CHAZZ IT UP! CHAZZ IT UP! CHAZZ IT UP! Hello Pojo Readers, Crunch$G here with the first “What You Should Know” of 2021 with the first core set of the year: Blazing Vortex. We kick the year off with a modernization of the LV theme through the Armed Dragon series. We also have a few archetypes making their debut in this set like War Rocks, S-Force, and Springans. We also got the standard updates to other old archetypes and some generic cards for us to use, mainly a new Pot card to add to the extensive lineup we already have. Let’s see overall what we have in this set.

 

 

The Starlight Rares

Before we get to the new cards, we discuss the Starlight Rares. For this set’s reprinted Starlight Rare, we have Trishula, Dragon of the Ice Barrier. This is perfect just in time for the Ice Barrier Structure Deck coming soon and it’s a very iconic Synchro from back in the day. For the Starlights in the main set we have Armed Dragon Thunder LV10, Live☆Twin Lil-la Treat, Heavenly Zephyr – Miradora, and Pot of Prosperity. They’re overall a fine lineup of Starlight Rares, but I would of liked if Underworld Goddess of the Closed World was given the Starlight treatment instead of either Miradora or Lil-la Treat. 

 

ichi, jū, hyaku, sen, Manjōme-sandā

Lol, had to do the original catchphrase as well, but first up of course is the Armed Dragon support in the set. The new Armed Dragons still work on the LV strategy, but give it a modern twist. The new Armed Dragon Thunder monsters now allow you to send a monster from your hand to the graveyard to then send itself to the graveyard to summon an Armed Dragon from Deck with LV3 summoning a Level 5 or lower, LV5 summoning a Level 7 or lower, and LV7 summoning a Level 10 or lower. The three also have effects where if they’re sent to the graveyard to activate a Dragon monster’s effect, you get a bonus effect with LV3 letting you draw a card, LV5 searching any Level 5 or higher WIND Dragon from the Deck, and LV7 searching any Armed Dragon card. Also finally all three Armed Dragon Thunder monsters are treated as their original versions while on the field or in the graveyard. The end goal is Armed Dragon Thunder LV10, who if summoned via an Armed Dragon’s effect will gain effects based on whatever its ATK is with 1+ ATK making its name become Armed Dragon LV10, 10+ ATK making control of this card unable to switch, 100+ ATK making it unable to be destroyed in battle, 1000+ ATK letting you during the opponent’s turn as a Quick Effect be able to send a card from your hand to the graveyard to target another card on the field to destroy it and boost this card’s ATK by 1000, and then if you get this to 10000+ ATK it can destroy all other cards on the field once per turn. Armed Dragon LV10 White is another LV10 retrain who cannot be Normal Summoned/Set and must be Special Summoned by banishing Armed Dragons from your field and/or graveyard whose total Levels equal 10 and then after being Special Summoned can search you a White Veil from the Deck, it also prevents you from taking effect damage and if it attacks it can destroy a card at the start of the Damage Step. Knight of Armor Dragon is a Level 4 WIND Dragon Ritual that is Ritual Summoned using Armor Dragon Ritual, can shuffle a monster Special Summoned from the Extra Deck it attacks into the Deck at the start of the Damage Step, and can be tributed to summon any Level 5 or higher WIND Dragon from the Deck. Armed Dragon Flash is a Quick-Play Spell that lets you Special Summon any Level 3 Armed Dragon from the Deck in Defense Position. Armed Dragon Blitz is a Normal Spell that lets you target an Armed Dragon you control to take a monster with the same name from your Deck or graveyard and either lets you add it to your hand or Special Summon it, ignoring the summoning conditions, but it cannot attack directly and you can only Special Summon Dragons the turn you activate this card. Armed Dragon Lightning is a Continuous Spell that can be sent to the graveyard to save an Armed Dragon from destruction and while it’s face-up it can target an Armed Dragon you control to either increase its ATK by its Level x100 or add an Armed Dragon from the graveyard to the hand with a lower level than the targeted monster. Armor Dragon Ritual is a Ritual Spell that is used to Ritual Summon your Knight of Armor Dragon by tributing monsters from your hand or field whose Levels equal 4 or more as well as during your Main Phase, except during the turn it was sent to the graveyard, you can banish monsters from your hand or field whose total Levels equal 4 or more to also banish this card from the graveyard and Special Summon a Knight of Armor Dragon from your graveyard. Finally, Armed Dragon Thunderbolt is a Normal Trap that lets you target an Armed Dragon you control to have it gain 1000 ATK for each Armed Dragon in your graveyard with an equal or lower Level than the target and different names from each other, but for the rest of the turn your opponent takes no damage from the targeted monster’s attacks and you can also banish this card from the graveyard to target an Armed Dragon Spell in your graveyard and add it to your hand.

