-up "Blackwing" monster, you can Normal Summon this card without Tributing. When this card is Normal Summoned, you can change the Battle Position of 1 monster your opponent controls.



Blackwing – Elphin The Raven is mediocre at best. It has no real place in a standard Blackwing deck since it is so slow and will usually be a dead card in your hand in standard Blackwings. The only deck this card is really worth playing in would be Vayu Turbo since you can use Dark Grepher to send Blackwing – Elphin The Raven and Blackwing – Vayu The Emblem Of Honor to the grave and then Banish both of them to Special Summon Blackwing Armor Master with Blackwing – Vayu the Emblem Of Honor’s Effect. Also in the Vayu Turbo deck since they can so easily Special Summon Blackwing Armor Master and Blackwing Armed Wing you can easily Normal Summon this along with one of them making it a more live card in your hand than it would be in standard Blackwings.

Blackwing – Etesian Of Two Swords
Dark / Winged Beast / Effect Monster
Level Three
ATK: 400 DEF: 1600

If a "Blackwing" monster you control battles an opponent's monster, and that opponent's monster is still on the field at the end of the Damage Step, you can send this card from your hand to the Graveyard to inflict 1000 damage to your opponent.



There is no real point to Blackwing – Etesian Of Two Swords in Blackwings, all it does it burn your opponent for 1000 Life Points at best. In most cases it will just sit in your hand doing nothing since Blackwings usually don’t have a problem with Attacking over monsters due to their high Attack points. All in all Blackwing – Kalut The Moon Shadow is much better since that will let you actually get over the Monster you weren’t able to destroy in battle and it will help you deal more damage too, 1400 is much better than 1000.

Blackwing – Fane The Steel Chain
Dark / Winged Beast / Effect Monster
Level Two
ATK: 500 DEF: 800

This card can attack your opponent directly. When this card attacks your opponent directly and inflicts Battle Damage to your opponent, you can change 1 Attack Position monster your opponent controls to Defense Position.



In general Blackwing – Fane The Steel Chain should not see any play in Blackwings since all it does it Attack Directly for a little bit. There is one deck that this can see play in though; it’s a Blackwing deck that revolves around pumping this with Blackwing – Sirocco The Dawn and Attacking for game. Outside of that deck though this card isn’t very good, it’s weak and doesn’t do much.

Blackwing – Gale The Whirlwind
Dark / Winged Beast / Effect Monster / Tuner
Level Three
ATK: 1300 DEF: 400

If you control a "Blackwing" monster other than "Blackwing - Gale the Whirlwind", you can Special Summon this card from your hand. Once per turn, you can halve the ATK and DEF of 1 face-up monster your opponent controls.



Blackwing – Gale The Whirlwind is one of the best Blackwings of all. Being over to attack over a Stardust Dragon or Legendary Six Samurai – Shi En is something that none of the other Blackwings can really boast, aside from Blackwing – Silverwind The Ascendant but that doesn’t see much play. On top of its ability to half Monsters it has the ability to Special Summon itself, which gives the deck a lot of speed. This card perfectly complements Blackwings, speed and aggression is what it does in spades. Being able to Summon Blackwing – Shura The Blue Flame and then Special Summon Blackwing – Gale The Whirlwind, half their Monster and then Attack over it with Blackwing – Shura The Blue Flame is game breaking. And if you have to you can Normal Summon a Level Four Blackwing and then Special Summon Blackwing – Gale The Whirlwind and nuke the board with Black Rose Dragon. Also it gives you access to Level Eight with your Blackwing – Sirocco The Dawn. One of the most devastating plays in the deck is to Normal Summon Blackwing – Sirocco The Dawn, Special Summon Blackwing – Gale The Whirlwind, Special Summon Blackwing – Bora The Spear, use Blackwing – Sirocco The Dawn’s Effect on Blackwing – Bora The Spear, half their Monster with Blackwing – Gale The Whirlwind, Synchro Blackwing – Sirocco The Dawn with Blackwing – Gale The Whirlwind, Monster Reborn Blackwing – Sirocco The Dawn and pump Blackwing – Bora The Spear again. Very very good card.

Blackwing – Ghibli The Searing Wind
Dark / Winged Beast / Effect Monster
Level Three
ATK: 0 DEF: 1600

When your opponent declares a direct attack, you can Special Summon this card from your hand. Once per turn, you can switch the original ATK and DEF of this card, until the End Phase.



