Rescue-ACE Hydrant – #AMDE-EN004
While you control a “Rescue-ACE” monster other than “Rescue-ACE Hydrant”, your opponent’s monsters cannot target this card for attacks, also your opponent cannot target this card with card effects. You can only use each of the following effects of “Rescue-ACE Hydrant” once per turn. You can activate a Quick-Play Spell, or Trap Card, that was Set by the effect of your “Rescue-ACE” card, the turn it was Set. During your Main Phase: You can add 1 “Rescue-ACE” monster from your Deck to your hand, except “Rescue-ACE Hydrant”.
Date Reviewed: February 27th, 2023
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
We’ve got Rescue Week on Pojo CoTD, was wondering when this archetype would show up on our radar. Starting things off is Rescue- ACE Hydrant
Self-protection against card effects and attacks if you have another “Rescue-ACE” monster other than itself. Considering it has 0ATK/DEF that is good protection, even if it needs another Rescue monster other than itself. Luckily for little Hydrant, Fire Attacker or Fire Engine within the archetype can be Special Summoned and provide the monster you need. While Hydrant won’t provide any offensive ability and only looks out for itself, all the Spell/Trap cards within the archetype revolve around Hydrant on the field for them to gain better effects. Hydrant also gives you the ability to activate one Quick-Play Spells or Traps that was set by other “Rescue” monsters this turn. The only monster that can do that is “Rescue Turbulance” which can set up to four from your Deck. A targeted deck thin of four is unheard of since “Painful Choice” and while your opponent will know each of the cards you set, that doesn’t mean it will make a difference. You can set one with Turbulence and activate it straight-away with Hydrant, midigating your opponent having knowledge of what you set, or go straight to the +4 and activate one of the. Summon Hydrant, search Fire Attacker or Fire Engine, Special Summon Fire Attacker to give Hydrant its protection, or get to Rescue Turbulence as quickly as possible to get that deck thin.
Until Next Time,
Rescue-ACE are here this week to race towards putting the fire out as we start this week with the main card for the whole archetype: Rescue-ACE Hydrant.
Hydrant is a Level 1 FIRE Machine with 0 ATK and DEF. Stats are of course terrible, FIRE is a fine Attribute to work with, and Machine is pretty good overall. While you control a Rescue-ACE monster other than Rescue-ACE Hydrant, your opponent cannot target this card for attacks or card effects, which is pretty solid protection to have to make sure you keep a key part of this archetype on the field. The protection could be better to ensure this isn’t going anywhere while you got a Rescue-ACE monster so you can closer to guarantee your archetype does the job, but it’s good enough as is. The remaining effects are a hard once per turn, the first letting you use Rescue-ACE Quick-Play Spells and Normal Traps the turn they are set, as long as they were set by the effect of a Rescue-ACE card, so you can make use of your cards right away for removal, searching, or recovery on the spot. Finally, during the Main Phase, you can search for a Rescue-ACE monster besides Hydrant, so it gets you to more monsters to help keep the Hydrant safe so you can do the job with this archetype, especially good to get you ways to your boss monster as fast as possible. For what is the centerpiece of the archetype, it’s solid. Stats are bad, but other monsters on the field help keep it safe, plus it gets you to said monsters and helps you use your Spells and Traps as soon as possible. You want 3 for Rescue-ACE, a problem of the Deck is needing more Hydrants, tbh.
Advanced Rating: 3.75/5
Art: 4/5 It’s a fire hydrant, idk what else you could expect.
This week starts our coverage of the Amazing Defenders booster box and its first archetype, Rescue-ACE. Rescue-ACE Hydrant is the liver of the archetype, a level 1 FIRE Machine, so you can grab it with One for One; additionally, since it has 0 attack and defense, you can search it with Piri Reis Map and Gizmek Naganaki as well, which more than makes up for the terrible stats. FIRE Machines aren’t particularly common, and for reasons we’ll get to later this week, there’s not much reason to run Hydrant outside of Rescue-ACE.
Hydrant can’t be targeted by attacks or card effects as long as you control another Rescue-ACE, which is great since otherwise it’s incredibly vulnerable, and you sometimes want Hydrant on the field to trigger the bonus effects of your Rescue-ACE backrow. Hydrant’s other two effects are both hard once per turn, the first letting you activate a Quick Play Spell or Trap the same turn it was set by a Rescue-ACE monster. This doesn’t make much sense at first, but it’ll become clear when we cover their boss. Hydrant’s last effect is a simple ROTA, searching any Rescue-ACE monster except itself. The vast majority of the time, you’ll be searching a piece to summon their boss monster, but sometimes you might want to grab Rescue-ACE Impulse for (admittedly weak) follow-up. OVerall, cornerstone card for REscue-ACe that you’ll want to run 3 of, for better or for worse. Rescue-ACE has a lot of problems, but Hydrant is not among them! Unfortunately, it only gets worse from here.
Art: 3/5 Bro’s stuck on a DnD miniature platform
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