A.I. think this is a pretty solid set. Hello Pojo Readers, Crunch$G back once again this time to break down the first core set of 2020, Ignition Assault. We are approaching the end of the VRAINS era, meaning we’ll hopefully go out with a bang with the cards we get in these new sets. Inside Ignition Assault you got some debuting archetypes like @Ignister, Ancient Warriors, and Plunder Patroll as well as support for older archetypes like Karakuri, Generaiders, Witchcrafters, and more. You also got some decent generic cards like a card that can be a Raigeki or a Harpies’ Feather Duster as well as a new boss that can summon itself if anybody has a monster in the EMZ. There’s some neat things to discuss with this set, so let’s see what we have to start the decade and help end the VRAINS era.
First off, like I’ve been doing recently, I will inform you about what cards were given the Starlight Rare treatment in this set. Yes, Konami has given another official name that isn’t Prismatic Secret Rare, so they’ll be known as Starlight Rares to make the rarity of cards less confusing than calling two different rarities the same thing. For the Rare in this set, we have Aussa the Earth Charmer, Immovable to match the previous Charmer in this rarity. The Super Rare in this set in Starlight Rare is Time Thief Perpetua. For your Ultra Rare, it goes to Sky Striker Ace – Roze. Finally, the Secret Rare in this rarity is Lightning Storm, which will likely be the chase Starlight Rare.
Easily the biggest archetype in this set in terms of the amount of cards are the new @Ignister monsters and A.I. Spells and Traps, which is a Cyberse based archetype based on trying to spam out your Extra Deck with various summoning methods. Pikari @Ignister is a LIGHT monster that searches for all your A.I. Spells and Traps and changes another @Ignister monster’s Level to 4. Bururu @Ignister is a WIND Tuner that sends an @Ignister from the Deck to the grave and if used for a Synchro Summon for a Cyberse monster can revive one of the other materials used for that summon. Doyon @Ignister is a DARK monster that retrieves an @Ignister monster from the graveyard to your hand upon summon and being used as a Link Material for a Cyberse monster lets you also retrieve an A.I. Spell/Trap from the grave. Achichi @Ignister is a FIRE monster that searches the @Ignister monsters on summon and can banish itself from the grave during the Damage Step when a Cyberse monster you control to destroy your monster. Hiyari @Ignister is a WATER monster that can Special Summon itself from the hand if you control another @Ignister monster and it can tribute an other Cyberse monster you control to search for a Level 5 or higher @Ignister, change Hiyari to Level 4, then if you tributed a Link Monster you can also search for an A.I.’s Ritual. Doshin @Ignister is an EARTH monster that can be Special Summoned from the hand if you control an @Ignister monster and it can return a Cyberse Link from the grave to the Extra Deck to let you search for an A.I. Love Fusion from your Deck. Donyoribo @Ignister is another DARK monster that can be discarded when an @Ignister is attacked to prevent you from taking any damage and it can banish itself from the grave if the opponent would take damage from an @Ignister monster effect or an A.I. Spell/Trap effect to double that damage. Water Leviathan @Ignister is a Level 7 WATER Ritual that uses A.I.’s Ritual, upon Ritual Summon returns all your opponent’s monsters with 2300 or less ATK to the hand, can target a monster and shuffle all Link Monsters in the grave to the Extra Deck to make that monster’s ATK 0, and can halve the ATK of an opponent’s monster it battles. Earth Golem @Ignister is an EARTH Fusion of a Cyberse monster and a Link Monster, protects you from damage for the rest of the turn after it was summoned, gains ATK equal to the original ATK of a monster it attacks that was Special Summoned from the Extra Deck, and being destroyed by battle lets