Ready to play some games? Hello Pojo Readers, Crunch$G here to tell you about the latest Deck Build Pack to release over in the TCG, Tactical Masters. Tactical Masters, like previous Deck Build Packs, gives us three archetypes, with this set having a more centralized theme around different types of games. You got the Vaylantz archetype based on classic board games. Labrynth is based on escaping the dungeon games. Then, we got the Runick archetype from a first-person POV based on an RPG. Of course, there are 15 Collector’s Rares in this set as well with new cards and reprints in the rarity. Let’s go over all that’s in this set and see what it has to offer.
The Collector’s Rares
As always, we start with the Collector’s Rares chosen for this set, and see which archetypical cards got the rarity and what reprints were upgraded. Vaylantz gets the standard 3 Collector’s Rares most archetypes get as Shinonome the Vaylantz Priestess, Mamonaka the Vaylantz United, and Vaylantz Wars – The Place of Beginning all come in Collector’s Rares. Labrynth, however, got a bonus Collector’s Rare as 4 cards in the archetype come in the rarity with those being Lovely Labrynth of the Silver Castle, Ariane the Labrynth Servant, Arianna the Labrynth Servant, and Labrynth Labyrinth. With 4 Labrynth Collector’s Rares, however, Runick got the short end of the stick with only Runick Fountain and Runick Tip coming in Collector’s Rares. As for your reprints, we get Astrograph Sorcerer, Scapegoat, Trap Trick, Droll & Lock Bird, Cosmic Cyclone, and Anti-Spell Fragrance in Collector’s Rare.
A Vaylant Board
Now to cover the new cards for the archetypes themselves, starting with the board game based Vaylantz archetype. All the Main Deck Vaylantz have a Pendulum Scale of 1 and can Special Summon themselves from the Pendulum Zones to the Main Monster Zones in the same column as their respective Pendulum Zone, but they prevent you from not being able to Special Summon any non-Vaylantz monsters unless its from the Extra Deck. Also I should mention the Level 6 and 8 Vaylantz do need a required Field Spell or a Vaylantz of the same Attribute to summon themselves from the Pendulum Zone with this effect, with your WATER ones needing Vaylantz World – Shinra Bansho and the FIRE ones needing Vaylantz World – Konig Wissen. The Fusions are similar to the Main Deck monsters in regards to the Pendulum Effects, only their Scale 10, they just Special Summon themselves to the Main Monster Zone in the same column without downside, and they got a second effect you can choose from instead to move a monster to an adjacent horizontal Main Monster Zone. Now for the unique parts of these cards. Shinonome the Vaylantz Priestess is a Level 2 WATER Spellcaster Pendulum that during your Main Phase while controlling this Special Summoned card letting you search for any Vaylantz Spell and if it moves Monster Zones, you can search for a differently named Vaylantz monster from the Deck. Saion the Vaylantz Archer is a Level 4 WATER Spellcaster Pendulum where if you control this Special Summoned card, you can target an Effect Monster on the field and toss a coin with heads negating that monster’s effects and tails halving that monster’s ATK, also if this card in the Monster Zone moves zones you get to target any card on the field and toss a coin with heads destroying the card and tails returning it to the hand. Nazuki the Vaylantz Ninja is a Level 6 WATER Spellcaster Pendulum who can let you move another monster on the field in either Main Monster Zone to an adjacent Main Monster Zone and when this card itself moves Monster Zones, you can target a Vaylantz monster in your Spell and Trap Zone and Special Summon it to the Main Monster Zone in that same column. Hojo the Vaylantz Warrior is a Level 8 WATER Spellcaster who lets you target a face-up card in either Spell and Trap Zone and return it to the hand and if this card moves Monster