Springans out of Control

We now enter the new archetype to join the Fallen of Albaz lore, the Springans. The Springans are an FIRE Machine archetype focused on getting their Xyz out via their Field Spell and having the Xyz be able to banish itself to come back at a later time while the Main Deck monsters all can attach themselves from the hand, field, or graveyard to your Springans Xyzs. They all still have their unique effects as well. Springans Rockey is a Level 4 that on Normal or Special Summon can target a Springans monster or a Grand Sand Sea – Gold Golgonda in your graveyard and add it to your hand. Springans Pedor is another Level 4 who can tribute itself to Special Summon any differently named Springans from your graveyard. Springans Branga is a Level 8 who can banish itself and another Springans monster from the graveyard to search your Deck for any Springans card. Finally for the Main Deck monsters you have Springans Captain Sargas as another Level 8 who during the opponent’s turn as a Quick Effect can let you detach a material from any Xyz you control to target a face-up card on the field and destroy it, and it also boosts any Springans Xyz that has it as material by 500 ATK. Sprind the Irondash Dragon is a Level 8 DARK Machine Fusion of Fallen of Albaz and any Effect Monster that was Special Summoned that turn, during your Main Phase can move to another one of your Main Monster Zones and then destroy all face-up cards in that column, and if it was sent to the graveyard, then during that turn’s End Phase you can take a Fallen of Albaz or a Springans monster from the Deck and either add it to your hand or Special Summon it. Springans Ship – Exblowrer is a Rank 8 that needs any 2+ Level 8 monsters, can choose one of the opponent’s Monster Zones or Spell & Trap Zones to detach any number of materials to destroy any card in that zone and the zones adjacent to it, and during the opponent’s Main or Battle Phase as a Quick Effect can banish itself until the End Phase. Springans Watch is a Normal Spell that lets you add Grand Sand Sea – Gold Golgonda from your Deck to your hand, or if you already control Gold Golgonda you can instead add a Springans monster from the Deck to the hand and send a different Springans monster from the Deck to the graveyard. Grand Sand Sea – Gold Golgonda is a Field Spell that boosts all your Springans Xyzs by 1000 ATK, can let you discard a Springans card if you don’t control a Springans Xyz to summon any Springans Xyz from the Extra Deck, and if an Xyz Monster you control leaves the field via a card effect (except during Damage Step) you can target a monster the opponent controls and prevent it from attacking that turn, even if this card leaves the field. Springans Call! is a Normal Trap that lets you target a Springans monster or Fallen of Albaz in your graveyard to Special Summon it and during your Main Phase, except the turn it was sent to the graveyard, you can banish this card and a Fusion Monster to attach a Fusion Monster that lists Fallen of Albaz as material to a Springans Xyz you control. Finally, Springans Blast! is a Normal Trap that if you control a Springans monster you can target an opponent’s Main Monster Zone to either make the monster in that zone not able to attack or activate its effects if there’s a face-up monster in the chosen zone or if there isn’t a monster in that zone then the opponent cannot use that zone that turn, and you can target up to 2 zones instead if you control a Fusion Monster that lists Fallen of Albaz as Fusion Material. 