you target and revive another Cyberse monster. Wind Pegasus @Ignister is a Level 7 WIND Synchro of any Tuner and non-Tuners, can destroy Spells and Traps the opponent controls up to the number of @Ignister monsters you control, and if another card you control is destroyed by battle or an opponent’s card effect while this card is on the field or in the grave, you can banish this card to target a card the opponent controls and shuffle it into the Deck. Light Dragon @Ignister is a Rank 4 LIGHT Xyz that needs 2 Level 4 monsters, can detach a material from itself to protect a monster(s) from being destroyed by a card effect, can also detach a material to destroy face-up monsters your opponent controls up to the number of @Ignister monsters you control, and can revive a Link Monster from the graveyard if another Cyberse monster you control inflicts battle damage to the opponent while you control Light Dragon. Dark Templar @Ignister is a DARK Link-3 that needs 3 monsters with different names, has all arrows pointing downwards, can Special Summon any Level 4 or lower @Ignister monsters from the grave with their effects negated to zones it points to if you Special Summon a monster to a zone it points to, and can Special Summon a Cyberse monster from the graveyard when it destroys a monster in battle. Fire Phoenix @Ignister is a FIRE Link-3 that needs 2+ Cyberse monsters, has arrows pointing to the sides and down, can burn the opponent for its own ATK during Damage Calculation when it’s attacking in exchange for doing no battle damage in that battle, being destroyed by a card effect lets you destroy an opponent’s monster, and during the next Standby Phase after this Link Summoned card was destroyed and sent to the graveyard it will Special Summon itself. Ignister A.I.Land is a Field Spell that if you control no monsters in the Main Monster Zone, you can Special Summon an @Ignister from your hand, but you cannot Special Summon monsters with the same attribute with this effect for the rest of that turn and you can only Special Summon Cyberse monsters, and also if A.I.Land is in the graveyard you can banish an @Ignister monster from the graveyard to add this card back to your hand. TA.I. Strike is a Quick-Play Spell that lets your battling monster’s ATK become equal to the opponent’s ATK and the controllers of those monsters would take damage to the original ATK of their monsters if they were destroyed in that battle, also you could banish this card from the graveyard to protect an @Ignister from being destroyed by battle. A.I.dle Reborn is another Quick-Play Spell that can revive an @Ignister monster from your graveyard, but you can only Special Summon Cyberse monsters for the rest of that turn, and you can banish this card from the graveyard and a card from your hand to target a banished or gravyeard A.I. Spell/Trap and add it to your hand. A.I. Love Fusion is a Normal Spell that lets you Fusion Summon a Cyberse Fusion using monsters in your hand or on your field, but you can also use an opponent’s Link Monster if you use an @Ignister as Fusion Material. A.I.’s Ritual is a Ritual Spell that lets you Ritual Summon a Cyberse monster by tributing @Ignister monsters you control or in your hand as materials, but if you control an @Ignister monster when this is activated you can also banish @Ignister monsters from your graveyard as material. A.I. Shadow is a Continuous Trap that can be activated by targeting an @Ignister you control and gives that monster 800 ATK and makes your opponent’s monsters attack the targeted monster if they’re able, also if this card leaves the field because of the opponent and is in the graveyard or banished you can draw a card. Finally, Linkguriboh is a Link-1 of any Level 4 or lower Cyberse monster, has a Bottom-Left arrow, can tribute itself when the opponent activates a Trap Card to negate and banish it, and while in the graveyard it can tribute an @Ignister summoned from the Extra Deck to revive itself.