Zones, you can Fusion Summon a Vaylantz Fusion using monsters in your hand, field, and/or Pendulum Zones as material. Vaylantz Buster Baron is a Level 2 FIRE Machine Pendulum where if you control this Special Summoned card, you can target another Vaylantz in your Main Monster Zone and move it to an adjacent Main Monster Zone, also if this card moves Monster Zones you get to target a card in either player’s Pendulum Zone and move it to an adjacent Spell and Trap Zone as a Continuous Spell. Vaylantz Voltage Viscount is a Level 4 FIRE Machine Pendulum where during the Main Phase if you control this Special Summoned card, you can place a Vaylantz face-up in your Extra Deck to your Spell and Trap Zones as a Continuous Spell and if this card moves Monster Zones, you can place a Vaylantz Pendulum in your Extra Deck right in your Pendulum Zone. Vaylantz Mad Marquess is a Level 6 FIRE Machine Pendulum that during your Main Phase lets you roll a six-sided dice to excavate the top cards of your Deck to add an excavated Vaylantz card to your hand and shuffle the other cards into the Deck, also if this card moves Monster Zones you get to also roll a six-sided dice and if you land on 2-5 you get to Special Summon a Vaylantz monster in your Spell and Trap Zone. Vaylantz Dominator Duke is a Level 8 FIRE Machine Pendulum that lets you target a Set card in the Spell and Trap Zone and prevent that card from being activated for the rest of the turn, also if this card moves Monster Zones you get to target a monster in the opponent’s Main Monster Zone and take control of it, but it cannot attack or activate its effects and it’s treated as a Vaylantz card. Mamonaka the Vaylantz United is a Level 10 WATER Spellcaster Pendulum Fusion that needs 3 Vaylantz monsters to summon, has a Quick Effect in the Main Phase to target a monster the opponent controls and place it in the Spell and Trap Zone in the same column as that monster (with an already occupying card being destroyed and your opponent taking damage equal to the ATK of a monster if one was destroyed), also upon destruction via an opponent’s card effect and it was Special Summoned, this card can place itself in the Pendulum Zone. Vaylantz Genesis Grand Duke is a Level 10 FIRE Machine Pendulum Fusion that needs 2 Vaylantz monsters to summon and this face-down card in the Extra Deck must be Fusion Summoned or Special Summoned by tributing any Level 5 or higher non-Fusion Vaylantz monster in the same column as the Extra Monster Zone and upon Special Summon can let you target a Monster Card in the opponent’s Spell and Trap Zone to return it to the hand and deal damage to the opponent equal to that monster’s ATK and this card gaining ATK equal to half the damage inflicted. Vaylantz Wars – The Place of Beginning is a Normal Spell that lets you add a Vaylantz Field Spell from your Deck to your hand and then you can apply the effect to destroy a Pendulum Monster you control to add a Senet Switch from Deck to your hand, als you can banish this card from the graveyard (except the turn it was sent there) to place a Vaylantz Pendulum face-up in the Extra Deck in your Pendulum Zone. Vaylantz World – Shinra Bansho is a Field Spell that on activation will place a Vaylantz Field Spell in the opponent’s Field Spell Zone that isn’t another copy of this card and if there are 2 cards in the Field Zones, the turn player can target a monster that’s face-up in their Spell and Trap Zone and Special Summon it to the Monster Zone in the same column. Finally, Vaylantz World – Konig Wissen is a Field Spell that upon activation will place a Vaylantz Field Spell in the opponent’s Field Spell Zone and if there are 2 cards in the Field Zones, the turn player can target a monster the opponent controls in the same column as a monster they control and place the targeted monster in the Spell and Trap Zone in that monster’s column (with any occupying card being destroyed).
