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Yu-Gi-Oh Burst of Destiny – What You Should Know

Ready for birds, swords, and enforcers? Hello Pojo Readers, Crunch$G here to tell you what you should know about the latest and final core booster set of 2021: Burst of Destiny. This set has several pieces of legacy support for Rokkets as the cover theme, alongside other support for Destiny HERO, Reptilianne, Penguins, Evil★Twins, and many more archetypes alongside the debut of two extremely hyped archetypes in Floowandereeze and Swordsoul. The Destiny HERO support also comes along with an alternative to Red-Eyes Dark Dragoon that you’ll likely summoned very often in every other Deck if they aren’t using Dragoon. We also continue Beetroopers with their last wave of support and get some imports from the 2019 Starter Deck we never got. This is a loaded set with a ton of good cards, so let’s get into the analysis of all the good cards in this set.

The Starlight Rares

As always, we get 5 new Starlight Rares in this set to add a bit of a chase to opening the packs, 4 that were originally in the set and 1 that’s added in to go along with recent support or to boost a generic card. This time, the bonus Starlight added into the set is Elemental HERO Stratos to go alongside the new HERO cards. If you’re a Swordsoul player, you might have it rough if you want max rarity since both Incredible Ecclesia, the Virtuous and Swordsoul Grandmaster – Chixiao both got the Starlight treatment. Evil★Twins continue to have their monsters in high rarity with Evil★Twin’s Trouble Sunny getting the Starlight treatment. Finally, Floowandereeze is represented with a Starlight to Floowandereeze & Snowl.

Boosted Borrels

As the box would tell you, we got a boost to the Rokket and Borrel archetypes used by Revolver in the VRAINS anime with several new monsters to help flood the field with Rokkets, a new Borrel Ritual and Link-3, and a new card to help you use Magic Cylinder like Revolver in the anime. Rokket Caliber is a Level 4 DARK Dragon Tuner that can Special Summon itself from the hand to a zone any DARK Link Monster points to and it can tribute itself to summon any DARK Dragon or Machine from your hand. Double Disruptor Dragon is a Level 8 DARK Dragon that can tribute itself to revive 2 Rokkets with different names in your grave in Defense Position and can be banished from the grave to search for a Rapid Trigger or Heavy Interlock from your Deck or grave. Borreload Riot Dragon is a Level 8 DARK Dragon Ritual that can be Ritual Summoned with Heavy Interlock, can negate an opponent’s Special Summon and destroy said monster by destroying either this card or a Rokket monster you control, and while in the graveyard can let you destroy a card in your hand or that you control to add any Rokket or Borrel monster from your grave to your hand. Borrelcode Dragon is a Link-3 DARK Dragon with Up, Bottom Left, and Bottom Right arrows, needs 2+ Effect Monsters to summon, cannot be destroyed by card effects while a Link Monster points to it, can destroy all monsters on the field if it battles an opponent’s monster and you summoned this using 3 monsters, and can be banished from your graveyard alongside a DARK Monster with 3000 or more ATK on your field to summon a Topologic from your Extra Deck or graveyard. Heavy Interlock is a Ritual Spell that can be used to summon Borreload Riot Dragon by tributing monsters from your hand or field and/or destroying Rokket monsters from your hand or field whose total Levels equal 8 or more, with the monster summoned by this effect being unable to be destroyed in battle with a monster Special Summoned from the Extra Deck and is unaffected by the activated effects of monsters summoned from the Extra Deck. Magical Cylinders is a Normal Trap that lets you set Magic Cylinder from your Deck or graveyard and lets you use it that turn if it was set from Deck, and when you activate Magic Cylinder you can banish this card from the grave to double the damage it would inflict. Detonation Code is a Continuous Trap that lets you target a DARK Dragon, Machine, or Cyberse monster in your graveyard and Special Summon it if you control a Topologic Link Monster, also this card resets during the Standby Phase of the next turn if it was banished from the Spell & Trap Zone. Finally, Bayonet Punisher is a Quick-Play Spell that gives you effects depending on the card types of Borrel monsters you control or in your graveyard with the opponent being unable to respond to this if you control a monster with 3000 or more ATK: Fusion lets you banish a card the opponent controls, Synchro lets you banish 3 random face-down cards from your opponent’s Extra Deck face-up, Xyz lets you banish a Spell/Trap the opponent controls, and Link lets you banish up to 3 cards from the opponent’s graveyard.

