Did someone put a World’s prize card in this set on accident? Hello Pojo Readers, Crunch$G here to break down the latest core booster set to the Yu-Gi-Oh game, Chaos Impact. This set is full of support for anime archetypes like Rokkets, Marincess, and Salamangreats alongside having legacy support for archetypes like Gladiator Beasts, Aromas, and Tachyon Galaxy as well as having a new archetype in the Unchained, the continuation of the Dream Mirror archetype that is exclusive to the TCG, and many other single pieces of support cards for certain decks and even some new generic cards to throw into nearly any deck you can think of. Last, but most certainly not least, we got the first Link-5 Monster that is legal for tournament play in this set. Now with all the introductory stuff out of the way, let’s get into the specifics of this set.
Prismatic Secret Rare Cards
Just like with Rising Rampage, the new rarity has returned for this set and since Konami has officially called it Prismatic Secret Rare on their Database, I’ll call it Prismatic Secret Rare as well.. For those that don’t know the Prismatic Secret Rarity is given to one Rare, one Super Rare, one Ultra Rare, and one Secret Rare in each set and they’re only in the 1st Edition versions of the sets. As for ratios, they aren’t guaranteed in a case, so that should tell you how hard they are to get. The Rare in this set given the treatment of this rarity is Unchained Twins – Aruha. The Super Rare of the set in this rarity is Gorgon, Empress of the Evil Eyed. The Ultra Rare is I:P Masquerena. Finally, for the Secret Rare we have Salamangreat Pyro Phoenix.
Riding the Marincess Wave
The first archetype to discuss is the new Marincess support. Now we’ve seen three of the cards in this set for Marincess in the Rising Rampage: Special Edition, but I’ll still talk about those three here. First off though is Marincess Mandarin, a Level 1 that can Special Summon itself from the hand or graveyard to a zone a WATER Link points to if you control two or more Marincess monsters, but Mandarin is banished when it leaves the field if summoned this way. Marincess Crown Tail is a Level 5 that when two monsters are battling, then during Damage Calculation you can send another Marincess card from the hand to the graveyard to Special Summon this card from the hand and then half the damage you would of taken from that battle, plus when an opponent’s monster attacks and Crown Tail is in the graveyard, you can banish it to prevent yourself from taking damage that is less than or equal to the total Link Ratings of the Marincess Links in your graveyard times 1000. Marincess Blue Tang is a Level 4 that sends a Marincess monster from the deck to the graveyard upon Normal or Special Summon and can excavate the top three cards of your deck and add a Marincess card upon them to your hand when used as Link Material for a WATER monster. Marincess Crystal Heart is a Link-2 of any two WATER monsters, has bottom diagonal arrows, is unaffected by opponent’s monster effects while in the Extra Monster Zone, makes any monster of the opponent’s it is battling unaffected by effects that isn’t its own effect, and if this card or a Marincess it points to is targeted for an attack you can send a Marincess monster from your hand to the graveyard to prevent yourself from taking damage from that battle and preventing the monster from being destroyed in battle. Marincess Wonder Heart is a Link-4 of any 2+ WATER monsters, has bottom diagonal and side arrows, once per turn during damage calc if it is batting an opponent’s monster then you can Special Summon a Marincess monster equipped to this card and have Wonder Heart not be able to be destroyed in battle and not have you take any damage from said battle, but at the end of the turn the monster summoned by this effect is reequipped to Wonder Heart, also if the opponent destroys Wonder Heart then you can revive a Link-3 or lower Marincess monster from the graveyard. Marincess Sea Angel is a Link-1 of any Level 4 or lower Marincess, has a left arrow, and searches for a Marincess Spell upon Link Summon. Marincess Battle Ocean is a Field Spell that gives Marincess monsters 200 ATK as well as another 600 ATK for each Marincess monster equipped to it, has monsters in the Extra Monster Zone that used Marincess Crystal Heart as Link Material for its Link Summon be unaffected by opponent’s card effects, and when you Link Summon a Marincess to the Extra Monster Zone you can equip three Marincess Links with different names from the graveyard to this card. Marincess Snow is a Normal Trap that Special Summons (and treats it as a Link Summon) a Marincess Link with a Link Rating lower than a Marincess Link that was just destroyed by battle or effect and has the summoned monster be unaffected by opponent’s card effects while you control it. Finally, Marincess Cascade is a Normal Trap that banishes any number of Marincess Links in your graveyard to boost a monster by the total Link Ratings of the Links times 300 and this card can be activated from the hand if you control a Link-3 or higher Marincess monster.
