December 4, 2019
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Next up is a new Trap that helps fill the field with Gimmick Puppet monsters, Puppet Parade.
Puppet Parade is a Normal Trap that can only be activated when your opponent controls more monsters than you do and as a result will summon Gimmick Puppets with different names from the deck up to the difference. First off, I’ll mention how easy this can set up you getting to your Link Monster before you start going into your Rank 4s and 8s, which is great to have. Sure it relies on how many monsters your opponent has, but you needed some restriction I guess from making sure you can’t just summon 5 Gimmick Puppets and go +4 for nothing basically. Another part of that effect is that if your opponent has at least 2000 more LP than you, you can set any Rank-Up-Magic Normal Spell from the deck. Sucks that Argent Chaos Force is banned since that was the best one to use with Gimmick Puppets, but cards like Barian’s Force and Numeron Force aren’t terrible until Argent Chaos Force returns to the game, plus the Number C Gimmick Puppets are pretty good. For the rest of the turn after this card resolves, you cannot Special Summon monsters that aren’t Gimmick Puppets, but you can get around that by using it on the opponent’s turn, probably when they’re about to end their turn so you can guarantee your Gimmick Puppets will live. It’s easier to get this out with Trap Trick as well to make sure you resolve this and get as much out of it ASAP. It’s a hard once per turn, but once you fill the field, I’m sure a second won’t matter. It’s a great Trap for the archetype to max out on and add in a Rank-Up-Magic or two, or add in as many copies of Argent Chaos Force that become legal as possible upon it ever being unbanned.
Advanced Rating: 3.75/5
Art: 5/5 An army of puppets to remind you that Number C88 in the background still exists.
Puppet Parade is a Normal Trap, as we settle into midweek. This card isn’t bad, per say, but it’s got a lot of ‘you have to be in this situation (essentially losing, behind, hoping your opponent over extended, etc) to really take advantage of this. You can Special Summon Gimmick Puppet Monsters, of different names, equal to the number of Monsters your opponent controls that is greater than you.
One Monster alone brought out makes this a 1-for-1, so it’s not like you’re going to lose anything. Ideally you’d get two, despite being in a smaller hole, that’s going to better set you up for other plays, especially including the Extra Deck. You can Set a Rank-Up Magic card from your Deck to the Field…IF your opponent has 2000 Lifepoints or more than your total. Not much of a reward for being so far behind, in my opinion.
After resolution, for the duration of said turn, you can’t Special Summon outside of the theme, which seems pretty appropriate to me. You can only use one of these a turn, which also makes sense, even though I don’t feel that needs to be on there. But I suppose you could abuse it to a degree if you went Extra Deck (or whatever) and then still had fewer Monsters to play another.
Rating: Meh/5 equating to 2.75/5
Art: 4/5 That is a terrifying parade of sorts, isn’t it?
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