Romance of the Three Kingdoms
The next archetype to debut in this set is one based on the “Romance of the Three Kingdoms” novel, the Ancient Warriors, which is full of Beast-Warrior monsters. Ancient Warriors – Masterful Sun Mou is a Level 4 WATER monster that can’t be targeted for attacks while you control another Ancient Warriors monster, can send a card from your hand or field to the grave to search for a differently named Ancient Warriors monster, and can target an opponent’s monster and return it to the hand if your other Ancient Warriors monster activated its effects. Ancient Warriors – Graceful Zhou Gong is another Level 4 WATER that can send a Continuous Spell or Trap you control to the graveyard to search for any Ancient Warriors Spell/Trap and if another of your Ancient Warriors monsters activates its effects, Zhou Gong can target an opponent’s Effect Monster and negate its effects. Ancient Warriors – Eccentric Lu Jing is the last Level 4 WATER that can target a Continuous Spell/Trap you control and send it to the graveyard to retrieve an Ancient Warriors Spell/Trap with a different name from the sent card from the graveyard and it can target an destroy a Spell/Trap of the opponent’s if another of your Ancient Warriors activates its effects. Ancient Warriors – Virtuous Liu Xuan is a Level 4 WIND that cannot be targeted for attacks if you control another Ancient Warriors monster, can send a card from your hand or field to the graveyard while your opponent has more monsters to Special Summon a differently named Ancient Warriors from your Deck, and lets you draw a card when another of your Ancient Warriors battles. Ancient Warriors – Loyal Guan Yun is a Level 7 WIND that can be Special Summoned from the hand if only your opponent controls monsters, prevents your opponent from targeting your other Ancient Warriors with card effects, and can target and destroy an opponent’s monster if they control more monsters than you. Ancient Warriors – Valiant Zhang De is a Level 7 WIND that can be Special Summoned from the hand if you control 2 Ancient Warriors monsters, gains 300 ATK for each of your opponent’s monsters during your turn only, and you can activate an effect to let this monster attack 2 monsters during each Battle Phase if your opponent controls more monsters than you. Ancient Warriors Saga – Three Visits is a Continuous Spell that if you summon an Ancient Warriors during your Main Phase you can search an Ancient Warriors monster with a different name from the summoned monster, being sent from the Spell/Trap Zone to the graveyard lets you summon an Ancient Warriors from your hand, and it sends itself to the graveyard during your 2nd Standby Phase after activation. Ancient Warriors Saga – Sun-Liu Alliance is another Continuous Spell that if you control 2 Ancient Warriors with different Attributes you can declare an Attribute among the monsters your opponent controls and prevent them from using effects of monsters they control with that attribute until the end of the turn and it can make your Ancient Warriors gain 300 ATK until the end of the turn for each Ancient Warriors you control if your opponent Special Summons or you use an Ancient Warriors monster effect. Finally, Ancient Warriors Saga – Defense of Changban is a Continuous Trap that prevents your opponent from using Spells or Traps when your Ancient Warriors attack, can send itself face-up from the Spell/Trap Zone to the grave at the start of your opponent’s Battle Phase to prevent your opponent from attacking your Ancient Warriors that turn, and can banish itself from the graveyard when an opponent’s monster attacks to summon an Ancient Warriors from your Deck.
New Karakuri Tricks
For the first time since Extreme Victory, we see the return of our favorite EARTH Machine Synchro archetype, the Karakuri. Karakuri Bonze mdl 9763 “Kunamzan” is a Level 5 that must attack like able and changes battle position when attacked like most other Karakuris, and if this card is in your hand you can switch the battle position of a Karakuri you control to Special Summon this card from the hand as a Tuner, but you can only summon EARTH Machines for the rest of the turn from the Extra Deck. Karakuri Gama mdl 4624 “Shirokunishi” is a Level 1 Tuner with the regular Karakuri effects of having to attack and changing its battle position when attacked, and as a Quick Effect it can banish itself from the graveyard to target a Karakuri monster you control and change its battle position. Karakuri Super Shogun mdl 00N “Bureibu” is a Level 9 Synchro of any Tuner and any non-Tuner Machines, can Special Summon a Karakuri from the Deck upon Synchro Summon, prevents your Defense Position monsters from being destroyed in battle, and the changing of a Karakuri monster’s battle position lets you target and banish an opponent’s card. Karakuri Gama Oil is an Equip Spell that can equip to a Karakuri in your graveyard and revive it and it boosts the Karakuri’s ATK/DEF by 500 once per turn if a Karakuri swaps battle position. Finally, Karakuri Cash Inn is a Normal Trap that lets you target a Karakuri you control and an Effect Monster the opponent controls to change the battle position of your monster and negate the effects of the opponent’s monster, and if you control a Karakuri while this card is in your graveyard, it can banish itself to target a monster on the field and change its battle position.