Branded in the Soul

Next up some Abyss lore stuff giving some new Despia/Branded cards alongside two new archetypes in the Swordsouls and Icejades. The Swordsoul archetype is full of Wyrms built around summoning a Swordsoul Token that’s a Level 4 Wyrm Tuner to help you make Synchros with the greatest of ease, but said Token will only let you summon Synchros from the Extra Deck while you control it, and the Icejade archetype as of right now are WATER Aqua Monsters that are generic WATER support. Swordsoul of Mo Ye is a Level 4 WATER that upon Normal/Special Summon lets you reveal a Swordsoul card or Wyrm Monster in hand to summon a Swordsoul Token and lets you draw a card if it’s sent to the graveyard for a Synchro Summon. Swordsoul of Taia is a Level 4 WIND that lets you banish a Swordsoul card or Wyrm Monster in grave to summon a Swordsoul Token and lets you send any Swordsoul card or Wyrm Monster from Deck to grave if it’s sent to the graveyard for a Synchro Summon. Swordsoul Strategiest Longyuan is a Level 6 FIRE that lets you discard a Swordsoul card or Wyrm Monster to summon it from hand alongside a Swordsoul Token and being sent to grave for a Synchro Summon lets you burn the opponent for 1200. Swordsoul Auspice Chunjun is a Level 6 EARTH that before damage calculation will destroy itself and an opponent’s monster summoned from the Extra Deck if said monster battles your Wyrm Monster, lets you tribute a monster you control to Special Summon it during the Main Phase as a Quick Effect, and lets you banish a card on the field or in either graveyard if it’s sent to the graveyard for a Synchro Material. Incredible Ecclesia, the Virtuous is a Level 4 LIGHT Spellcaster Tuner who can Special Summon herself from hand if the opponent controls more monsters than you, can tribute herself as a Quick Effect to summon a Swordsoul or Fallen of Albaz from Deck, and returns from the graveyard to your hand during the End Phase of the turn a Fusion Monster(s) was sent to the graveyard. Swordsoul Grandmaster – Chixiao is a Level 8 LIGHT Synchro that needs any Tuner and non-Tuner Wyrm(s) to summon, upon Synchro Summon lets you add to your hand or banish a Swordsoul from your Deck, and as a Quick Effect lets you banish a Swordsoul card or Wyrm Monster in your graveyard to target another Effect Monster on the field and negate its effects for the turn. Swordsoul Supreme Sovereign – Chengying is a Level 10 WATER Synchro that needs any Tuner and non-Tuner(s) to summon, gains 100 ATK/DEF for each banished card while the opponent’s monsters lose 100 ATK/DEF for each banished card, can banish a card from your graveyard instead if it would be destroyed via card effect, and lets you banish a card the opponent controls and in their graveyard if a card is banished, except during the Damage Step. Swordsoul Emergence is a Normal Spell that lets you add a Swordsoul Monster from Deck to hand, or any Wyrm Monster if you control a Synchro, and being banished lets you increase/decrease a Swordsoul’s Level by 1. Swordsoul Sacred Summit is a Normal Spell that lets you revive a Swordsoul Monster from