S-Force on the Hunt

The next new archetype in this set is the S-Force archetype, a series of monsters who in lore hunt for monsters like the PSY-Frames, the Time Thiefs, or I:P Masquerena from what we know so far and have effects based on being in the same columns as monsters the opponent controls. S-Force Rappa Chiyomaru is a Level 2 DARK Warrior that makes the opponent’s monsters only able to target S-Force monsters in the same column for attacks if there is one and as a Quick Effect can banish an S-Force card from your hand to return itself to the hand and Special Summon an S-Force monster besides another Rappa Chiyomaru from the Deck. S-Force Professor DiGamma is a Level 3 DARK Psychic who prevents opponent’s monsters in the same column as an S-Force monster from swapping their battle positions and upon this card’s Normal/Special Summon can target a monster the opponent controls to change its battle position. S-Force Orrafist is a Level 4 LIGHT Cyberse who prevents the opponent from targeting their monsters in the same column as an S-Force monster with their own card effects and when a monster the opponent controls activates an effect, then as a Quick Effect you can banish an S-Force card from your hand to destroy that monster. S-Force Gravitino is a Level 5 LIGHT Psychic who banishes any opponent’s monster that would leave the field if it was in the same column as an S-Force monster and upon its Normal or Special Summon lets you search for any differently named S-Force card from your Deck. S-Force Pla-Tina is a Level 6 DARK Spellcaster who debuffs an opponent’s monster in the same column as an S-Force monster by 600 ATK and upon its Normal or Special Summon lets you Special Summon any of your banished S-Force monsters that isn’t another Pla-Tina. S-Force Justify is a Link-3 LIGHT Cyberse who needs any 3 Effect Monsters, including at least 1 S-Force, has all 3 arrows pointing up, prevents you from summoning monsters to zones this card points to, as a Quick Effect can target a face-up monster the opponent controls to negate its effects and then move it to a zone this card points to, and when it attacks it can banish all opponent’s monsters it points to at the start of the Damage Step. S-Force Bridgehead is a Field Spell that upon activation lets you add any S-Force monster from the Deck to the hand and when the opponent declares an attack on an S-Force monster in the same column as the attacking monster, you can prevent your monster from being destroyed in battle. S-Force Showdown is a Quick-Play Spell that can either let you Special Summon an S-Force monster from the hand in Defense Position or add an S-Force monster from your graveyard to your hand. Finally, S-Force Specimen is a Normal Trap that upon activation can let you Special Summon an S-Force monster that’s banished or in your graveyard to the same column as an opponent’s monster and this card can be banished from the graveyard to move an S-Force monster you control to another Main Monster Zone. 

Windwitch Bells

One of the first archetypes to get modern support is Windwitches, mainly to make them more than an engine that summons Crystal Wing Synchro Dragon now. Windwitch – Blizzard Bell is a Level 5 Tuner who can be Normal Summoned without tribute if you control no monsters or all monsters you control are Windwitch monsters and during your Main Phase as a Quick Effect while you control a Windwitch monster that isn’t Blizzard Bell, you can send this card from the hand or field to the graveyard to inflict 500 damage to the opponent. Windwitch – Freeze Bell is a Level 3 who can be Special Summoned if all monsters you control are Windwitch monsters, during your Main Phase can increase its own Level by 1, and a WIND Synchro that uses this as material cannot be destroyed by battle. Windwitch – Diamond Bell is a Level 8 Synchro of any Tuner and any WIND non-Tuner(s), upon Synchro Summon can target a Windwitch in your graveyard to inflict damage to the opponent equal to half the target’s ATK, can target and destroy a card on the field if the opponent takes battle or effect damage, which is an effect that can be used up to twice per turn instead if you only used Windwitch monsters to Synchro Summon this card. Windwitch Chimes is a Normal Spell that lets you target a Windwitch monster you control to Special Summon a Windwitch with a different name from the Deck, but you can only Special Summon WIND monsters the turn you use this card. Finally, Icy Breeze Refrain is a Normal Trap that can either let you target and Special Summon a Windwitch from your graveyard in Defense Position or negate an opponent’s effect if it was activated in response to your Windwitch monster’s effect. 