Blackwing – Ghibli The Searing Wind is basically Blackwings own mini Gorz, The Emissary Of Darkness. Unfortunately this does not have the same impact on the game state as Gorz, The Emissary Of Darkness does. All it Blackwing – Ghibli The Searing Wind does is give you a body to Synchro with which isn’t a big deal since Blackwings have no problem with producing non-tuners. The only real point to playing this would just to have another card to search with Black Whirlwind for your Blackwing – Blizzard The Far North plays, and that isn’t that big of a deal.

Blackwing – Gust The Backblast
Dark / Winged Beast / Effect Monster
Level Two
ATK: 900 DEF: 1400

If you control no cards, you can Special Summon this card from your hand. While this card is face-up on the field, if your opponent's monster attacks a "Blackwing" monster you control, the attacking monster loses 300 ATK during the Damage Step only.



Blackwing – Gust The Backblast is Blackwings own Cyber Dragon. But again like Blackwing – Ghibli The Searing Wind it just isn’t that good. Just like Blackwing – Ghibli The Searing Wind it’s just an extra body to Synchro with and once more Blackwing have plenty of those. No real point to playing this.

Blackwing – Hillen The Tengu-Wind
Dark / Winged Beast / Effect Monster / Tuner
Level Five
ATK: 0 DEF: 2300

When you take 2000 or more Battle Damage from your opponent's monster's direct attack while this card is in the Graveyard, you can select 1 Level 3 or lower "Blackwing" monster in your Graveyard. Special Summon that monster and this card from the Graveyard. Their effects are negated. Each player can only use the effect of "Blackwing - Hillen the Tengu-wind" once per Duel.



Blackwing – Hillen The Tengu-Wing is another one of those Blackwings the just has no place in standard Blackwings but is ok in Vayu Turbo. Level Five and higher Blackwings usually aren’t that good in Blackwings since they are fairly hard to summon and will usually just sit in your had as dead cards. Where as Vayu Turbo can dump these cards right into the Graveyard with cards like Dark Grepher and Armageddon Knight. But that is another problem because Vayu Turbo doesn’t usually play any Blackwings aside from Blackwing – Vayu The Emblem Of Honor for Level Three or lower Blackwings. Unfortunately this Tengu is nowhere as good as Reborn Tengu.

Blackwing – Jetstream The Blue Sky
Dark / Winged Beast / Effect Monster
Level One
ATK: 100 DEF: 800

During damage calculation, you can send this card from your hand to the Graveyard to prevent a "Blackwing" monster you control from being destroyed by this battle.



Blackwing – Jetstream The Blue Sky is just a nerfed version of Blackwing – Kalut The Moon Shadow. While it is better than Blackwing – Etesian Of Two Swords it still doesn’t gain you any advantage like Blackwing – Kalut The Moon Shadow does. You lose a card just to prevent yourself from losing a different card, you are far better off just playing something to destroy the Monster threatening you like Dimensional Prison or Smashing Ground.

Blackwing – Jin The Rain Shadow
Dark / Winged Beast / Effect Monster / Tuner
Level One
ATK: 600 DEF: 500

If this card battles with a monster with DEF equal to or less than this card's ATK, destroy that monster immediately with this card's effect (without applying damage calculation).



Blackwing – Jin The Rain Shadow is an underrated card that as of recently has been getting more attention. Recently people have begun using this over Blackwing – Vayu The Emblem Of Honor in standard Blackwings. While it is much better in your hand versus Blackwing – Vayu The Emblem Of Honor it sure isn’t better when coming off of a Blackwing – Shura The Blue Flame. Being able to gain advantage through banishing your Blackwing – Vayu the Emblem Of Honor is far more important than being able to run over the odd set card, especially in a format like this were set cards don’t see much play and when they do it doesn’t really matter if you are able to destroy it with this since it will still get its effect, such as a card like Sangan.

Blackwing – Kalut The Moon Shadow
Dark / Winged Beast / Effect Monster
Level Three
ATK: 1400 DEF: 1000

When a "Blackwing" monster you control attacks or is attacked, you can send this card from your hand to the Graveyard during the Damage Step to have that monster gain 1400 ATK until the End Phase.