the graveyard, or any Wyrm Monster if you control a Synchro, and it has the same banish effect as Emergence. Swordsoul Assessment is a Normal Trap that lets you target a face-up monster you control and banish up to 5 Swordsoul cards and/or Wyrm Monsters from your graveyard to boost your monster’s ATK/DEF by 300 for each banished card and being banished itself lets you summon a Swordsoul Token. Swordsoul Blackout is a Normal Trap that lets you target a Wyrm Monster you control and 2 cards the opponent controls to destroy them, and has the same banish effect as Assessment. Icejade Acti is a Level 4 who on Normal or Special Summon lets you send a WATER Monster from hand to grave to let you draw a card and if a face-up WATER Monster you control is destroyed by battle or card effect, you can banish this card from grave to summon another Icejade Monster from hand or grave. Icejade Tinola is another Level 4 who lets you send a card from hand to grave alongside itself from field to grave to revive a WATER Monster and can be banished from grave when a WATER Monster is destroyed by battle or card effect to summon another Icejade Monster from hand or grave. Icejade Tremora is a Level 5 who can be sent from hand to grave to summon a WATER Monster from hand and can banish itself from grave when a WATER Monster is destroyed by battle or card effect to summon another Icejade Monster from hand or grave. Icejade Cradle is a Normal Spell that lets you add an Icejade Monster from Deck to hand with a different name from cards you control or in your graveyard. Ad Libitum of Despia is a Level 8 DARK Fairy who during the Main Phase lets all monsters you control gain 100 ATK times their own Level until the end of the opponent’s turn and if it’s banished or sent to grave from hand or field for a Fusion Summon can let you target a Despia Monster or Level 8+ Fusion that’s in your grave or banished that isn’t another Ad Libitum and Special Summon it. Masquerade the Blazing Dragon is a Level 8 DARK Fiend Fusion of any Despia Monster and any LIGHT or DARK Monster, makes your opponent pay 600 LP to activate cards or effects while you control this Fusion Summoned card, and can revive itself from the grave as a Quick Effect if your opponent controls a Ritual, Fusion, Synchro, Xyz, or Link Monster, but it’s banished when it leaves the field. Branded in High Spirits is a Quick-Play Spell that lets you reveal a monster in your hand and send a Level 8 Fusion from Extra Deck to grave that has the same Type as the revealed monster to then send the revealed monster from hand to grave to add a Fallen of Albaz or a monster that lists it in its text from Deck to hand, also during the End Phase of a turn a Fusion Monster was sent to your graveyard, you can add this card to your hand. Finally, Branded in Red is a Quick-Play Spell that lets you target a Despia or Fallen of Albaz in your grave and add it to your hand, then you can apply the effect to Fusion Summon a Level 8 or higher Fusion Monster by banishing cards from your hand or field as material, but the summoned monster cannot attack directly that turn.