A Fabled Revival

In a resurgence of the Duel Terminal archetypes, we see the return of the classic Fabled archetype with cards to modernize this Deck. Fabled Marcosia is a Level 4 who can be Special Summoned from the hand by discarding up to 2 monsters besides Fabled Marcosia, but at least 1 Fabled monster, and if it’s discarded to the graveyard you can add a Fabled Spell/Trap from your Deck to your hand. The Fabled Abanc is a Level 2 Tuner who can Special Summon itself from the graveyard by discarding a Fabled monster, but it’s banished when it leaves the field. Fabled Andwraith is a Level 6 Synchro of any Fabled Tuner and any non-Tuner(s), upon being Special Summoned can let you draw 2 cards and discard 1 unless the opponent discards a card to negate this effect, and while you control this monster and the opponent discards a monster of their own, you can Special Summon the monster they discarded to the graveyard. Stairway to a Fabled Realm is a Field Spell that upon activation lets you send a Fabled monster from the Deck to the graveyard, can let you target a Fabled monster in your graveyard to add it to your hand by discarding 2 cards, and if your Fabled monster attacks while you have less cards in the hand than your opponent, your Fabled gains ATK equal to the difference of cards times 200. Finally, Fabled Treason is a Normal Trap that lets you target a Fabled in your graveyard and a face-up card on the field to let you Special Summon your targeted monster and destroy the face-up card if you discard a card.

Parametalfoes Alchemy

The final archetype to get a real wave of support is the Metalfoes archetype returning with some new cards. Parametalfoes Melcaster is a Scale 1 Level 7 with the regular Pendulum Effect we’re used to on the old Metalfoes and a monster effect where if is destroyed while face-up on the field, you can add a different Metalfoes Pendulum from the Extra Deck face-up to your hand, but you cannot activate it or cards with the same name for the rest of the turn except via a card effect. Metalfoes Vanisher is a Scale 1 Level 9 with the Pendulum Effect where if a Metalfoes monster you control is destroyedby a card effect, you can add a Metalfoes card from the graveyard to your hand and a monster effect to Special Summon itself from the hand by targeting 2 cards you control, including a Metalfoes card, and destroying them and on Special Summon via any Metalfoes card can let you target a monster the opponent controls or is in their graveyard and banish it. Parametalfoes Azortless is a Scale 8 Level 7 Fusion or any Metalfoes monster and any Fusion Monster, in the scale can target and destroy a face-up card on the field if a Metalfoes card you control is destroyed by a card effect and as a monster if Special Summoned from the Extra Deck can target a card the opponent controls to destroy it by shuffling 2 face-up Pendulum Monsters from the Extra Deck into the Deck and if it’s destroyed while in the Monster Zone you can place it in the Pendulum Scale. Heavymetalfoes Amalgam is a Link-2 of any 2 Metalfoes monsters, has Left and Right arrows, and if sent to the graveyard from the Monster Zone by a card effect can either let you equip this monster from the grave to a Metalfoes monster to have it gain 1000 ATK or revive itself from the graveyard by destroying a Metalfoes card you control. Finally, Parametalfoes Fusion is a Normal Spell that lets you Fusion Summon any Metalfoes Fusion by using up to 1 monster each from your hand, field, or face-up Extra Deck. 