Escape the Labrynth
The second archetype in this set is the Labrynth archetype, based on escaping a dungeon and focuses a lot on Normal Traps. Lovely Labrynth of the Silver Castle is a Level 8 DARK Fiend that prevents the opponent from activating monster effects in response to your Normal Traps, can let you target a Normal Trap in your graveyard and set it to your field (but you can only activate it if you control a Fiend monster(s)), and if another monster(s) leaves the field by the effect of a Normal Trap, you can destroy a card in the opponent’s hand at random or on their field. Labrynth Archfiend is a Level 7 DARK Fiend who gains 400 ATK for each Normal Trap with a different name in your graveyard, only allows the opponent to select Labrynth Archfiend for attacks, can be Special Summoned from the hand if a Trap Card is activated, and upon Special Summon can let you Set a Normal Trap directly from your Deck that can only be activated when an attack is declared. Ariane the Labrynth Servant is a Level 4 DARK Fiend that can let you send a Normal Trap that’s in your hand or Set on your field to the graveyard to Special Summon any Level 4 or lower Fiend from your Deck that isn’t another Ariane, also if another monster(s) leaves the field by a Normal Trap effect, you can draw a card and then apply the effect to Special Summon a Fiend monster or Set a Spell/Trap. Arianna the Labrynth Servant is another Level 4 DARK Fiend who upon Normal or Special Summon can search for any Labrynth card besides another Arianna, also if another monster(s) leaves the field by a Normal Trap effect, you can draw a card and then apply the effect to Special Summon a Fiend monster or Set a Spell/Trap. Labrynth Chandraglier is a Level 3 DARK Fiend who can be sent from the hand or field to the graveyard as a Quick Effect alongside a discard from your hand to set a Labrynth Spell/Trap directly from your Deck, also if a monster(s) leaves the field by a Normal Trap effect you get to add this card from your graveyard to your hand. Labrynth Stovie Torbie is a Level 2 DARK Fiend who can be sent from the hand or field to the graveyard as a Quick Effect alongside a discard from your hand to set a Labrynth Spell/Trap directly from your Deck, also if a monster(s) leaves the field by a Normal Trap effect you get to Special Summon this card from the graveyard. Labrynth Cooclock is a Level 1 DARK Fiend with a Quick Effect to send itself from the hand to the graveyard to give you the ability to activate a Normal Trap the turn it was Set if you control a Labrynth monster, also if a card(s) is sent from your hand to the graveyard to activate a Normal Trap Card or a Labrynth monster’s effect that isn’t Cooclock, you can add this card from your graveyard to your hand or Special Summon it. Labrynth Labyrinth is a Field Spell where if you activate a Welcome Labrynth Normal Trap that was Set, you can add the effect to destroy a card on the field to that card’s effect, also if you activate a non-Labrynth Normal Trap, you can Special Summon a Fiend from your hand or graveyard. Labrynth Set-Up is a Quick-Play Spell that lets you target 2 Labrynth Spells/Traps that aren’t other copies of Set-Up that are banished or in your graveyard and shuffle them into the Deck, then if you control a Fiend monster you get to set non-Labrynth Normal Traps directly from your Deck equal to the number of cards shuffled. Welcome Labrynth is a Normal Trap that lets you Special Summon a Labrynth directly from your Deck, but you can only Special Summon Fiends until the end of the next turn after this card resolves, also if a monster leaves the field by a Normal Trap effect, you can Set this card directly from your graveyard, except during the turn this card is sent to the graveyard. Fairwelcome Labrynth is another Normal Trap that when a monster declares an attack while you control a Fiend monster, you can target a card on the field to negate that attack and destroy the targeted card, then you can set a non-Labrynth Normal Trap directly from your hand or Deck. Labrynth Barrage is a Normal Trap that can be activated when you activate a Normal Trap Card, letting this card copy the other activated card’s effect, also until the end of the opponent’s next turn after this resolves, your opponent takes no effect damage. Finally, Archfiend’s Ghastly Glitch is a Normal Trap where if you control a Fiend Monster, you can target a card on the field and destroy it, then you can send a Fiend directly from your Deck to the graveyard.