Wander in the Breeze

For the new archetype of the set outside the lore, we get the Floowandereeze Monsters. This archetype is full of WIND or WATER Winged Beasts with the Level 1s giving you extra Normal Summons for Winged Beasts after you use their main effects and recover themselves from the banished pile, where they go if sent from field to grave, when you summon your Floowandereeze monsters, all with the goal to summon their Level 10 Monsters or any other bigger Winged Beast you can think of. The main downside is the monsters lock you from Special Summons the turn you use this. Floowandereeze & Robina is a Level 1 WATER whose unique effect lets you search any Level 4 or lower Winged Beast on Normal Summon. Floowandereeze & Eglen is a Level 1 WIND who lets you search any Level 7 or higher Winged Beast on Normal Summon. Floowandereeze & Stri is a Level 1 WATER who on Normal Summon lets you banish a card from either grave. Floowandereeze & Toccan wraps up the Level 1s as a WIND who lets you add any Floowandereeze card back to hand from the banished pile on Normal Summon. Floowandereeze & Snowl is a Level 10 WATER Winged Beast who can let you conduct 3 Normal Summons a turn if you control this Tribute Summoned card, gives your monsters piercing while you control this Tribute Summoned Monster, and has a Quick Effect on the opponent’s turn to banish a card from hand to set all your opponent’s Special Summoned monsters face-down. Floowandereeze & Empen is a Level 10 WIND Winged Beast who on Normal Summon can search you for any Floowandereeze Spell/Trap and then it can let you Normal Summon another Winged Beast from hand similar to the Level 1s, prevents the opponent from activating the effects of their Special Summoned Monsters in Attack Position while you control this Tribute Summoned card, and during damage calculation when it battles an opponent’s monster can let you banish a card from hand to half the ATK and DEF of the opponent’s monster. Floowandereeze and the Magnificent Map is a Field Spell that during the Main Phase lets you reveal a Level 1 Floowandereeze in your hand and then banishes a Floowandereeze card from Deck with a different name to let you Normal Summon the revealed monster, and it lets you Normal Summon a Floowandereeze Monster if the opponent Normal Summons a monster. Floowandereeze and the Unexplored Winds is a Continuous Spell that lets you Tribute Summon a monster that needs 2 tributes by sending a monster you control and a card the opponent controls to the graveyard, and during your Main Phase can let you reveal 2 Winged Beasts in your hand and return them to the bottom of the Deck to let you draw cards equal to the number of returned cards. Floowandereeze and the Dreaming Town is a Normal Trap that lets you Normal Summon a Level 4 or lower Winged Beast immediately after it resolves and can be banished from grave when you Tribute Summon a Level 7 or higher monster to change all your opponent’s monsters to face-down Defense Position. Finally, Floowandereeze and the Scary Sea is a Counter Trap that when the opponent would Special Summon a monster(s) while you control a face-up Tribute Summoned monster and no Special Summoned monster, you can negate that summon and return that monster to the hand, but for the rest of the turn your opponent cannot Special Summon and instead conduct up to 3 Normal Summons.

Reptiliannes Rise

Now for the support for other archetypes, starting with the Reptilianne archetype from the 5D’s era, full of more DARK Reptiles to help support its own archetype and generic Reptiles as well. Reptilianne Nyami is a Level 2 who as a Quick Effect during the Main Phase while you have a Reptile in your grave can be discarded to change an opponent’s monster’s ATK to 0, and can be revived from grave if the opponent controls a monster with 0 ATK. Reptilianne Coatl is a Level 4 Tuner who can be Special Summoned from hand if you control a DARK Reptile, then it can let you Special Summon Reptiliannes from hand up to the number of monsters the opponent controls with 0 ATK, also it can be treated as a non-Tuner for the Synchro Summon of a Reptile. Reptilianne Melusine is a Level 8 Synchro that needs any Reptile Tuner and any non-Tuner(s) to summon, cannot be destroyed by battle or card effects if Synchro Summoned using only Reptiles, once per chain as a Quick Effect when the opponent activates a Monster Effect can target a monster the opponent controls and change its ATK to 0, and if it was Synchro Summoned and sent to the grave by an opponents card, you can search for any Reptile Monster from Deck. Reptilianne Ramifications is a Normal Spell that lets you send a card from hand to grave to apply 2 of 3 effects from searching a Reptilianne Monster, searching a Reptilianne Spell/Trap, and changing the ATK of an opponent’s monster to 0. Finally, Reptilianne Recoil is a Field Spell that lets you target a monster with 0 ATK you control and a DARK Reptile in your graveyard to destroy the monster on field and revive the monster in grave, also if your opponent activates a monster effect, you can take control of a monster with 0 ATK and summon a Reptilianne Token to their side of the field (Reptile/EARTH/Level 1/ATK 0/DEF 0). 