Rocks of War

The final full archetype wave is the TCG exclusive War Rock archetype, a battle focused archetype based around tribal Warriors that are all EARTH Attribute. War Rock Fortia is a Level 4 who if an EARTH Warrior battles, after damage calculation you can add a War Rock card besides Fortia from the Deck to the hand and then boost all War Rocks you control by 200 ATK until the end of the opponent’s turn and if it’s sent from the Monster Zone to the graveyard by an opponent’s effect, you can Special Summon a Level 5 or higher War Rock from the hand or Deck. War Rock Gactos can be Special Summoned from the hand if you Normal Summon any EARTH Warrior and has the same floating effect as Fortia. War Rock Orpis is a Level 5 who can be Normal Summoned without tributing if you control no monsters or all monsters you control are Warriors and if your EARTH Warrior battles, after damage calculation you can send an EARTH Warrior from the Deck to the graveyard and then have all War Rocks gain 200 ATK until the end of the opponent’s turn. War Rock Skyler is a Level 6 who gains 100 ATK for each monster the opponent controls, during a Battle Phase which an EARTH Warrior battles then as a Quick Effect you can Special Summon any Level 5 or lower Warrior from your graveyard then all your War Rocks gain 200 ATK until the end of the opponent’s turn and all Level 5 or lower monsters cannot direct attack for the rest of the turn. War Rock Bashileos is a Level 7 who during the Battle Phase in which an EARTH Warrior battles then as a Quick Effect you can activate the effect to have this monster attack directly that turn and all War Rocks gain 200 ATK until the end of the opponent’s turn, also if this card is in the hand or graveyard when a War Rock monster you control is destroyed by battle, you can Special Summon this card, but its banished when it leaves the field. War Rock Mountain is a Field Spell that upon activation lets you add a War Rock monster from the Deck to the hand, at the start of the Battle Phase lets you Special Summon a War Rock with a different name from cards you control if you control no monsters or only control Warriors, and it can be sent to the graveyard instead if a Warrior monster would be destroyed in battle. Finally, War Rock Ordeal is a Continuous Spell that you can only control 1 of, gains 3 Counters on activation, each time a War Rock destroys a monster in battle you remove a Counter from this card to draw 1 card, and once all Counters are removed this is sent to the graveyard.