Time Thief Comeback
After a year of absence, the Time Thief archetype has returned with a few new cards. Time Thief Chronocoder is a Level 4 DARK Machine that can tribute itself as a Quick Effect to make your opponent take the battle damage instead of you the next time you would take damage, and it can revive itself from the graveyard, but it’s banished when it leaves the field, if an Xyz Monster you control leaves the field via a card effect. Time Thief Startup is a Quick-Play Spell that can let you Special Summon a Time Thief from your hand and it can banish itself from the graveyard to attach a Time Thief Monster, Spell, and Trap from your graveyard to a Time Thief Xyz you control. Time Thief Retrograde is a Counter Trap that negates the activation of a Spell/Trap while you control a Time Thief Xyz and then attaches the negated card to your Xyz as material. Finally, Time Thief Perpetua is a Rank 4 DARK Psychic Xyz of any 2 Level 4 monsters, can detach material from itself during the Standby Phase to target a Time Thief in your graveyard and Special Summon it, and as a Quick Effect can target another Xyz you control and attach a Time Thief card from your Deck to it as material.
Megalith Opening Ceremony
Now for the Ritual-based Megalith archetype, which is an EARTH Rock archetype based around not using Ritual Spells for your Ritual Summons. Megalith Ophiel is a Level 4 Ritual that can use any Megalith card for its Ritual Summon, being Ritual Summoned lets you search any Megalith monster that isn’t Ophiel, and during your Main Phase lets you activate the effect to perform a Ritual Summon of any monster by using monsters in your hand or on your field as material, just as long as you use Ophiel as material. Megalith Hagith is another Level 4 Ritual that uses any Megalith card to Ritual Summon, searches for a Megalith Spell/Trap upon Ritual Summon, and has the exact same Ritual Summoning effect of Ophiel. Megalith Och is the third Level 4 Ritual that uses any Megalith card for the Ritual Summon, lets you draw and discard a card upon Ritual Summon, and yet again has the same Ritual Summon effect as Ophiel and Hagith, only this time it is a Quick Effect. Megalith Phaleg is a Level 8 Ritual that uses any Megalith card for the Ritual Summon, can discard itself to let you Ritual Summon a Megalith monster by using cards in your hand or on your field as material, and makes all your monsters gain 300 ATK/DEF for each Ritual in your graveyard while you control Phaleg. Megalith Bethor is the second Level 8 Ritual that can be summoned with any Megalith card, has the same discard effect as Phaleg, and upon Ritual Summon lets you target cards the opponent controls up to the number of Ritual Monsters with different names in your graveyard and destroys those targeted cards. Megalith Aratron is the last Level 8 Ritual that once again uses any Megalith card for its Ritual Summon, has the same discard effect of the other Level 8s only as a Quick Effect, and can place a Ritual Monster in your graveyard to the bottom of the Deck when your opponent targets a card you control with an effect to negate said effect and destroy that card. Megalith Portal is a Field Spell that prevents each Ritual Monster from being destroyed in battle each turn the first time they would be and it lets you target a Ritual Monster in your graveyard and add it to your hand when you Special Summon a Megalith monster. Megalith Promotion is a Continuous Trap that once per turn targets a Level 4 or lower monster you control and doubles its Level for a turn. Finally, Megalith Emergence is a Continuous Trap that once per turn can target a Megalith in your graveyard and Special Summon it in Defense Position, but it returns to the bottom of the Deck when it leaves the field.
Plunder Away, Matey!