The next archetype is the new Unchained archetype, which is focused on using the opponent’s monsters for Link Summons and destroying your own cards for effects. Unchained Twins – Aruha is a Level 3 FIRE Fiend that can target a card on the field and destroy it to Special Summon itself from the hand, but locks your Special Summons to Fiends after you use that effect, and if destroyed (except by the effect of Aruha) can summon a different Unchained monster from the hand or deck. Unchained Twins – Rakea is a Level 3 WATER Fiend that can once per turn as a Quick Effect destroy any card you control, but locks your Special Summons to Fiends after using this effect, and if destroyed (except by the effect of Rakea) can summon a different Unchained monster from the hand or deck. Unchained Soul of Disaster is a Level 8 DARK Fiend that gains 300 ATK for each Unchained card in your graveyard, can target a monster the opponent controls and use said monster and itself as material for a Link Summon of a DARK Link, and if destroyed can revive any other Unchained monster. Unchained Soul of Rage is a Link-2 DARK Fiend of any two monsters including an Unchained Soul monster, has Up and Down arrows, during the opponent’s turn can target a Special Summoned monster they control and use that monster and this card for Link Material to Link Summon a DARK Link, and can add a different Fiend from your graveyard to your hand if destroyed. Unchained Soul of Anguish is a Link-3 of any 2+ monsters including an Unchained Soul monster, has Up and bottom diagonal arrows, and can target a monster the opponent controls and Link Summon a DARK Link using this card and the targeted monster as Link Material, and it also grabs back a Fiend from the graveyard to your hand when destroyed. Unchained Abomination is a Link-4 DARK Fiend of any 2+ monsters including a Link Monster, has Up and all three bottom arrows, if a card on the field is destroyed by a card effect that isn’t Unchained Abomination then you can target and destroy a card on the field, when a monster is destroyed by battle then you can target and destroy a card on the field, and during the End Phase of the turn you can target and destroy a card on the field. Abomination’s Prison is a Normal Spell that searches for any Unchained card and if it is set and destroyed, you can summon any Unchained monster from the deck. Wailing of the Unchained Souls is a Continuous Spell that targets and destroys a card on the field if you Link Summon an Unchained monster and if it is set and destroyed, you can summon any Unchained monster from the deck. Escape of the Unchained is a Normal Trap that targets an Unchained you control and a card the opponent controls and destroys them and if it is set and destroyed, you can summon any Unchained monster from the deck. Finally, Abominable Chamber of the Unchained is a Normal Trap that revives any Unchained monster or summons it from the hand and if it is set and destroyed, you can summon any Unchained monster from your deck.