Archetype Assists

Now time for all the archetypes that got one or two cards of support, including a second TCG exclusive archetype that only got 2 cards in its debut, the Materiactors. Materiactor Gigadra is a Level 3 DARK Dragon who can let you discard a card to Special Summon a Level 3 Normal Monster from your Deck, or if you discarded a Normal Monster you can instead summon a Materiactor monster, and also while you control this mosnter you cannot Special Summon from the Extra Deck except for Xyz Monsters. Materiactor Gigaboros is a Rank 3 DARK Dragon of any 2+ Level 3 monsters, gains 500 ATK/DEF for each card in your hand, can detach a material from itself to attach a Materiactor from your Deck to itself as material, and as a Quick Effect during the opponent’s Main or Battle Phase can let you add any Xyz Material this card has to your hand. Now for the old archetypes that got support we have Tri-Brigade, Dogmatika, Constellar, Digital Bug, Ancient Warriors, Dream Mirror, Machina, Live☆Twin, Skull Servants, Ojamas, Eldlich, Dual Avatar, and Virutal World and we’ll go in order for each archetype. Tri-Brigade Kitt is a Level 2 FIRE Beast who has the regular Tri-Brigade effect and if it is sent to the graveyard, you can send any Tri-Brigade card that isn’t another Kitt from the Deck to the graveyard. Tri-Brigade Rendezveous is a Quick-Play Spell that targets all your Linked Beasts, Beast-Warriors, and Winged Beasts to boost them by 700 ATK for that turn and it can be banished from the graveyard to prevent the destruction of any of your Linked Beasts, Beast-Warriors, or Winged Beasts. Dogmatika Genesis is a Normal Trap that targets any of your banished Fusion, Synchro, Xyz, or Link Monsters and a monster the opponent controls of the same card type to return your banished monster to the Extra Deck and negate the effects of the opponent’s monster. Constellar Caduceus is a Level 4 LIGHT Spellcaster who can be Special Summoned from the hand if you control a Constellar monster, during your Main Phase lets you add any Constellar Spell/Trap from your Deck to your hand, and a Constellar Xyz that uses this monster as material gains the effect to banish any LIGHT or DARK monster it battles. Digital Bug Registrider is a Level 3 LIGHT Insect who can only be used as Xyz Material to summon an Insect, when you Normal Summon a Level 3 Insect you can Special Summon this card from your hand and then you can change the Level of this monster and the summoned Insect to 5 or 7, upon Special Summon can let you change the battle position of an Insect monster you control, and an Xyz Monster that uses this as material gains the effect to gain 1000 ATK/DEF. Ancient Warrior – Rebellious Lu Feng is a Level 8 DARK Beast-Warrior who cannot be Normal Summoned or Set and must be Special Summoned from the hand by you controlling the highest ATK Ancient Warriors monster on the field (even if tied), as a Quick Effect during the Main Phase can destroy a face-up monster the opponent controls with the highest ATK (your choice, if tied) and you cannot activate monster effects that turn except for Ancient Warriors, and during the End Phase if the opponent controls the monster with the highest ATK on field (even if tied), it swaps control to the opponent. Ancient Warriors Saga – Chivalrous Path is a Continuous Trap that can be sent to the graveyard instead if an Ancient Warriors would be destroyed by battle, can let you Special Summon an Ancient Warriors Token (Beast-Warrior/WIND/Level 1/ATK 500/DEF 500) if the opponent Special Summons a monster, and when a card or effect is activated that targets an Ancient Warriors you control, you can banish this card from the graveyard to negate the activation. Neiroy, the Dream Mirror Disciple is a Level 3 Fairy who can be Special Summoned from the hand if you control a Dream Mirror and then you can make this card’s Attribute become DARK and if Special Summoned by a Dream Mirror effect you can activate the effect to return an opponent’s Spell/Trap to the hand if Dream Mirror of Joy is in the Field Zone or draw a card and then shuffle a card from your hand into the Deck if Dream Mirror of Terror is in the Field Zone. Oneiros, the Dream Mirror Tormentor is a Level 10 DARK Fiend Fusion of any 2 Dream Mirror monsters with different Attributes, is also treated as LIGHT while face-up on the field, can negate a monster effect as a Quick Effect if Dream Mirror of Terror is in the Field Zone, and can tribute itself as a Quick Effect to Special Summon an Oneiros, the Dream Mirror Erlking from the Extra Deck in Defense Position if Dream Mirror of Joy is in