The last archetype to talk about is the new TCG exclusive Plunder Patroll, a Pirate archetype with monsters that have effects to summon ships from the Extra Deck based on what Attribute monsters the opponent has. Whitebeard, the Plunder Patroll Helm is a Level 4 WATER Fiend Tuner that during your opponent’s turn lets you Special Summon a Plunder Patroll from the Extra Deck with the same Attribute as a monster the opponent controls or is in their graveyard and this monster is then equipped to it, and Whitebeard being sent from the Monster Zone or hand to the graveyard lets you summon a Plunder Patroll from your Deck that isn’t another Whitebeard, but afterwards you can only Special Summon your Plunder Patroll monsters that turn. Redbeard, the Plunder Patroll Matey is a Level 4 WATER Fiend with the same effect during the opponent’s turn that Whitebeard had, and it being sent from the Monster Zone or hand to the graveyard lets it equip itself from the graveyard to a Plunder Patroll monster you control. Plunder Patrollship Brann is a Level 8 FIRE Fiend Synchro that needs any Tuner and non-Tuners, boosts all your other Fiends by 500 ATK, and can discard a Plunder Patroll card to target and banish an opponent’s Spell/Trap and then lets you search for a Plunder Patroll monster, with this latter effect becoming a Quick Effect if it is equipped with a Plunder Patroll card. Plunder Patrollship Moerk is a Rank 4 DARK Fiend Xyz of any 2 Level 4 monsters, can let you discard a Plunder Patroll card to target and banish an opponent’s monster and then lets you search a Plunder Patroll Spell/Trap from the Deck, with this effect being a Quick Effect if equipped with a Plunder Patroll card, and it can detach a material from itself instead if a Plunder Patroll card(s) would be destroyed. Blackbeard, the Plunder Patroll Captain is a Link-2 WATER Fiend of any 2 monsters, including at least 1 Plunder Patroll, has Bottom Left/Right arrows, and as a Quick Effect lets you target an Effect Monster you control to Special Summon a Plunder Patroll from your Extra Deck, equip the targeted monster to the summoned monster, and then lets you draw a card. Plunder Patroll Shipyarrrd is a Field Spell that boosts your Plunder Patroll monsters by 500 ATK/DEF for each Plunder Patroll in your Spell/Trap Zone, can let you discard a card to search for any Plunder Patroll card, and can return a Plunder Patroll card from your Spell/Trap Zone to your hand to set this card from your graveyard. Finally, Plunder Patroll Booty is a Continuous Trap that can let you declare an Attribute and then target an opponent’s monster to change it to that attribute, and then it can take a Plunder Patroll monster in your graveyard and either shuffle it into the Deck or Special Summon it, also once per turn during the End Phase this card will send itself to the graveyard if you don’t control a Plunder Patroll monster.
Now after all the archetypes that got a fair batch of support, it’s now time for the archetypes that only got 1 or 2 new cards. We start with Chronomaly Tupsa Rocket, which is a Level 4 EARTH Rock that upon Normal or Special Summon can send a Chronomaly monster from the Deck or Extra Deck to the graveyard to target a monster on the field and debuff its ATK and DEF by the sent monster’s Level or Rank times 200, and it being used as Xyz Material for a Number lets that Number make 2 attacks on monsters during each Battle Phase. Abominable Unchained Soul is a new Unchained card, and is a Level 8 DARK Fiend that can only be Special Summoned once per turn, can Special Summon itself from the hand if a card you control is destroyed by battle or card effect, can discard a card to destroy a card on the field upon Special Summon, and once per turn during the End Phase of the turn it was destroyed it can Special Summon itself from the graveyard, but it returns to the bottom of the Deck when it leaves the field. Sky Strikers got two new support cards, with the first being the new Level 4 LIGHT Sky Striker Ace – Roze, who can Special Summon itself from the hand when you summon a Sky Striker Ace monster and if an opponent’s monster in the Extra Monster Zone is destroyed by battle while Roze is in the graveyard, you can revive Roze and then negate an opponent’s monster’s effects for a turn. The other new card is Sky Striker Maneuver – Scissors Cross, a Normal Spell that can target a Level 4 Sky Striker Ace in your graveyard and add it to your hand, or Special Summon it if you have 3 or more Spells in your graveyard. Witchcrafter Genni is a Level 1 WIND Spellcaster that during the Main