(This card is always treated as a “Rescue-ACE” card.)
Special Summon 1 “Rescue-ACE” monster from your Deck in Defense Position, then Tribute 1 “Rescue-ACE” monster from your hand or field. During your Main Phase: You can banish this card from your GY, then target 1 “Rescue-ACE” Trap in your GY; Set it. You can only use each effect of “EMERGENCY!” once per turn.

Date Reviewed:  September 5th, 2023

Rating: 4.00

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:

KoL's Avatar
King of

Hello Pojo Fans,

EMERGENCY! brings us back to the Rescue archetype we covered once before on Pojo.

A Quick-Play Spell that’s treated as a Rescue-ACE card, because it needs to have synergy within the archetype, EMERGENCY! Is a quick way to Special Summon a Rescue-ACE monster from the Deck. Summoning in Defense Position doesn’t help within the Battle Phase of your turn, though it can help defend on your opponent’s turn, as well as give you a body to do some Extra Deck stuff with before going into the Battle Phase. You have to tribute a Rescue-ACE monster in your hand or on the field after you Special Summon though, so when you don’t have any of those you can’t play this card. None of the Rescue-ACE monsters gain anything off of being tributed by this card, a downer for sure. However, Special Summoning first with this will fuel all the other Special Summons the Rescue-ACE monsters can do from the hand, even if you have to tribute one of them, you can always recoup the loss through something like Rescue-ACE Liter to get ALERT! which will get you another Rescue-

ACE monster from your Deck. Your biggest Rescue-ACE monsters benefit from this card the most as this and the tributed Rescue-ACE monster facilitate Preventer or Turbulence Special Summon.

Banish EMERGENCY! from your grave to set a Rescue-ACE trap from your grave is an acceptable 1-for-1. CONTAIN! can be used to prevent an Effect Monster from using its effect(s) as well as stopping it from being used as Extra Deck material, while EXTINGUISH! can pop an effect monster and stop it from activating any effects upon destruction, banish, or in the grave. Both cards need Rescue-ACE Hydrant for their secondary effects to activate, but they both are decent cards without that second effect.

EMERGENCY! Can be a turn-starting card for Rescue players that don’t want to spend their Normal Summon on something they can Special Summon first. This card gets you to Hydrant, which will then get the most out of the rest of your Rescue-ACE monsters. Yes, it is technically a -1 but only for a moment if you can activate effects after. It’s a shame there isn’t a Rescue-ACE monster that doesn’t gain something off being tributed, it would be a great combo piece for this card.

Advanced- 3.5/5

Art- 3/5

Until Next Time,

Crunch$G Avatar

Speaking of support cards to make their archetypes relevant, this time for the first time, Rescue-ACE finally got the support they were wanting to actually do something meta relevant, and today we look at possibly one of the best cards in the archetype: EMERGENCY!

EMERGENCY! is a Quick-Play Spell that’s always treated as a Rescue-ACE card, cause you can’t give up the naming convention of the Spells and Traps, so you can easily set this from Deck with Turbulence or search it with Air Lifter. The card is basically Emergency Teleport for the archetype, letting you summon any Rescue-ACE monster from the Deck in Defense Position, then you got to tribute a Rescue-ACE monster from your hand or field. The tribute requirement is fine, it fuels the graveyard for the Special Summon effects of Turbulence and Preventer, all while this is most likely getting you to Rescue-ACE Hydrant since its one of the heart and soul pieces of the Deck. You can also banish this card from the graveyard to set a Rescue-ACE Trap from the graveyard back to your field, so more disruption or protection, all while you banish this to maximize value off it before returning it to the Deck with Rescue-ACE HQ. Hard once per turn on each effect, of course. EMERGENCY! is a great piece of support for an archetype that was otherwise floundering in the meta, and now it’s actually able to produce decent results. The Rescue-ACE Deck only gets better when we get the Diabellestarr stuff, but either way you play 3 of this in Rescue-ACE to get to your key pieces as fast as possible.

Advanced Rating: 4.5/5

Art: 4/5 How did the whole city get set on fire?

Mighty Vee

Rescue-ACE gets a much-needed boost with EMERGENCY!, a Quick-Play Spell and one of their two new cards this set, along with Rescue-ACE Preventer. Like the other Rescue-ACE backrow, Emergency is treated as a Rescue-ACE card, so you can grab it with Rescue-ACE Turbulence if needed. Emergency has two hard once per turn effects; its first effect lets you Special Summon any Rescue-ACE monster from your deck in Defense position, though you’ll have to tribute a Rescue-ACE monster from your hand or field afterward. An E-tele is a massive consistency boost for the deck, getting access to both Rescue-ACE Hydrant and Turbulence, and while the tributing requirement feels a bit overbalanced, it can end up dodging Hand Traps like Infinite Impermanence and Effect Veiler; one of the deck’s main weaknesses was Turbulence getting slapped, so Emergency helps a lot on both fronts. Emergency’s other effect is slightly less impressive, but also helpful, banishing itself from the Graveyard during your Main Phase to set a Rescue-ACE Trap from your Graveyard directly to your field. Recycling CONTAIN! and EXTINGUISH! is very helpful in longer games, especially if you only run one copy of each. Emergency single-handedly propelled Rescue-ACE to meta status in the OCG, with the Diabellestar engine only pushing it further beyond. While the deck has also been doing well in the TCG, it hasn’t been nearly as dominant, so perhaps Age of Overlord can give it the second boost it needs to save the day.

Advanced: 4.25/5


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