the Field Zone. Dream Mirror Recap is a Continuous Trap that lets you shuffle a Dream Mirror into the Deck if it would tribute itself to activate its effect instead of sending it to the graveyard and during the Main Phase can be sent to the graveyard to place Dream Mirror of Joy or Dream Mirror of Terror that’s banished into your Field Zone and then lets you Special Summon from the hand a monster that lists the card you placed in its text. Machina Unclaspare is a Level 4 DARK Machine that can Special Summon itself from the hand if added to your hand, except by drawing it, but you can only Special Summon Machines for the rest of the turn, and on Normal or Special Summon can let you send any Machina monster from the Deck to the graveyard except another Unclaspare. Live☆Twin Lil-la Treat is a Level 2 DARK Zombie who can be Special Summoned from the hand if you control a Ki-sikil monster and when either player takes battle damage from a battle involving an Evil★Twin monster, you can banish this card from the graveyard to make an opponent’s monster lose ATK equal to the damage. Wightbaking is a Level 1 DARK Zombie whose name is treated as Skull Servant in the graveyard, can discard itself to prevent the destruction of a Level 3 or lower Zombie you control, and if sent to the graveyard can let you add 2 monsters with different names from the Deck to the hand, besides Wightbaking, that are either Skull Servant or list Skull Servant in the text, and then you discard a card. Ojama Pink is a Level 2 LIGHT Beast who if sent from the hand or field to the graveyard can let you draw a card and then discard a card, then if you discarded an Ojama card you can target an opponent’s unused Main Monster Zone and make the opponent unable to use it until the end of their turn. Eldlich the Mad Golden Lord is a Level 10 LIGHT Zombie Fusion of any Eldlich monster and any Level 5 or higher Zombie monster, becomes Eldlich the Golden Lord while on the field, cannot be destroyed by battle or card effects, and can let you tribute a Zombie you control to target and take control of an opponent’s face-up monster, but it cannot attack or activate its effects that turn. Seven Cities of the Golden Land is a Continuous Spell that lets you Fusion Summon any Fusion by using Zombie monsters in your hand or on field as material and if a Zombie monster is Special Summoned by a card effect (except during Damage Step) you can target an opponent’s Set Spell/Trap and prevent them from activating it that turn (even if this card leaves the field. Dual Avatar – Empowered Mitsu-Jaku is a Level 7 LIGHT Warrior Fusion of Dual Avatar Feet – Kokoku and any 2 Dual Avatar monsters, prevents each Dual Avatar Fusion from being destroyed the first time they would, during your Main Phase can let you return all Spells and Traps the opponent controls to the hand, and when your opponent’s monster effect is activated on the field while you control 2 or more Dual Avatar Fusions then as a Quick Effect you can destroy that monster. Dual Avatar Ascendance is a Normal Trap that lets you target a Dual Avatar monster you control to destroy it and Special Summon a Dual Avatar from the Deck or Extra Deck with 1 Level higher or lower than the targeted monster had on field, and during your Main Phase, except during the turn this card was sent to the graveyard, you can banish this card from the graveyard to target a Dual Avatar monster in the graveyard and add it to your hand. Dragunity Knight – Gormfaobhar is a Level 7 WIND Dragon Synchro of any Dragunity Tuner and any non-Tuner(s), when Synchro Summoned can target and equip a Dragunity Tuner from your graveyard to this card, and as a Quick Effect can send a Dragunity Equip to the graveyard to target and banish up to 2 cards from the opponent’s graveyard. Virtual World Gate – Xuanwu is a Continuous Trap that if you control another Virtual World Gate card, you can target a face-up monster on the field and change its battle position, also this card can be banished from the graveyard to Special Summon any Virtual World monster from the graveyard with its effects negated and then you send a card from your hand to the graveyard. Finally, Virtual World Oto-Hime – Toutou is a Level 6 EARTH Wyrm who can be Normal Summoned without tributing if you control no monsters or all monsters you control are Psychic and/or Wyrm Type and if this card is in your graveyard, you can discard a Psychic or Wyrm monster to Special Summon this card as a Tuner, but banish it when it leaves the field and you can only Special Summon Level/Rank 3 or higher monsters the turn you use this effect.