Blackwing – Kalut The Moon Shadow is one of the best cards in Blackwings. It lets you get over almost any Monster in battle and it prevents your opponent from killing you just because they cleared out all of your Spell and Trap cards. The best part of it is that they never see it coming since it’s in your hand. They fact that they never know if you do or don’t have it creates psychological warfare which is great for a control deck like Blackwings.

Blackwing – Koichi The Daybreak
Dark / Winged Beast / Effect Monster / Tuner
Level Four
ATK: 700 DEF: 1500

If this card was Special Summoned, this card cannot be used as a Synchro Material Monster.




Blackwing – Koichi The Daybreak is a decent card, it’s a shame that its effect is considered a condition not an effect so it isn’t negated by Skill Drain or Blackwing – Shura The Blue Flame. If you could still Synchro with it off of a Blackwing- Shura The Blue Flame then I could see this card seeing a lot more play but that isn’t the case. At least you can still use this to XYZ Summon. You can Special Summon this with Blackwing – Shura The Blue Flame and then XYZ Summon something like Steelswarm Roach or Number 39: Utopia depending on the situation.

Card Of The Day #5 – Evolzar Laggia & Evolzar Dolkka

Evolzar Laggia
Fire / Dragon / XYZ / Effect Monster
Rank Four
ATK: 2400 DEF: 2000

2 Level 4 Dinosaur-Type monsters
When a monster(s) would be Normal or Special Summoned, OR a Spell/Trap Card is activated: You can detach 2 Xyz Materials from this card; negate the Summon or activation, and destroy that card.



Evolzar Dolkka
Fire / Dragon / XYZ / Effect Monster
Rank Four
ATK: 2300 DEF: 1700

2 Level 4 Dinosaur-Type monsters
When an Effect Monster's effect activates: You can detach 1 Xyz Material from this card; negate the activation and destroy it.



This card of the day is going to be a little brief since I have already touched on these cards in my Rescue Rabbit article.

Two of the best Rank Four Monsters to date and the inspiration behind the Rescue Rabbit Dinosaur decks. As I mentioned in my Rescue Rabbit article you can easily summon these by using Rescue Rabbit’s Effect to Special Summon Sabersaurus or Kabazauls. These cards are great, Evolzar Laggia is a Solemn Judgment on legs and Evolzar Dolkka is a Divine Wrath on legs. The difference being is that you don’t have to pay half your Life Points or Discard a card to negate unlike Solemn Judgment and Divine Wrath. What makes these even better is that with both of them when you can Summon the one that perfectly suits the situation you are in so basically it turns your Rescue Rabbit into a Solemn Judgment or Divine Wrath. The trick to making these two cards work is protecting them since the main weakness they have in common is they are susceptible to attacks from big Monsters with cards like Dimensional Prison and Forbidden Lance.

And as always some more obscure cards to use to summon these are Hydrogedon, Jurrac Guaiba, and Rekindling. With Hydrogedon and Jurrac Guaiba you can run over a Monster, get another Dinosaur and then XYZ Summon your Evolzar XYZ Monster. And with Rekindling you can Special Summon some Dinosaurs with it and then XYZ with them.

Final Verdict:

Very good cards that on there own make Dinosaurs worth playing. Expect these to stick around for a long time.

On a side note, am I the only one that thinks Palkia and Dialga when I see these cards?

Thursday, November 24, 2011

Card Of The Day #4 – D-Boyz

D-Boyz
Dark / Fiend / Effect Monster
Level One
ATK: 100 DEF: 1000

FLIP: You can Special Summon any number of "D-Boyz" from your Deck in face-up Attack Position, then you take 1000 damage for each monster Special Summoned by this effect.



D-Boyz is another interesting Secret Rare from Photon Shockwave. D-Boyz is one of the more under rated cards from Photon Shockwave and I really think it will be a big sleeper hitter from the pack. Remember how good Super-Nimble Mega Hamster was? And that only got you one card, this gets you two and they are of the same level and on top of that they come in face up so it is a much more aggressive play. At worst D-Boyz will be attacked and destroyed and you will only get to have two on the board that you can XYZ Summon with but at best they leave it alone and you can Flip Summon it yourself and have three on your board to XYZ Summon with. Unfortunately there aren’t many good Rank One Monsters to chose from right now, the only cards that you have access to are Number 83: Galaxy Queen, Baby Tiragon and in the OCG Number 56: Goldrat and Super Star Mira. None of these Rank One Monsters are especially good, definitely not good enough to dedicate your deck to spamming Level One Monsters to XYZ Summon with.