Gladiator Beast’s Rematch
One of the archetypes to get legacy support in this set is the Gladiator Beast archetype with several new cards. Gladiator Beast Sagittarii is a Level 3 WIND Winged Beast that lets you discard a Gladiator Beast card to draw two cards if summoned by the effect of a Gladiator Beast monster and at the end of the Battle Phase which it battled can return to the deck to summon a different Gladiator Beast from the deck. Gladiator Beast Attorix is a Level 4 EARTH Beast-Warrior that sends a Gladiator Beast from the deck or Extra Deck to the graveyard and gains the monster’s Level and name if summoned by the effect of a Gladiator Beast monster and at the end of the Battle Phase which it battled can return to the deck to summon a different Gladiator Beast from the deck. Gladiator Beast Vespasius is a Level 7 WATER Sea Serpent that can Special Summon itself from the hand when a Gladiator Beast monster you control battles a monster, gives every monster you control a 500 ATK boost if summoned by the effect of a Gladiator Beast monster and at the end of the Battle Phase which it battled can return to the deck to summon a different Gladiator Beast from the deck. Gladiator Beast Domintianus is a Level 10 DARK Sea Serpent Fusion of Gladiator Beast Vespasius and two other Gladiator Beasts, must first be summoned from the Extra Deck by shuffling the Fusion Materials from the field into the deck, lets you negate an opponent’s monster effect and destroys it once per turn as a Quick Effect, lets you choose the attack target of your opponent’s attacks, and at the end of the Battle Phase which it battled can return to the Extra Deck to summon a Gladiator Beast from the deck. Test Panther is a Link-2 EARTH Beast of any 2 monsters including a Gladiator Beast, has a Bottom arrow and Bottom Right arrow, searches for any Gladiator Beast card upon Link Summon, and can shuffle a Gladiator Beast you control into the deck to summon a different Gladiator Beast from the deck (and treats it as if it was summoned by the effect of a Gladiator Beast monster). Gladiator Beast’s Comeback is a Normal Spell that summons a Gladiator Beast from your hand or graveyard with a different Type from monsters you control and has the summoned monster be unable to be destroyed by battle. Gladiator Beast United is a Quick-Play Spell that during the Battle Phase lets you shuffle the Fusion Materials listed on a Gladiator Beast Fusion from your hand, field, and/or graveyard to summon the Fusion from the Extra Deck, ignoring the summoning conditions, but prevents you from attacking with non-Gladiator Beasts during that turn. Gladiator Rejection is a Continuous Spell that gives your Gladiator Beast monsters targeting protection, except during the Battle Phase, and summons a Gladiator Beast monster with a different Type from monsters you control if you summoned a Gladiator Beast from your Main Deck. Gladiator Beast Charge is a Normal Trap that targets face-up cards on the field up to the number of Gladiator Beasts with different names that you control and destroys the selected cards. Finally, Gladiator Naumachia is a Continuous Trap that forces your opponent to attack if able while you control a Gladiator Beast monster, can shuffle a Gladiator Beast from the hand or graveyard into the Main Deck to boost the ATK of a Gladiator Beast by the DEF of the other Gladiator Beast shuffled into the deck, and if destroyed will give your Gladiator Beasts immunity from being destroyed by battle that turn.
Reentering the Tachyon Galaxy
Next up is a bunch of cards that go well with the Tachyon Galaxy theme from the ZEXAL era. Starliege Seyfert is a Level 4 LIGHT Dragon that can send Dragons from the hand and/or field to the graveyard to search for a Dragon with a Level equal to the Levels of the sent monsters and it can banish itself from the graveyard to add a Level 8 LIGHT or DARK Dragon from your graveyard to your hand. Nebula Dragon is a Level 8 LIGHT Dragon that can reveal itself and another Level 8 Dragon in your hand to Special Summon both in Defense Position with negated effects, but you cannot Normal or Special Summon for the rest of the turn except for LIGHT or DARK Dragons, and it can banish itself from the graveyard to target a Level 4 LIGHT or DARK Dragon in your graveyard and add it to your hand. Galactic Spiral Dragon is a Level 8 DARK Dragon that can Special Summon itself from the hand or graveyard in Defense Position if you control 2 or more LIGHT and/or DARK Dragons, but it is banished when it leaves the field, and it can also make every other monster you control become Level 8 for that turn. Galaxy Satelite Dragon is a Link-2 DARK Dragon of any two Dragons, has bottom diagonal arrows, can banish itself from the field or graveyard during the Battle Phase to target a Number Xyz with the original attribute/type of LIGHT/Dragon and have its ATK become equal to the Number in the monster’s name times 100 and has any damage your opponent takes become halved, and it can also look at your deck and place any card on the top of your deck during the opponent’s End Phase if on the field. Finally, Tachyon Spiral Galaxy is a Normal Trap that lets a Dragon-type Galaxy monster you control be unable to be destroyed in battle or affected by card effects during that turn, and this card can be used from the hand if you control a Galaxy-Eyes Tachyon Dragon monster.
