Rescue-ACE Turbulence
Rescue-ACE Turbulence

Rescue-ACE Turbulence – #AMDE-EN007

You can banish 2 “Rescue-ACE” cards from your GY; Special Summon this card from your hand. During your Main Phase: You can Set up to 4 “Rescue-ACE” Quick-Play Spells / Normal Traps, with different names, directly from your Deck. If another card(s) you control leaves the field by an opponent’s card effect (except during the Damage Step): You can target 1 card on the field; destroy it. You can only use each effect of “Rescue-ACE Turbulence” once per turn.

Date Reviewed:  March 3rd, 2023

Rating: 3.83

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,

Rescue-ACE Turbulence is the big monster we’ve talked about throughout the week at certain points and ends this week’s look at Rescue-ACE monsters.

The biggest ATK in the archetype, Turbulence can be summoned in normal ways, but banishing two of your Rescue-ACE monsters in the grave to Special Summon it sounds better. Once on the field, Turbulence can so a quad set of Rescue-ACE Quick-Play Spells/Normal Trap cards from the Deck. I mentioned that I hadn’t heard of an effect like this since Painful Choice, and that was a deck thin of four and you got one of those cards. Hydrant allows for one of those Spell/Trap cards to be activated the turn it is set through Turbulence, which gets you immediate advantage, especially if you are using it with something like EXTINGUISH! for the spot removal and didn’t want to wait, or ALERT! to get something back. Getting the up to 4 Spell/Trap set from the archetype during your Main Phase each turn, cost-free, is incredible.

Turbulence doesn’t need Hydrant to get better either. As the boss monster of the archetype so far, it also can spot remove a card on the field when an opponent’s card effect takes away a card you have: a good 1-for-1 trade. While not a Quick-Play, it is a good responsive effect that can even out a bad situation.

Rescue-ACE Turbulence is a 3000/3000 beater that can deck thin on its own. Even if your opponent knows what you set, doing this turn one can be tremendous, and is made even better if you have Hydrant on the field to benefit all those Spells/Traps you just set. Sure, you can’t get multiple copies of the same card, that would be too busted, but you can get a copy of each so far in the archetype and set them, and then use your Spell/Trap searcher to search out the Field Spell instead of one of your Quick-Plays or Normal Traps. Great card that doesn’t always need Hydrant, but Hydrant remains helpful for it none-the-less.

Advanced-4/5     Art-3.5/5

Until Next Time

Crunch$G Avatar

We end the week off with the big boss to the Rescue-ACE archetype that you also want to see on the field as soon as possible: Rescue-ACE Turbulence.

Turbulence is a Level 9 FIRE Machine with 3000 ATK and DEF. Great stats overall, FIRE is fine, Machine is good. You can banish 2 Rescue-ACE cards from your graveyard to Special Summon this, helping you use up 2 used monsters in the grave to get this out. You can also banish the Spells and Traps, since the Field Spell can also put banished Spells and Traps back into the Deck. The hand effect of this is one of many ways you got to get this out, since Impulse and Gizmek Naganaki can help summon it from Deck, Monitor and RESCUE! can both revive it, and Hydrant and ALERT! could search it. You want this on board as soon as possible, since during your Main Phase it lets you set up to 4 Rescue-ACE Quick-Play Spells and Normal Traps with different names directly from the Deck, getting you to all the disruption, consistency, and recovery you might need, and soon you can add protection to that list. An ability to set 4 cards from the Deck is pretty good, especially since Hydrant lets you use 1 of those immediately, which will most likely be ALERT! to get some searching on your turn. Finally, if another card(s) you control leaves the field by an opponent’s card effect (except during the Damage Step), you can target and destroy a card on the field. Fine removal, but that just makes this the target for the opponent’s removal effects, meaning you’d likely need 2 to make use of it, considering your opponent will likely already be having a hard time gettnig rid of Hydrant, though it’s a fine effect if the opponent did out said Hydrant. Each effect is a hard once per turn for modern balancing. Turbulence is a pretty strong boss for Rescue-ACE and you want to see it as soon as possible, just kinda wish you didn’t have to specifically rely on Hydrant and Turbulence. We need more cards treated as Hydrant and more cards similar to Turbulence to get the Spells and Traps from Deck.

Advanced Rating: 3.75/5

Art: 3/5 It’s honestly a giant mess to look at.

Mighty Vee

If Rescue-ACE Hydrant is the liver of Rescue-ACE, their boss monster, Rescue-ACE Turbulence, is the heart and soul of the deck. Turbulence is a level 9 FIRE Machine monster, which is standard for Rescue-ACE, though still not a combo you see often. Usually you’ll be searching it with Rescue-ACE Hydrant, since you really don’t want to brick by running too many of these guys. If you’re feeling particularly confident, you could even summon Turbulence straight from the deck with Rescue-ACE Impulse, but the risk of your opponent simply destroying it is too high, especially as more decks with turn 1 destruction abilities like Kashtira become prominent. With 3000 attack and defense, Turbulence boasts solid stats for a boss monster, but can Turbulence carry Rescue-ACE on its own?

All three of Turbulence’s effects are hard once per turn, the first allowing you to Special Summon it from your hand by banishing two Rescue-ACE monsters. This sounds easy on paper, but in practice it is frustratingly difficult, requiring two cards minimum to summon it (ideally with Rescue-ACE Hydrant not being among them, but it almost always will be). Hydrant and one of the higher-level Rescue-ACE monsters will do the job, but Rescue-ACE Air Lifter and the Field Spell, Rescue-ACE HQ, can also help. Turbulence’s second effect can be activated during your Main Phase, setting a whopping four Rescue-ACE Quick Play Spells or Normal Traps from your deck directly to your field. Among the ones we haven’t covered yet, ALERT! is a Quick Play Spell that recycles a Rescue-ACE monster from your Graveyard, or searches one from your deck if you control Hydrant. This can lead to some neat plays since the little Rescue-ACE monsters have hand trap effects, but the problem is that the Rescue-ACE monsters in general have no meaningful disruptions! They swarm, but to what end? CONTAIN! is significantly stronger, being a Normal Trap that targets an opponent’s Effect monster and prevents it from attacking, plus negates its effects, and if you control Hydrant, it can’t be used as Extra Deck material. Like the other Trap, Contain is extremely solid, but not only is it a hard once per turn, you have to grab four cards with different names with Turbulence. Turbulence’s last effect lets you target and destroy a card on the field if another card you control is removed by an opponent’s card effect, essentially punishing them for trying to destroy your Rescue-ACE backrow. It won’t come up too often, but it can clutch a win when it does. On paper, Turbulence is actually a strong boss, but the Rescue-ACE archetype as a whole just isn’t up to snuff. The deck is bricky and Turbulence itself is a magnet for hand traps; even if it does pull off its effect, the four Rescue-ACE backrow aren’t amazingly impactful, to the point where stronger decks can simply power their way through them all. Overall, while Turbulence is a great monster, Rescue-ACE will need a lot more help before they’re ready to save anyone.

Advanced: 3.75/5

Art: 3.5/5 I was kinda hoping it’d be a WATER monster but this is fine too.

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