Generic Goodies

Now finally for the generic cards in the set, where some of the best cards usually lie. Heavenly Zephyr – Miradora is a Level 7 WIND Dragon whose effect activations cannot be negated, can be Special Summoned from the hand if the opponent Special Summons a monster with 2000 or more ATK from the Extra Deck, and if Special Summoned from the hand can target a monster Special Summoned from the Extra Deck on the field and have that monster unable to activate its effects while this monster is on the field. Sacred Tre Beast, Hyperyton is a Rank 9 EARTH Plant that needs any 2 Level 9s as material, during your turn when you activate a card or effect then as a Quick Effect you can target a card with the same card type (Monster, Spell, Trap) in your graveyard and attach it to this card as material, and during the opponent’s turn when a card or effect is activated you can detach a material of the same card type to negate the activation and destroy that card. Underworld Goddess of the Closed World is a Link-5 LIGHT Fiend with all arrows pointing everywhere but the Left ones, needs 4+ Effect monsters to summon, can let you use 1 of the opponent’s monsters as material to summon this, if Link Summoned can negate the effects of all face-up cards the opponent controls, is unaffected by all the opponent’s cards that don’t target this card, and once per turn when the opponent activates a card or effect that would Special Summon from their graveyard then as a Quick Effect you can negate that activation. Pot of Prosperity is a Normal Spell that lets you banish 3 or 6 cards of your choice from the Extra Deck face-down to look at the top cards of your Deck equal to the number of banished cards and add 1 chosen card to the hand while the others go to the bottom of the Deck, but you cannot draw via effects the turn you activate this card and the opponent takes half damage that turn. Tilted Try is a Field Spell that when you draw for your normal Draw Phase, you can reveal one of those cards to return it to the bottom of the Deck to draw a new card and when you draw by a card effect you can reveal that card to send this card to the graveyard and that card to the bottom of the Deck to draw another card. E.M.R. is a Normal Trap that lets you tribute any Machine monster you control to target and destroy a card on the field for every 1000 original ATK it had. Angel Statue – Azurune is a Continuous Trap that when activated can be Special Summoned as a monster (Fairy/LIGHT/Level 4/ATK 1800/DEF 1800) and it’s still treated as a Trap and once per turn, when your opponent would Special Summon a monster while this card is in the Monster Zone, you can send to the graveyard a Continuous Trap in the Monster Zone that was summoned from the Spell/Trap Zone to the graveyard to negate that summon and destroy that monster, also when this card is destroyed by battle you can destroy the monster that destroyed this card. Raging Storm Dragon – Beaufort IX is a Level 9 WIND Dragon Ritual who can be Ritual Summoned using Breath of Acclamation, when an opponent’s monster declares a direct attack, you can discard this card to negate the attack and that monster’s effects and as a Quick Effect while on the field you can target a monster the opponent controls to return the targeted monster and this card to the hand. Breath of Acclamation is a Ritual Spell (which all copies currently are misprinted as Normal Spells, but the database officially recognizes as a Ritual Spell) that can be used to Ritual Summon any WIND Ritual by tributing monsters from the hand or field whose Levels exactly equal the Ritual Monster’s Level. Coordius the Triphasic Dealmon is a Level 9 DARK Fiend Fusion of any Synchro, Xyz, and Link Monster and once while this Fusion Summoned monster is face-up on the field, you can pay LP in multiples of 2000 to activate one of three effects for every 2000 LP paid (and you can only use each effect once) to either add a Spell/Trap from the graveyard to the hand, destroy 3 cards the opponent controls, or for a turn have this card gain ATK equal to half the difference in LP between you and the opponent and also your other monsters cannot attack. Greater Polymerization is a Normal Spell that lets you Fusion Summon using 3 or more monsters from your hand or field as Fusion Material and then the Fusion Monster gains the effects to be unable to be destroyed by card effects and to do piercing battle damage. Psychic Eraser Laser is a Normal Spell that lets you send an opponent’s monster Special Summoned from the Extra Deck to the graveyard and then they gain LP equal to the sent monster’s original ATK or DEF (whichever is higher). Finally, Underdog is a Continuous Trap that negates the effects of all monsters the opponent controls during your turn and negates the effects of all monsters you control during the opponent’s turn.

In Conclusion

We got our front runner for the weakest set of the year. Overall, it’s really carried by the Pot card being a massive chase card, with only Underworld Goddess being behind that and that’s only based on an interaction with I:P Masquerena that I don’t know if the TCG has made a ruling on yet. Other that that, there are some cool things. Armed Dragons getting retrains is super cool and I do like S-Force and Springans a lot, but the first archetype is mainly fanfare and the other two need more cards. War Rocks certainly needs a lot cause the archetype right now is pretty bad and I wish Materiactors got the War Rock treatment of getting 7 cards instead since it has a cooler concept. The archetype support overall is okay really, Metalfoes got good cards but are still missing Electrumite in the format, while Fabled got a nice boost and Tri-Brigade Kitt is going to be big in Tri-Brigade strategies. Also we got some potential with Miradora and Psychic Eraser Laser and I’m sure some Decks will fit Underdog in somewhere, but overall this set feels like you either pull Pot of Prosperity or bust. In all honesty, Lightning Overdrive so far has better archetype support as well, even if it has less good generic cards.

Thanks for Reading,

Crunch$G