A Pleasant Aroma
The next batch of legacy support is for the Plant-based Aroma archetype. Aromage Laurel is a Level 1 WIND that can be Special Summoned from the hand if you have higher LP than the opponent, can make a monster become a Tuner if you gain LP while it is on the field, and lets you gain 500 LP when it is sent to the graveyard. Aromage Marjoram is a Level 5 DARK that prevents you from taking battle damage from attacks involving Plants while you have higher LP, Special Summons itself from the hand and lets you gain 500 LP when a Plant you control is destroyed by battle, and can banish cards from your opponent’s graveyard up to the number of Aroma monsters you control if you gain LP while it is on the field. Aromaseraphy Sweet Marjoram is a Level 6 LIGHT Synchro of any Tuner and non-Tuners, gives your Plants targeting protection while you have higher LP, can search for a Humid Winds, Dried Winds, or Blessed Winds upon Synchro Summon, and targets and destroys a card the opponent controls if you gain LP. Aroma Gardening is a Continuous Spell that lets you gain 1000 LP if you Normal/Special Summon an Aroma monster and it can summon an Aroma from the deck if the opponent declares an attack and you have less LP than them. Finally, Blessed Winds is a Continuous Trap that can either let you send a Plant from your hand or face-up on your field to the graveyard to let you gain 500 LP, can shuffle a Plant from the graveyard into the deck to let you gain 500 LP, or revive an Aroma monster from the graveyard by paying 1000 LP.
A Different Side of the Dream Mirror
The final archetype that got a bunch of support is the Dream Mirror archetype that’s exclusive to the TCG. Phantasos, the Dream Mirror Friend is a Level 4 LIGHT Beast-Warrior that revives a Level 8 or lower Dream Mirror monster if summoned by the effect of a Dream Mirror monster and can tribute itself while there is a Dream Mirror of Terror on the field to summon a Phantasos, the Dream Mirror Foe from the deck. Phantasos, the Dream Mirror Foe is a Level 4 DARK Beast-Warrior that can attack directly the turn it is summoned by the effect of a Dream Mirror monster and can tribute itself while there is a Dream Mirror of Joy on the field to summon a Phantasos, the Dream Mirror Friend from the deck. Oneiros, the Dream Mirror Erlking is a Level 10 LIGHT Fairy Fusion of any 2 Dream Mirror monsters with different attributes, is also treated as a DARK monster on the field, can target a card on the field and destroy it if a monster you control is tributed, and can revive a different Dream Mirror monster if destroyed by the opponent. Dream Mirror Phantasms is a Continuous Spell that searches for a Dream Mirror monster upon activation, gives your monsters 500 ATK/DEF if Dream Mirror of Joy is on the field and debuffs your opponent’s monsters by 500 ATK/DEf if Dream Mirror of Terror is on the field. Dream Mirror of Terror is a Quick-Play Spell that Fusion Summons a Dream Mirror Fusion using monsters you control as material, lets you use monsters in the hand as material if there is a Dream Mirror of Joy on the field, and can banish monsters from the graveyard as material if there is a Dream Mirror of Terror on the field. Dream Mirror Hypnagogia is a Normal Trap that takes a Dream Mirror of Joy and a Dream Mirror of Terror from your deck and places one in your Field Zone and the other in your opponent’s Field Zone. Finally, Dream Mirror Oneiromancy is a Counter Trap that negates the activation and destroys a Spell/Trap from the opponent if Dream Mirror of Joy is on the field or it can negate the Special Summon of a monster if Dream Mirror of Terror is on the field.