Phase as a Quick Effect can tribute itself and discard a Spell to summon a Witchcrafter from the Deck and it can banish itself and a Witchcrafter Spell from your graveyard to make this effect become the effect of that Spell. Utgarda, Generaider Boss of Delusion is a Level 9 LIGHT Rock that you can only control 1 of, and as a Quick Effect it can let you tribute 2 Generaider and/or Rock monsters to target a card on the field and banish it. Ghostrick Fairy is a Level 2 DARK Spellcaster that cannot be Normal Summoned if you don’t control a Ghostrick monster, can once per turn change itself to face-down Defense Position, and upon being flipped face-up can target a Ghostrick card in your graveyard and set it to your field (but it’s banished when it leaves the field) and then you can change face-up monsters of the opponent to face-down Defense Position up to the number of Set cards you control. Condolence Puppet is a Normal Spell that upon activation sends Gimmick Puppets from your Deck to the graveyard up to the number of monsters summoned from the Extra Deck the opponent controls +1 and it can also banish itself from the graveyard to target a Machine Xyz you control and prevents it from being destroyed by the opponent’s card effects while it is on the field. Charged-Up Heraldry is a Normal Spell that tributes a monster to summon 2 Heraldic Beasts from your Deck in Defense Position, but you can only summon Psychic or Machine monsters from the Extra Deck during that turn after this card resolves. Dragonmaid Send-Off is a Quick-Play Spell that lets you target a Dragonmaid you control to Special Summon a Dragonmaid with a different name from your hand in Defense Position and then return the targeted monster to the hand, but the summoned monster cannot be destroyed by battle or card effects until the end of the next turn. Resurgam Xyz is a Continuous Trap that boosts all your Xyz Monsters by 800 ATK and it can let you discard a Spell once per turn to target an Xyz you control and Special Summon a Number C or CXyz with the same type and 1 Rank higher using the targeted Xyz Monster as material, but the Special Summoned monster returns to the Extra Deck during the End Phase if you didn’t discard a Rank-Up-Magic to use this effect. Marincess Pascalus is a Level 4 WATER Cyberse that upon Normal/Special Summon lets you summon a Marincess from your hand in Defense Position and during your Main Phase, except the turn this card is sent to the graveyard, you can banish it from the graveyard to target a Marincess Spell/Trap and add it to your hand. Finally, Code Talker Inverted is a Link-2 LIGHT Cyberse of any 2 Cyberse monsters, has Left and Right arrows, and upon Link Summon lets you Special Summon a Cyberse from your hand to a zone it points to.
Finally, it’s the cards designed to be put into any Deck, whether it is Type/Attribute related or a card that any Deck can use. Arcjet Lightcraft is a Level 9 LIGHT Machine that can be Normal Summoned without tribute if you control no other monsters, upon Normal or Special Summon can target a Level 8 or lower Machine in your graveyard to revive it with negated effects and make its Level become 9, but you can only summon Machine Xyzs from the Extra Deck while you control this card. Gizmek Kaku, the Supreme Shining Sky Stag is a Level 9 FIRE Machine that can be Special Summoned from the hand if a monster is in the Extra Monster Zone, can target a monster in the Extra Monster Zone and equip it to this card (max. 1), and when it destroys a monster in battle it can summon the equipped monster. Cataclysmic Crusted Calcifida is a Level 8 EARTH Rock that Special Summons itself from the hand when an EARTH monster you control is destroyed by battle or opponent’s card effect, and then upon summon it can let you send a monster from your Deck to the graveyard. Jack-o-Boolan is a Level 7 FIRE Zombie that can Special Summon itself from the hand by discarding a Zombie and during your opponent’s Main Phase can target a Zombie in your graveyard and Special Summon it (but it’s banished when it leaves the field) and then you banish this monster until the End Phase. Ibicella Lutea is a Level 4 EARTH Plant that cannot be destroyed by battle while you control another monster and prevents either player from targeting your Spells and Traps with card effects. Obsessive Uvualoop is a Level 4 EARTH Fiend Tuner that can banish a Synchro from your field or graveyard to Special Summon itself from the hand and also banish a Synchro from your field or graveyard to bring itself from the graveyard to your hand. Transcicada is a