Magikey Secrets Unlocked

Now we finally get to the Synchro and Xyz support for the Magikey archetype, alongside a few other cards the Deck has received. Magnificent Magikey Maftael is a Level 4 LIGHT Fiend Tuner that can only be used as Synchro or Xyz Material for a Magikey, can be revealed in hand while you control a Magikey Monster to Normal Summon a Magikey in addition to your Normal Summon/Set, and upon Normal Summon lets you target a Level 4 or lower Magikey or non-Effect Monster in grave and Special Summon it in Defense Position. Magikey Fiend – Transfurlmine is a Level 8 FIRE Thunder Synchro that needs a Magikey Tuner and any non-Tuner Normal Monster(s) to summon, can make up to 2 attacks on monsters during each Battle Phase, can let you set a Magikey Spell/Trap from Deck to your Spell/Trap Zone if it was Synchro Summoned using 2 or more different Attribtues of monsters, and can destroy a monster(s) the opponent summons with the same Attribute as a monster in your graveyard. Magikey Spirit – Vepartu is a Rank 4 WATER Sea Serpent that needs 2 Level 4s to summon, if Xyz Summoned can let you detach a material to add a Level 4 or higher Normal Monster from Deck to hand, and if it has a Normal Monster as Xyz Material, then at the start of the Damage Step when this monster battles an opponent’s monster with the same Attribute as a Normal Monster or Magikey in your grave, your opponent must send that monster to the graveyard. Magikey Battle is a Quick-Play Spell that lets you target a Normal Monster, Magikey Monster, or Magikey Maftea in your grave and shuffle it to your Deck, then if this was activated in response to an opponent’s card or effect activation, your Maigkey and Normal Monsters that aren’t Tokens are unaffected by that card’s effects. Finally, Magikey Locking is a Normal Trap that lets you tribute a Normal Monster or Magikey that isn’t a Token to target 2 Magikey or Normal Monsters in grave whose total Levels equal 8 or less to revive them in Defense Position and then you can either immediately Synchro or Xyz Summon a Magieky Monster by using monsters you control.

New Suship Shipment

Now we get to the other archetype from Dawn of Majesty that continued support, the Gunkan Suships to give us some more FIRE Aquas to help make their own Xyzs. Gunkan Suship Uni is a Level 5 who can reveal a Gunkan card from hand to Special Summon itself from hand and then Special Summoned the revealed monster if it was Gunkan Suship Shari, otherwise the revealed card goes to the bottom of Deck, also you can target a Gunkan you control to change its Level to 4 or 5 and then you can add a Gunkan Suship Shari from Deck to hand. Gunkan Suship Shirauo is a Level 4 who can be Special Summoned from hand if you control Gunkan Suship Shari or an Xyz Monster that has it has Xyz Material, also during your Main Phase can let you Special Summon a Gunkan Monster with a different name from hand and then place any number of Gunkan Suship Shari from your Deck or grave on top of your Deck in any order. Gunkan Suship Uni-class Super-Dreadnought is a Rank 5 that needs any 2 Level 5s to summon and applies effects in sequence based on the monsters used as Xyz Material with Gunkan Suship Shari letting you draw a card and Gunkan Suship Uni letting this card gain the ability to attack directly, also once per turn during your Main Phase or opponent’s Battle Phase you can target face-up card the opponent controls up to the number of Gunkan Monsters you control summoned from the Extra Deck and negate their effects. Finally, Gunkan Suship Shirauo-class Carrier is a Rank 4 that needs any 2 Level 4s to summon and applies effects in sequence based on the monsters used as Xyz Material with Gunkan Suship Shari letting you draw a card and Gunkan Suship Shirauo letting you add a Gunkan Spell/Trap from Deck to hand, also while you have a card in the Field Zone your Gunkan Monsters cannot be destroyed by the opponent’s card effects and they gain ATK equal to their DEF. 

The Penguin Empire

Now as a surprise to many when it was revealed, we got some Penguin support in this archetype that extends off the lore from Penguin Brave that was released a year ago. Penguin Squire is a Level 5 WATER Aqua Tuner that can only be used as Synchro Material for a WATER Monster, can be Special Summoned from hand and you can reduce its Level by 1 or 2 if a monster is Set on your field, and can target a face-down Defense Position monster you control and change it to face-up Defense Position, but its effects are negated if it isn’t a Penguin Monster. Penguin Ninja is a Level 3 WATER Aqua with a Flip Effect to return up to 2 Spells and Traps on the field to the hand and it can target a Penguin you control and change it to face-down Defense Position. Penguin Cleric is a Level 3 WATER Aqua where if a Penguin monster(s) is sent to the grave by an opponent’s card, you can target one of them and discard this card to revive that monster in face-down Defense Position, also it lets you target a Penguin you control to have it gain 600 ATK for the turn and give you 600 LP. Finally, Royal Penguins Garden is a Continuous Spell that upon activation lets you add a different Penguin card from Deck to hand, and once per turn during your Main Phase can let you decrease a Penguin monster’s Level in hand or on field by 1 for the turn and then you must discard a card.