Some more obscure cards to use with this card would be Obelisk The Tormentor, Raviel, Lord Of Phantasms, and Destiny HERO – Plasma since all three of them require you Tribute three Monsters to Summon them. And one last obscure card to use with this would be Treaty On Uniform Nomenclature, not a card I would recommend using exactly but it sure would be funny to get this off on your opponent.

Final Verdict:
I think this card has a ton of potential in the future. As soon as some good Rank One XYZ’s come out Expect to see this go up in play just like how Gravekeeper’s Spy did once Dark Strike Fighter and X-Saber Airbellum came out making the Synchro Cat deck viable.

Wednesday, November 23, 2011

Card Of The Day #3 – Shard Of Greed

Shard Of Greed
Continuous Spell Card



Each time you draw a card(s) for your normal draw in your Draw Phase, place 1 Greed Counter on this card. You can send this card with 2 or more Greed Counters to the Graveyard; draw 2 cards.

Shard Of Greed is an interesting card to say the least. This, like Rescue Rabbit, is a remake of an old forbidden card. In this case the forbidden card that this mimics is Pot Of Greed. Unfortunately Shard Of Greed has two big drawbacks, one you have to wait two turns to get its effect and two it’s a Continuous Spell Card. This means you have to be able to keep it on the board and protect it for two turns and that can be very hard especially with Heavy Storm limited and Mystical Space Typhoon unlimited. On top of that it is a very face paced metagame so in the span of two turns the game can change a lot and by then that wait you had for the draw could have killed you. That being said not a lot of decks can utilize this card effectively. It is far to slow and vulnerable to removal in combo and aggressive decks since they don’t have much to protect it and they really can’t wait two turns for the cards. This card is much better suited in control based decks since they function better in a slowed down game and they will probably already be playing cards that protect their Spell and Trap cards such as Starlight Road or Dark Bribe. One deck that this really shines in would be Herald Of Perfection and Counter Fairy decks since Herald Of Perfection can negate anything that would threaten Shard Of Greed and the Counter Fairy decks have Counter Traps for every situation, especially protecting their Spell and Trap cards.

Final Verdict:
While getting to draw two cards for one card is nice, having to wait two turns isn’t. If it was a Normal Spell that you just had to wait two turns like Gold Sarcophagus I could see this card seeing a lot of play. But the fact that it says on the field where your opponent can destroy it with basic removal makes this card far to vulnerable to be played in the main stream. For now this card will have to take its place as another gimmicky secret rare.

Tuesday, November 22, 2011

Card Of The Day #2 – Wind-Up Zenmaines

Continuing with this week’s theme of cards from Photon Shockwave today I will be talking about Wind Up Zenmaines.

Wind-Up Zenmaines
Fire / Machine / XYZ / Effect
Rank Three
ATK: 1500 DEF: 2100

2 Level 3 monsters
If this face-up card on the field would be destroyed, you can detach 1 Xyz Material from this card instead. Once per turn, during the End Phase, if this effect was used this turn: Target 1 card on the field; destroy it.



This is one of the best cards from Photon Shockwave, but that is mainly because of another card; Tour Guide From The Underworld. Tour Guide From The Underworld is arguable the best card in the game right now and Wind-Up Zenmaines is a great addition to its arsenal. Now on top of Tour Guide From The Underworld’s ability to go agro with Number 17: Leviathan Dragon or start comboing with Leviair The Sea Dragon you can wall up on them with Wind-Up Zenmaines. Aside from Tour Guide From The Underworld this combos very well with a number of other cards. One good example is a card that almost every deck plays; Scrap Dragon. You can destroy Wind-Up Zenmaines and one of your opponent’s cards with Scrap Dragon and then when Wind-Up Zenmaines would be destroyed you can destroy another one of your opponent’s cards instead. Another easy combo is using Limiter Removal to double its attack until the end of the turn and then when Limiter Removal would destroy it you destroy one of your opponent’s cards. Dealing with a card like this can be very difficult since you can’t waste cards on it like Dark Hole to Destroy it since it will just eat those up and then destroy your own cards. Instead you need to find ways to get around it. Such as using other forms or removal like Dimensional Prison or Compulsory Evacuation Device, nut not everyone plays those and even if you do you won’t always have them. Most of the time when this goes down you just have to wait for an answer to it or until you have enough monsters to run it over multiple times so it doesn’t get a chance to destroy anything.