New Archetype Support
Now for the little pieces of support that help out several different archetypes. First for the two Dinowrestler monsters. Dinowrestler Martial Ampelo is a Level 1 that can be sent from the hand to the graveyard when a Dinowrestler you control battles a monster with more ATK to prevent your monster from being destroyed in that battle and halves the damage you would of taken, plus you can banish it from the graveyard to search for any Dinowrestler monster when the opponent declares an attack. Dinowrestler Valeonyx is a Level 3 that can be Special Summoned from the hand if only your opponent controls a monster and while on the field has the Link-3 or higher Dinowrestlers that you control be unaffected by the effects of your opponent’s Link-3 or lower monsters. After that, we now have three new pieces of Tenyi support. Tenyi Dragon – Ashuna is a Level 7 LIGHT that can be Special Summoned from the hand if you don’t control an Effect Monster and can be banished from the hand and/or graveyard to summon a Tenyi from the deck and locks your Special Summons for the rest of the turn to Wyrms if you control a non-Effect Monster. Draco Berserker of the Tenyi is a Level 8 DARK Synchro of any Tuner and any non-Tuners, can banish a monster when your opponent activates its effect, and if it destroys an Effect Monster in battle it can gain that monster’s ATK and let it make a second attack on a monster during that Battle Phase. Finally for Tenyi we got Draco Masters of the Tenyi, a Link-3 LIGHT that needs any 2+ monsters including a Link, has three downward arrows, cannot be destroyed by battle with Effect Monsters, and if you control no other Effect monsters you can destroy Effect Monsters your opponent controls up to the number of Effect Monsters you control and/or in your graveyard. Evols also got their first piece of support in years with Evoltile Megachirella, a Level 1 FIRE Reptile that can tribute a Reptile and discard a card to summon any Level 6 or lower FIRE Dinosaur from your deck and it can banish itself from the graveyard to target a Dragon Xyz you control with no material and attach up to 2 Reptiles and/or Dinosaurs from your hand and/or graveyard to that card as material. The World Legacy continues with three more new cards. World Legacy – “World Key” is a Level 1 DARK Machine that can discard a World Legacy card to let you Tribute Summon in addition to your Normal Summon/Set for the turn and returns a Link Monster it battles to the Extra Deck at the start of the Damage Step. The World Legacy is a Continuous Spell that you can only control one of, gains a counter (max. 7) for each Level 5 or higher monster(s) sent from the field to the graveyard, and can remove itself from the field with 7 counters to summon any Cyberse Link from the Extra Deck. World Reassembly is a Normal Trap that summons any World Legacy monster from the hand or deck, but destroys it during the End Phase of the next turn. Infinitracks get a few pieces of support starting with Infinitrack Brutal Dozer, a Level 5 EARTH Machine that can be Special Summoned from the hand in Defense Position by tributing an EARTH Machine and if Special Summoned from the hand can summon any Infinitrack from the deck with its effects negated and it’ll lock your Special Summons for the rest of the turn to EARTH Machines. Crusher Run is a Continuous Trap that can destroy a card on the field if an EARTH Machine is destroyed and it can be banished from the graveyard to set an Outrigger Expansion or a Spin Turn from your deck or graveyard. Firewall Dragon Darkfluid is the first Link-5 monster legal for tournament play, needs 3+ Effect monsters to summon, has an Up, Side, and Bottom Diagonal arrows, gains a counter upon Link Summon for each different type of Cyberse monster in your graveyard (Ritual, Fusion, Synchro, or Xyz), gains 2500 ATK per counter during the Battle Phase only, and can remove a counter from itself to negate a monster’s effect and if this effect was activated between this card declaring an attack and Damage Calculation, it can make another attack in a row. Salamangreat gets three new pieces of support, starting with the Link-4 Salamangreat Pyro Phoenix, which needs 2+ FIRE Effect monsters, has arrows similar to Firewall Dragon’s, destroys all cards the opponent controls if Link Summoned using Salamangreat Pyro Phoenix, can