Beetrooper Assault

Finally in the lineup of full-fledged archetype support, we get the final wave of TCG Exclusive Beetrooper cards for now to help boost the Insect strategy. Beetrooper Assault Roller is a Level 4 EARTH who can be Special Summoned from hand by banishing an Insect in your graveyard, gains 200 ATK for every other Insect you control, and upon destruction in battle lets you add a different Beetrooper Monster from Deck to hand. Beetrooper Light Flapper is a Level 6 WATER who on Normal or Special Summon can target 2 of your Beetrooper Monsters with different names that are banished or in your graveyard and add them to your hand, but you cannot activate their effects or the effects of cards with the same name for the rest of the turn, also it can be returned to hand from field to negate an opponent’s attack. Heavy Beetrooper Mighty Neptune is a Level 8 EARTH who cannot be Normal Summoned or Set and must first be Special Summoned from hand by returning 3 of your banished Insects to your Main Deck, if destroyed or banished by an opponent’s card during the Main Phase can Special Summon itself, and during the End Phase once per turn can target an Insect you control to have it gain 1000 ATK. Ultra Beetrooper Absolute Hercules is a Level 11 EARTH Fusion of 4 Insect Monsters, is unaffected by cards or effects until the end of your next turn after it was Fusion Summoned, and at the end of the Battle Phase can revive any Insect Monster with 3000 or less ATK. Beetrooper Descent is a Normal Spell that can summon a Beetrooper Token (Insect/EARTH/Level 3/ATK 1000/DEF 1000) and then destroy another Spell/Trap on the field if you control an Insect with 3000 or more ATK. Beetrooper Landing is a Normal Spell that lets you Fusion Summon any Insect Fusion by using monsters from your hand or field as material, also you can banish 2 Insects from grave to add this card from grave to hand. Finally, Beetrooper Squad is a Normal Trap that lets you tribute an Insect to summon Beetrooper Tokens for every 1000 ATK the tributed monster has.