Final Verdict:
This card stalls better than any other card in the relevant metagame. So long as Tour Guide From The Underworld is around this card will see plenty of play. Being able to just sit behind Wind-Up Zenmaines while waiting to draw into what you need is really powerful and not many other cards can let you do something like that especially in such a fast paced metagame.

Monday, November 21, 2011

Card Of The Day #1 – Rescue Rabbit [11/21/11]

Today I will be starting a new segment, my own Card Of The Day series. I used to write the Card Of The Day for Pojo but I disliked being restrained to the cards that they covered because most of the time the cards covered weren’t good and were just pack filler cards. I would rather pick the cards I covered myself so I’m starting my own Card Of The Day. I hope you enjoy and if you have any Card Of The Day requests or any other video/article please let me know!

Rescue Rabbit
Earth / Beast / Effect
Level Four
ATK: 300 DEF: 100

This card cannot be Special Summoned from the Deck. You can banish this face-up card you control; Special Summon 2 Level 4 or lower Normal Monsters with the same name from your Deck. Destroy them during the End Phase. The effect of "Rescue Rabbit" can only be activated once per turn.



Rescue Rabbit is probably one of the most hyped cards from Photon Shockwave, and most defiantly the cutest card in the card and quite possibly the entire game. The question is though does it live up to the hype? Before I answer that lets go over all of the combos, plays, and potential this card has. The main combo you will be doing with this card is to Normal Summon it and then Special Summon two Level four Monsters to XYZ Summon a Rank four Monster such as Steelswarm Roach, Number 39: Utopia, Kachi Kochi Dragon, Evigishki Merrowgeist, Gem-Knight Pearl and Daigusto Emeral. In most cases you see people Special Summon cards such as Kabazauls or Sabersaurus since it gives them access to cards such as Evolzar Dolkka and Evolzar Laggia, two of the best control cards in the game right now. Another interesting combo in that deck is if you play Genex Ally Birdman you can bounce one of the two Kabazsuls you Special Summoned to your hand and then Synchro for Gungnir, Dragon Of The Ice Barrier and then discard the Kabazuls you bounced for Gungnir, Dragon Of The Ice Barrier’s effect to destroy any card in your way. Another combo that you can do with Rescue Rabbit is to Special Summon two X-Saber Anu Piranha and then Special Summon XX-Saber Faultroll and then proceed to spam from there. This also fits very well into a Dragon deck since you can grab two Alexandrite Dragons or two Hunter Dragons to get a good basic XYZ and set up your grave with Chaos fuel after they die. These Dragon decks will be getting better soon too since an there will be a Chaos Dragon Structure deck coming out in the OCG soon.

The Final Verdict:
Well its no Rescue Cat for the obvious reason that this was created to take Rescue Cat’s place as a less broken version. I don’t think it warrants the 100+$ price tag especially considering it isn’t even used in the top deck of the format (Tour/Tengu Plants) But it is still a very good card and it will float around as a A tier deck for a long time, so long as it isn’t killed off by a ban list of course. Expect this deck to do much better once Plants are killed off by the ban list though since this is probably the next best deck to that. Rescue Rabbit isn’t something that you can just throw into your deck and expect it to work, it takes a dedicated strategy to make it work but if you can find a combo with it that work it will greatly improve your deck.

Saturday, November 19, 2011

Perfecting Blackwings - 36 Part 1



Blackwing Armor Master
Dark Winged Beast Synchro Effect
Level Seven
2500/1500
1 "Blackwing" Tuner + 1 or more non-Tuner monsters
This card cannot be destroyed by battle, and you take no Battle Damage from battles involving this card. If this card attacks a monster, you can place 1 Wedge Counter on that monster at the end of the Damage Step (max. 1). You can remove all Wedge Counters from your opponent's monsters to reduce the ATK and DEF of each monster that had a Wedge Counter to 0, until the End Phase.