Level 3 EARTH Insect Tuner that upon Special Summon can summon you a Moult Token (Insect/EARTH/Level 3/ATK 0/DEF 0) but it only lets you summon Insects from the Extra Deck while you control the Token. Cross-Sheep is an EARTH Beast Link-2 of any 2 monsters with different names, has Bottom Left/Right arrows, and upon Special Summoning a monster to a zone it points to you can trigger an effect(s) depending on the type of monster it points to at that time with Fusion letting you revive a Level 4 or lower monster from your graveyard in Defense Position, Ritual letting you draw 2 and discard 2, Synchro letting your monsters gain 700 ATK, and Xyz letting your opponent’s monsters lose 700 ATK. Aussa the Earth Charmer, Immovable is an EARTH Link-2 that is the exact same as the previous Charmer Links, only applying to the EARTH Attribute. Gravity Controller is a DARK Cyberse Link-1 of any non-Link in the Extra Monster Zone, cannot be Link Material the turn it is Link Summoned, cannot be destroyed by battle from monsters in the Main Monster Zone, and when it battles a monster in the Extra Monster Zone it can return both that monster and this card to the Deck. Ghost Meets Girl – A Mayakashi’s Manuscript is a Quick-Play Spell that during the Main Phase can target a Zombie Synchro you control to Special Summon a Zombie that is banished or in your graveyard with the same Attribute, but it is banished during the End Phase and you can only summon Zombies for the rest of that turn. Kuji-Kiri Curse is a Normal Spell that lets you send a Level 9 monster from the hand or face-up on your field to the graveyard to let you draw 2 cards. Lightning Storm is a Normal Spell that if you control no face-up cards, you can either destroy all your opponent’s Attack Position monsters or all your opponent’s Spells and Traps. Sales Pitch is a Normal Trap that can be activated when the opponent adds a card from their Deck to their hand and upon activation lets you add any card from your Deck to your hand, but you cannot use effects of cards with the same name as the searched card for the rest of that turn. Armory Call is a Normal Trap that takes an Equip Spell from your Deck and either adds it to your hand or equips it to an appropriate monster you control. Nine-Lives Cat is a Rank 9 EARTH Zombie Xyz of any 2 Level 9 monsters, gives your monsters summoned from the graveyard protection from the opponent targeting them with effects, and can detach a material to target a Level 9 in your graveyard or any monster in the opponent’s graveyard and Special Summon it. Execution of the Contract is an Equip Spell that equips to a monster you control and reveals a Ritual Monster in your hand to make the equipped monster’s Level become the revealed monster’s Level for the turn, and if the equipped monster is tributed and this card is sent to the graveyard you can target an opponent’s monster and destroy it. Finally, Shiny Black “C” Squadder is a Level 4 EARTH Insect vanilla monster that has 2000 ATK.
This is probably a better set than Rising Rampage and Chaos Impact were. There’s some good potential with archetypes like @Ignister, Ancient Warriors, and Plunder Patroll especially if they get more support, which the latter two will get a good batch of new support in the future and even @Ignister will get new cards. Plunder Patroll do need more cards to be somewhat of a viable Deck in my opinion, though. The new Karakuri cards help modernize the Deck for the current format and in April it’ll be much better when it freely spams the Extra Deck again. Megaliths are a really cool Ritual archetype that I hope more is done with. We got a few cards for other archetypes, even some we haven’t seen in a while like Chronomaly. It even keeps supporting the archetypes from sets like Infinity Chasers and Mystic Fighters. Some of the biggest carrying points of this set, however, are probably the generic cards just like with the last two sets being carried mostly by generic cards. You got a very good new Gizmek in this set, a great card in Lightning Storm that can be somewhat of a Raigeki or Harpies’ Feather Duster, you got Cloth-Sheep as a great option for Fusion and Ritual Decks, Gravity Controller to clear your Extra Monster Zone of something you don’t want there, you got generic searching in Sales Pitch. There’s overall some pretty good cards in this set for new strategies as well as new tech options in other Decks. Also Rest in Peace to Rares as this is potentially the last set to have them since Eternity Code is only having Commons, Supers, Ultras, and Secrets.
Thanks for Reading,