revive a Link Monster from the opponent’s graveyard to their field, and burns the opponent for the ATK of a Link Monster that is revived to their field. Salamangreat Burning Shell is a Quick-Play Spell that Special Summons a Salamangreat from your hand with its effects negated and then it immediately Link Summons a Salamangreat monster using monsters you control, including the summoned monster, as Link Material and during that turn the Link Summoned monster cannot attack or activate its effects, plus during your Main Phase this card can be banished from the graveyard to return a Salmangreat Link from your graveyard to the Extra Deck. Salamangreat Transcendence is a Quick-Play Spell that targets a Salamangreat Link you control and sends it to the graveyard to summon a Salamangreat Link using the sent monster as the entire material (this summon is treated as a Link Summon). The next support is for Evil Eye, starting with Gorgon, Empress of the Evil Eyed, which is a DARK Fiend Link-2 of any 2 monsters including an Evil Eye monster, has Up and Down arrows, gains 100 ATK for each Evil Eye card with a different name in the graveyard, if equipped with Evil Eye of Selene can target and negate an opponent’s monsters effects as a Quick Effect, and during the next Standby Phase after that effect is used will destroy a monster it points to. Evil Eye of Gorgoneio is an Equip Spell that can only be equipped to an Evil Eye monster, is treated as Evil Eye of Selene while on the field in the Spell/Trap Zone, lets your monster gain ATK equal to the LP difference if your LP are lower, and can be banished from the graveyard and let you discard an Evil Eye card to search for any Evil Eye Spell/Trap from the deck. Watts get their first support in a very long time with Wattrain, a Normal Spell that searches for Watt monsters up to the number of Thunder monsters you control with different names, and can be banished from the graveyard except the turn it is sent there to summon as many Watt monsters as possible from your hand with different names. Rokkets is the final archetype to get support, starting with the Link-2 Overburst Dragon, a DARK Dragon which needs any 2 Rokkets for materials, has Left and Right arrows, can target another Link you control and revive a Rokket to a zone it points to, but said Rokket cannot be used as Link Material and is destroyed during the End Phase, and it can add a Rokket from the graveyard to your hand when destroyed by battle. Finally, Striker Dragon is a Link-1 DARK Dragon that needs any Level 4 or lower Dragon as material, has a Left arrow, searches for Boot Sector Launch upon Link Summon, and can target a face-up monster you control and a Rokket in the graveyard to destroy the monster on the field and add the monster in the graveyard to the hand.
More Generic Cards
Finally I can get to the cards that can help a variety of different decks. Monster Express is a Level 4 EARTH Machine that can target a monster you control and send a monster with the same Type from the Extra Deck to the graveyard, but you cannot Special Summon for the rest of the turn except for monsters with the Type of the sent monster. Gizmek Yata, the Gleaming Vanguard is a Level 5 LIGHT Machine that can be Special Summoned from the hand by tributing a Normal Summoned monster, during your Main Phase of the turn it is Normal/Special Summoned can let you Normal Summon again but lock your Special Summons for the rest of the turn to monsters of the summoned monster’s Type, and if summoned by its own effect and tributed will let you gain 2050 LP. Primineral Kongreat is a Level 8 EARTH Rock that cannot be Normal Summoned or Set, must be Special Summoned via a card effect, can Special Summon itself in face-down Defense Position if your opponent sends a monster from their hand or deck to the graveyard, and upon being flipped can destroy up to 2 cards on the field. Luna the Dark Spirit is a Level 4 DARK Fiend that cannot be Normal Summoned or Set, must be Special Summoned from your hand first by banishing a DARK in your graveyard, and burns the opponent for 500 LP during your Standby Phase. Hop Ear Squadron is a Level 2 WIND Beast Tuner that during the opponent’s turn can target a monster you control and Special Summon this card from your hand to perform a Synchro Summon using the targeted monster and this card as material. Gallant