Archetype Assists

Now it’s time for the remaining archetype support in this set. In here we have legacy support for the Destiny HERO, Starry Knight, Machina, Ursarctic/Drytron, Magistus, Evil★Twins, Sunvine, and Danger! Destiny HERO – Denier is a Level 3 DARK Warrior that on Normal or Special Summon can take a Destiny HERO that’s in your Deck, graveyard, or banished and place it on top of your Deck, also once per Duel can be summoned from grave if you have a different Destiny HERO on your field or in the grave. Destiny HERO – Destroyer Phoenix Enforcer is a Level 8 DARK Warrior Fusion of any Level 6 or higher HERO and any Destiny HERO, debuffs your opponent’s ATK by 200 for each HERO card in grave, has a Quick Effect to destroy a card you control and a card on the field, and lets you revive any Destiny HERO during the next Standby Phase after this card is destroyed. Break the Destiny is a Normal Trap that lets you target a Level 8 or higher Destiny HERO or a Destiny End Dragoon you control to destroy it and skip your opponent’s next Main Phase 1, also it can be banished from grave to search any Spell/Trap that lists a specific Destiny HERO’s name or Destiny End Dragon that isn’t another Break the Destiny. Starry Knight Orbitael is a Level 4 LIGHT Fairy with a Quick Effect to target a LIGHT Monster you control and tribute it to set a Starry Knight Spell/Trap directly from Deck, also it can be Special Summoned from grave if a Level 7 LIGHT Dragon you control returns to the hand. Machina Ruinforce is a Level 10 DARK Machine who cannot be Normal Summoned or Set and must be Special Summoned from your grave by banishing Machines from grave whose combined Levels equal 12 or more, can let you pay half your LP to negate an opponent’s card or effect during the Battle Phase and half the opponent’s LP, and upon destruction lets you summon up to 3 banished Machina Monsters whose combined Levels equal 12 or less. Ultimate Flagship Ursatron is a Level 7 WATER Machine Fusion that’s always treated as an Ursarctic and Drytron card, must be Special Summoned with Ursarctic Drytron, can once per turn when another Effect Monster is Special Summoned to your field let you add any Ursarctic or Drytron Monster from Deck to hand, and once per turn can target a banished Ursarctic or Drytron Monster and add it to your hand. Ursarctic Drytron is a Normal Spell that Special Summons Ultimate Flagship Ursatron from the Extra Deck by banishing Ursarctic Big Dipper and Drytron Fafnir from your hand or field, but you can also banish one of them from Deck instead if you control either Drytron Alpha Thuban or Ursarctic Polari, also you can banish this card instead if you would tribute a monster to activate an Ursarctic or Drytron Monster Effect. Zoroa, the Magistus Conflargrant Calamity is a Level 8 FIRE Spellcaster Synchro that needs any Spellcaster Tuner and any non-Tuner(s) to summon, if Synchro Summoned can equip a Magistus from your Extra Deck to this card, prevents your opponent from activating the effects of monsters with the same card type (Fusion, Synchro, Xyz, or Link) as a Magistus Monster in your Spell/Trap Zone, and if your graveyard can destroy a Magistus card you control to revive itself. Evil★Twin’s Trouble Sunny is a Link-4 with Up, Down, Left, and Right arrows, needs 2+ monsters, incluidng an Evil★Twin Monster, to summon, has a Quick Effect to tribute herself to summon up to 1 Ki-sikil and up to 1 Lil-la monster from your graveyard, and can be banished from grave and send an Evil★Twin Monster from hand, Deck, or field to grave to send a card on field to grave. Sunvine Sowing is a Normal Spell that lets you Special Summon a Sunseed Monster from Deck and then burns you for 1000 damage, but you can only summon Sunseed Genius Loci from Deck if you don’t control a Sunavalon Link, also you can only Special Summon Plants from the Extra Deck for the rest of the turn after this card resolves, and also it can be banished from grave instead if a Plant Link Monster(s) you control would be destroyed by battle or opponent’s card effect. Finally, Danger! Disturbance! Disorder! is a Field Spell that destroys an opponent’s monster that destroys your Danger! Monster in battle, and it can let you banish 3 Danger! Spells/Traps with different names from grave to destroy every card on the field, but you can only Special Summon only Danger! Monsters for the rest of the turn.