When you think of Blackwings this is one of the first cards that comes to mind along with Blackwing – Gale The Whirlwind and Black Whirlwind. Its one of the first cards they had and it was the first Synchro for Blackwings released. This card is great for Blackwings since they can go into Level seven easily with Blackwing – Gale The Whirlwind and one of their Level four Monsters, or they can make this by Banishing Blackwing – Vayu The Emblem Of Honor and Blackwing Armed Wing from the game. It has solid stats and a great effect that works very well with the rest of the theme of Blackwings, that being Battle Phase dominance. Being able to run Blackwing Armor Master into another Monster with out worrying about Honest, Blackwing – Kalut The Moon Shadow, or Horn Of The Phantom Beast is pretty important. One of the best cards in Blackwings by far.



Blackwings Armed Wing
Dark Winged Beast Synchro Effect
Level Six
2300/1000
1 "Blackwing" Tuner + 1 or more non-Tuner monsters
If this card attacks a Defense Position monster, it gains 500 ATK during the Damage Step only. During battle between this attacking card and a Defense Position monster whose DEF is lower then the ATK of this card, inflict the difference as Battle Damage to your opponent.

Fairly decent card, Blackwing Armed Wing is mostly played just for the fact that it is a solid Level six Synchro giving the deck the ability to Synchro into it with Blackwing – Blizzard the Far North and then when it dies you can just Banish it with Blackwing – Vayu The Emblem Of Honor to make Blackwing Armor Master. Its effect is ok and could be better but I’m not complaining, it again goes with the theme of Battle Phase dominance. One thing that can kill you is them walling up on you with a Spirit Reaper or something to that extent when you don’t have an Icarus Attack and this makes it so they can’t do that since you can just run over it for 2700 damage each turn.



Blackwing – Silverwind the Ascendant
Dark Winged Beast Synchro Effect
Level Eight
2800/2000
1 "Blackwing" Tuner Monster + 2 or more non-Tuner monsters
When this card is Synchro Summoned, you can select and destroy up to 2 face-up monsters on the field with DEF lower than this card's ATK. You cannot conduct your Battle Phase the turn you activate this effect. The next time a "Blackwing" monster you control would be destroyed by battle during your opponent's turn, it is not destroyed; this effect only happens once.

If it weren’t for the ability to Banish Blackwing – Vayu The Emblem Of Honor and Blackwing Armor Master from your Graveyard to Special Summon this I don’t think this card would see play at all. Its Effect is decent but its Synchro Material requirements are poor. The only real way you could have made this the regular way was with a Blackwing – Blizzard The Far North and one to two Blackwing – Kalut the Moon Shadows or Spirit Reapers. And with Blackwing – Kalut The Moon Shadow now limited and Spirit Reaper no longer a good tech card in the deck that just is not going to be happening any time soon. But again Blackwing – Vayu The Emblem Of Honor alone warrants its place in the deck.



Blackwing – Abrolhos The Megaquake
Dark Winged Beast Effect
Level Seven
2600/1800
This card cannot be Special Summoned. Any monsters that battles with this card is not destroyed by that battle, and returns to the hand after damage calculation. Once per turn, during your Main Phase 1, you can have this card lose 1000 ATK, and return all cards in your opponent's Spell and Trap Card Zone to the hand.

Blackwing – Abrolhos The Megaquake’s Effect is ok but the fact that you have to Tribute two Monsters to Normal Summon this and there is no way around that makes this card unplayable in the deck. If you could Normal Summon this like you can with Blackwing – Sirocco The Dawn I could see teching one of these maybe but with out that ability this won’t see play, its just too hard to get out.



Blackwing – Aurora The Northern Lights
Light Winged Beast Effect
Level Ten
?/0
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 2 face-up monsters you control (1 "Blackwing" Tuner and 1 non-Tuner). Once per turn, you can remove from play 1 "Blackwing" Synchro Monster from your Extra Deck. This card's name, ATK, and effects become the same as that monster's, until the End Phase.

This is kind of like Blackwing’s own Chaos Sorcerer, but not good. The fact that it’s Effect is only until the end of the turn just makes Blackwing – Aurora The Northern Lights a bit of a wasted effort.



Blackwing – Blizzard The Far North
Dark Winged Beast Tuner Effect
Level Two
1300/0
This card cannot be Special Summoned. When this card is Normal Summoned, you can Special Summon 1 Level 4 or lower "Blackwing" monster from your Graveyard in face-up Defense Position.