Granite is a Rank 4 EARTH Rock Xyz that can detach a material to search for any Rock monster from your deck or summon any Rock monster from your hand in face-down Defense Position. I:P Masquerena is a Link-2 DARK Cyberse of any 2 non-Link monsters, has bottom diagonal arrows, and during your opponent’s Main Phase lets you Link Summon using monsters you control, including this card, as Link Material and a Link Monster that used this as material cannot be destroyed by your opponent’s card effects. Seraphim Papillion is a Link-3 WIND Insect that needs 2+ monsters with different names as material, has Decode Talker like arrows, gains a counter for every Insect used as material to summon it, gains 200 ATK per counter on it, and can remove a counter as a Quick Effect to summon any Level 4 or lower Insect from the graveyard in Defense Position. Bownty is a Quick-Play Spell that lets you target a card in the graveyard and add it to your hand, but prevents you from activating cards or effects with the same name as the added card, when your monster destroys an opponent’s monster in battle. Cauldron of the Old Man is a Continuous Spell that gains a counter when it is activated and during each Standby Phase, and once per turn can let you gain 500 LP for each counter on this card or burn the opponent for 300 LP for each counter on this card. Spiritual Entanglement is a Normal Spell that targets a monster the opponent controls and banishes it until the End Phase. Peaceful Burial is a Normal Trap that can send a monster from the deck to the graveyard, but prevents you from using cards or effects of monsters with the same name for the rest of the turn. Jelly Cannon can target a monster on the field and shuffle it into the deck when a monster declares an attack. Soul Levy is a Continuous Trap that you can only control one of, and it sends the top 3 cards of the opponent’s deck to the graveyard each time they Special Summon. Boompoline!! is a Continuous Trap that targets an unused monster zone and if an Effect Monster is summoned to that zone, then it and this card return to the hand. Primineral Mandstrong is a Level 8 EARTH Rock that can be Set to the Spell/Trap Zone and if destroyed there by the opponent, it can Special Summon itself and add a monster from your graveyard to your hand. Desert Locusts is a Level 6 EARTH Insect Synchro Tuner of any Tuner and non-Tuners, makes the turn player discard a card when Synchro Summoned, and during the opponent’s Main Phase lets you Synchro Summon using your monsters, including this card, as material. Tyrant Farm is a Normal Spell that tributes an Effect Monster to revive any non-Effect Monster with the same type and attribute. Brutal Beast Battle is a Normal Trap that if a player controls 2 or more monsters of a monster type (Ritual, Fusion, Synchro, Xyz, or Link) then they must send monsters from their field to the graveyard until they only control one of that type, then they draw cards equal to the number of different monster types that they control. Bye Bye Damage is a Normal Trap that when a monster you control is attacked by an opponent’s monster, your monster is not destroyed by that battle and if you take damage from that battle, your opponent takes double that damage. Finally, Dances with Beasts is a Normal Trap that when your opponent declares a direct attack while the ATK of all their monsters combined is 8000 or more, you can summon three monsters (1 from the hand, 1 from the deck, and 1 from the graveyard) with different original names in Attack Position.
This is a fairly good set overall. There’s several good generic cards in here that many decks can take advantage of, even if said cards are already a part of different archetypes like Draco Berserker of the Tenyi, Unchained Abomination, and Striker Dragon. You also got some solid Salamangreat support in here, good cards for the Dragon Link deck, and some archetypal support that could make other decks potential rogue contenders. I can see Gladiator Beasts doing a little well in this meta, though likely not a top tier deck still, I can see a little success here and there. I:P Masquerena is one of the best cards of this set to summon something like Knightmare Unicorn on the opponent’s turn. Overall, I like the archetype support and the generic cards in here, it’s an upgrade from Rising Rampage.
Thanks for Reading,