Generic Goodies

Now it’s time for all the intended generic-ish cards that can be used in multiple strategies. Lord of the Heavenly Prison is a Level 10 DARK Rock who during your Main Phase can be revealed from your hand until the end of your opponent’s turn, Set cards on the field cannot be destroyed by card effects while this card is revealed in hand, can be Special Summoned from hand if a Spell/Trap Card that’s Set is activated, and lets you Set any Spell/Trap directly from Deck if this card was revealed in your hand and Special Summoned that way, but the Set card is banished during the End Phase of the next turn. Fengli the Soldrapom is a Level 1 FIRE Plant Tuner who if sent from Deck to grave by a monster effect can Special Summon itself and then half the ATK/DEF of a monster on field if you control another Plant, also once per turn if it would be destroyed by battle or card effect, you can send a Plant from Deck to grave instead. Geminize Lord Golknight is a Level 4 EARTH Warrior Gemini with a Gemini Effect on Normal/Special Summon to add a Spell/Trap that has “Gemini monster” in its text from Deck to hand, also this card becomes a Machine and gains 500 ATK. Meowseclick is a Level 4 EARTH Cyberse who can be Special Summoned from hand if a Field Spell is activated, also it cannot be destroyed by battle or card effects if there are cards in both Field Zones, also the opposing player’s Field Spell is negating during the turn player’s turn. Transonic Bird is a Level 4 DARK Winged Beast Ritual who can be Ritual Summoned with Sonic Tracker, once per turn lets you reveal a Ritual Spell in your hand to add a Ritual Monster whose name is listed on the Ritual Spell from Deck to hand, then the Ritual Spell returns to the Deck, once during the opponent’s turn as a Quick Effect can send a Ritual Spell from Deck to grave to copy that Ritual Spell’s effect, also if this Ritual Summoned monster is tributed, you can target a face-up card the opponent controls and negate its effects until the end of the turn. Sonic Tracker is a Ritual Spell that Ritual Summons your Transonic Bird by tributing monsters from hand/field whose combined Levels equal 4 or more, the Level of the monster summoned by this effect becomes the Level of the monsters used to Ritual Summon it, also it can be banished from grave to target a Ritual Monster you control to send a Ritual Monster from Deck to grave with the same Type or Attribute. Cupid Pitch is a Level 4 LIGHT Fairy Synchro Tuner who needs any Tuner and non-Tuner(s) to summon, upon Synchro Summon can increase or decrease its own Level by the Tuner used as Synchro Material for this card, gains ATK equal to its own Level times 400, and if this Synchro Summoned card is sent to the graveyard for a Synchro Summon, you can inflict 100 damage to the opponent times the Level of the new Synchro Monster and then you can add any Level 8 or lower monster with 600 DEF from Deck to hand. Small World is a Normal Spell that lets you reveal a monster in hand to to choose a monster in Deck with exactly 1 of the same Type, Attribute, Level, ATK, or DEF as the revealed monster to banish the revealed monster from hand face-down and then add a monster with exactly 1 of the same Type, Attribute, Level, ATK, or DEF as the monster revealed from Deck and then banish the monster from Deck face-down. Stained Glass of Light & Dark is a Normal Trap that lets you apply effects in sequence based on the Types of Effect Monsters you control with Fairy letting you draw 3 cards and then place 2 cards from hand to the bottom of Deck and Fiend letting you make your opponent draw a card and then discard a random card, then they must discard another card in hand if they have a card in hand. Giant Starfall is a Normal Trap that cannot be responded to with monsters that have a Level, targets a face-up monster on the field without a Level and have all battle damage involving battles with it becoming halved, it cannot activate its effects or be destroyed in battle, also its ATK becomes 0. Night Sword Serpent is a Level 4 WATER Reptile who can be Special Summoned from grave if sent to the grave by a card effect, but it’s banished when it leaves the field. Finally, Abyss Keeper is a Link-2 WATER Fish with Bottom Left and Bottom Right arrows, needs 2 WATER Monsters to summon, cannot be used as Link Material the turn it is Link Summoned, lets you Special Summon a Fish from hand to a zone this card points to on Link Summon, and lets you banish another Fish you control and a monster the opponent controls.

In Conclusion

So I’d say a Dragoon alternative, a new meta archetype alongside a rogue option, a good card for Trap Decks, and a card that could theoretically search any monster in the game is pretty good, and that’s not to forget about the archetype support. Destroyer Phoenix Enforcer is just an insanely good card that will see play. Swordsoul is likely going to be one of the top Decks of this format now with Floowandereeze sitting in the rogue background. Lord of the Heavenly Prison is a strong card, and both Machina and Evil★Twins both got a single card that really boosts their respective archetypes. Small World has some potential in a Deck that can already fit it in to meet its condition. We also got some interesting TCG Exclusives for Reptiles and Fish. The only downside is the lackluster Beetrooper support compared to the first wave, but that’s nitpicking and I’m sure the OCG will provide good support. The best set of 2021 and the saving grace for the 2022 Tins most likely.

Thanks for Reading,

Crunch$G

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