This is probably the best Blackwing of all. Being able to Normal Summon a Level five or six Synchro is big and if you have another Monster you can even make an eight or nine. One of the best plays in the deck is to play this while you have T.G. Hyper Librarian out and then Special Summon Blackwing – Bora The Spear or Blackwing – Zephyros The Elite to make a Trishula, Dragon Of The Ice Barrier, pop two cards and draw one. And once you are top decking ever time you hit one of these the tide of the game usually shifts into your favor. I could go on and on about the combos with this card.



Blackwing – Bora The Spear
Dark Winged Beast Effect
Level Four
1700/800
If you control a "Blackwing" monster other than "Blackwing - Bora the Spear", 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.

Blackwing – Bora The Spear is just one of your basic Blackwings, its Level four so you play it. It has decent stats and Effect and you can Special Summon it making it worth playing. There really aren’t many other good Level four Blackwings so you don’t really have much choice in playing this, you need the Level fours for your Blackwing – Blizzard The Far North plays.



Blackwing Bora The Sharp
Dark Winged Beast Effect
Level Five
1300/900
You can remove from play this card from your Graveyard to select 1 face-up "Blackwing" monster you control. If that monster battles with an opponent's monster this turn, it cannot be destroyed by battle and you take no Battle Damage from that battle. After damage calculation, destroy the opponent's monster that battled with the selected monster.

Blackwings don’t really have the ability to just dump this into the Graveyard so this card isn’t very good in the standard variants. In Vayu Turbo this card is decent since you can Discard this for Dark Grepher and then either Banish it for its own Effect or with Blackwing – Vayu The Emblem Of Honors.



Blackwing – Breeze The Zephyr
Dark Winged Beast Tuner Effect
Level Three
1100/300
If this card is added from your Deck to your hand by the effect of a Spell, Trap, or Monster Card, you can Special Summon this card. This card cannot be used as a Synchro Material Monster, except for the Synchro Summon of a "Blackwing" monster.

This is a card I have a lot of people ask me about. Its hard to describe it but Blackwing – Breeze The Zephyr is the best of the worth Blackwings. It has a really nifty Effect in that it is basically a nerfed Blackwing – Gale The Whirlwind but unfortunately the deck only has one way to Special Summon this, Black Whirlwind. And again, unfortunately Black Whirlwind is now Limited to one. That being said its just not worth playing this because the odds of your drawing into this are just as good as drawing into the only way you can summon it from your deck. And if you do draw into it there are only two real plays you can make with it; Summon is and then Special Summon Blackwing – Bora The Spear and Synchro for Blackwing Armor Master or Special Summon Blackwing – Gale the Whirlwind and XYZ for a Rank three. And even if you do have the ability to search into it there are just better cards to search like Blackwing – Gale The Whirlwind or Blackwing – Blizzard The Far North if you are searching with Black Whirlwind or Blackwing – Gale The Whirlwind or Blackwing – Vayu The Emblem Of Honor if you are searching with Blackwing – Shura The Blue Flame.



Blackwing – Brisote The Tailwind
Dark Winged Beast Effect
Level Five
1200/1800
If 2 or more "Blackwing" monsters you control are destroyed in the same turn, you can Special Summon this card from your hand. If this card is sent to the Graveyard as a Synchro Material Monster, you gain 600 Life Points.

This card is just pointless. Its dead in your hand unless you over commit into a Dark Hole or some other mass removal and even then all it does is give you 600 Life Points if you have the Blackwing – Gale The Whirlwind to Synchro with. I see no reason to play this over Blackwing – Sirocco The Dawn or at all for that matter.



Blackwing – Calima The Haze
Dark Winged Beast Effect
Level four
600/1800
During your opponent's Battle Phase, if you control no monsters, you can remove from play this card from the Graveyard to select 1 Synchro Monster in your Graveyard, and Special Summon it. It is removed from play at the end of the Battle Phase.

An interesting card in that it is basically a Blackwing specific Necro Gardna but unfortunately it has the same downfall the Blackwing – Bora The Sharp has in that Blackwing’s lack the ability to dump cards into their Graveyard so there is no real reason to play this since you would have to play it and let it die or Synchro with it in order to utilize its Effect.