RESCUE!
RESCUE!

RESCUE! – #AMDE-EN009

(This card is always treated as a “Rescue-ACE” card.)
Target 1 “Rescue-ACE” monster in your GY, or if you control “Rescue-ACE Hydrant”, you can target 1 monster in your opponent’s GY instead; Special Summon it to your field. You can only activate 1 “RESCUE!” per turn.

Date Reviewed:  February 28th, 2023

Rating: 3.42

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
Lullaby

Hello Pojo Fans,

Are we in need of RESCUE! Nope, but it is the card we’re reviewing today.

Always treated as a “Rescue-ACE” card, like all the Spell/Traps in the archetype, RESCUE! is one of your Quick-Play spells that can be a Monster Reborn for your Rescue-ACE monster, or your opponent’s monster in their grave. That second option is only available if Rescue-ACE Hydrant is on the field. Like all the Spell/Traps in the archetype, they gain better effects if Hydrant is present, making that 0/0ATK/DEF monster important to keep on the field. A Quick-Play Monster Reborn is for your ACE monsters is good, getting back heavy hitters like Turbulence and Fire Engine, as well as gaining advantage off the summon of the monster like Air Lifter or Monitor.

As for using it on your opponent’s monsters, it’d be nice to get a big boss monster that could cause some disruption without needing something like Xyz Materials attached to do so. Being a Quick-Play helps give RESCUE! some flexibility when playing it, and no matter what you are getting a monster.

Easy to play and is the Monster Reborn of the archetype except quicker. All Spell/Trap in the RESCUE archetype are better when Hydrant is around, much like real firefighters, they need the hydrant to make things go.

Advanced-3.5/5     Art-2.5/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

Speaking of the archetype’s Quick-Play Spells first, we got one with RESCUE!

RESCUE! is a Quick-Play Spell that’s always treated as a Rescue-ACE card, cause the main 4 Quick-Play Spells and Normal Traps are meant to spell RACE similar to Rescue-ACE is going for. Anyways, activating this lets you target a Rescue-ACE monster in your graveyard, or if you control Rescue-ACE Hydrant you can instead target a monster in the opponent’s graveyard, and Special Summon it. Revival is solid to have usually, as it helps keep your most important monsters on the field. This having the option to revive an opponent’s monster is nice and can be pretty disruptive to them, as you’re stealing their monster as long as you keep control of it. For all the cards to need Rescue-ACE Hydrant for a boost, this is probably the least of all the boosts to the Quick-Play Spells and Normal Traps. Not that reviving an opponent’s monster is bad, it’s just how much significantly better the other cards become with Hydrant on the field. It’s a fine card, easy to set from Deck and it can be put back there with the Field Spell, so 3 isn’t mandiatory, but 2 is fine.

Advanced Rating: 3.25/5

Art: 2/5 It’s pretty lazy when there’s like 3 other cards that look the same, just with different words.


Mighty Vee
Mighty
Vee

Following up on Rescue-ACE Hydrant is the appropriately-named RESCUE!, a Quick Play Spell card (and henceforth simplified to “Rescue”). Rescue is always treated as a Rescue-ACE card, which makes sense thematically if you’ve seen the other Rescue-ACE backrow. Rescue can only be activated once per turn and has a single effect. You can target and Special Summon one Rescue-ACE monster from your Graveyard, but if you control Hydrant, you can Special Summon a monster from your opponent’s Graveyard instead. Rescue’s easily one of the better Rescue-ACE backrow in general, since on your turn you can use it as an extender to bring back a dumped Rescue-ACE, or otherwise revive Hydrant (assuming you did not banish it to summon the boss, anyway). The bonus effect is a lot stronger than it looks, functioning as both Graveyard disruption and general advantage since you can take an opponent’s monster for Link material or simply take a beater or other strong monster. The only problem with Rescue is that I wish it could Special Summon banished Rescue-ACE monsters as well, so you could bring back Hydrant after summoning the deck’s boss monster. Overall, I’d run at least one, but this is the only Rescue-ACE backrow I condone running more than one of if you feel like it.

Advanced: 3.5/5

Art: 2/5 It’s just Hydrant giving commands, not particularly inspired.


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