A Runick RPG
Now we hit the final archetype of this set, the Runick archetype based around decking the opponent out. All of the Runick Quick-Play Spells have one of two effects you can use, with one doing a certain thing and then banishing the top cards of the opponent’s Deck and the other effect option letting you summon a Runick monster from your Extra Deck to the Extra Monster Zone, but all the Runick Quick-Play Spells also skip your next Battle Phase after activation. With that out of the way, Runick Fountain is a Field Spell that lets you activate Runick Quick-Play Spells directly from your hand on the opponent’s turn and also once per turn after a Runick Quick-Play Spell resolves, you can return up to 3 Runick Quick-Plays with different names in your graveyard to the bottom of your Deck to then draw a card for each card returned. Runick Allure is a Continuous Spell you can only control 1 of, and each time a Quick-Play Spell resolves you get to banish the top card of the opponent’s Deck. Runick Tip is a Quick-Play Spell that lets you search for any Runick card that isn’t another Runick Tip and then banishes the top card of the opponent’s Deck. Runick Flashing Fire is a Quick-Play Spell that targets an opponent’s Special Summoned monster and destroys it and then banishes the top 2 cards of their Deck. Runick Destruction is a Quick-Play Spell that targets and destroys a Spell/Trap the opponent controls and then banishes the top 4 cards from their Deck. Runick Dispelling is a Quick-Play Spell where when the opponent adds a card(s) from their Deck to their hand besides during the Draw Phase, you can discard a random card from their hand and then banish the top 2 cards from their Deck. Runick Freezing Curses is a Quick-Play Spell that targets a face-up monster the opponent controls and negates its effects until the end of the turn, then it banishes the top 3 cards from the opponent’s Deck. Runick Slumber is a Quick-Play Spell that targets a face-up monster on the field and prevents its next destruction via battle or card effect, also it cannot attack that turn and the opponent banishes the top 3 cards from their Deck. Runick Golden Droplet is a Quick-Play Spell that lets your opponent draw a card and then banishes the top 4 cards from their Deck. Runick Smiting Storm is a Quick-Play Spell that banishes the top cards from the opponent’s Deck up to the number of cards they control. Hugin the Runick Wings is a Level 2 LIGHT Fairy Fusion that needs 2 Runick monsters to Fusion Summon, upon being Special Summoned from the Extra Deck can let you discard a card to add a Runick Field Spell from Deck to hand, can be banished from your control instead if another card(s) you control would be destroyed by a card effect, and upon destruction by battle or card effect will return to the Extra Deck. Munin the Runick Wings is a Level 3 LIGHT Fairy Fusion that needs 2 Runick monsters to Fusion Summon, upon Special Summon from the Extra Deck can let you discard a card to add a Runick Continuous Spell from your Deck to your hand, can be banished as a Quick Effect when the opponent activates a card or effect that targets a Runick card you control to negate that effect and destroy that card, and during each End Phase lets you gain 1000 LP. Finally, Geri the Runick Fangs is a Level 4 DARK Beast Fusion that needs 2 Runick monsters to Fusion Summon, cannot be destroyed by card effects, upon being Special Summoned from the Extra Deck can let you add a non-Quick-Play Runick Spell from your graveyard to your hand, and when destroyed by battle can let you target a card on the field and destroy it.
Now for all the reprinted cards in this set to help support the archetypes or serve as generic utility options. For Vaylantz, you get reprints of Astrograph Sorcerer, Senet Switch, Pendulum Fusion, Duelist Alliance, and Pendulum Switch for reprints to help the Deck. For Labrynth, you got reprints for Compulsory Evacuation Device, Trap Trick, Absolute King Back Jack, Lilith, Lady of Lament, Bearblocker, Malice, Lady of Lament, Reckless Greed, and Fiend Griefing for generic reprint support. For Runick, there are reprints for Book of Eclipse, Scapegoat, Quick Booster, and Cosmic Cyclone. Also there are other generic cards to give good reprints or offer counters to some of these strategies in here as we see reprints for Invader of Darkness, Droll & Lock Bird, Anti-Spell Fragrance, and Imperial Iron Wall.
This certainly isn’t the worst Deck Build Pack we’ve seen, whether it’s during the era of the Collector’s Rare or not. Droll & Lock Bird, Anti-Spell Fragrance, and Cosmic Cyclone are great cards to have in Collector’s Rare for generic utility with more specified support in the form of Trap Trick and Astrograph Sorcerer and the Goat Format icon that is Scapegoat. The Collector’s Rares to the archetypes are fine I guess, though Runick gettting only 2 is a downer with it being the best archetype of the set. I feel one could of been cut from Vaylantz instead. Also Labrynth getting 4 Collector’s Rares and not Complusory Evacuation Device is a missed opportunity. As for the archetypes themselves, Vaylantz are fine to go with some of the other Pendulum good-stuff, though they’re a bit restrictive there. They do make their own Deck up just fine. Labrynth is to be respected as Trap-based strategies can be very strong. Finally, we look at the best archetype, Runick, which might have the most potential due to how fast it can Deck the opponent out. I don’t think anything is Tier 1 really, but this set has more rogue potential than something like Ancient Guardians did. Better Collector’s Rares in here as well.
Thanks for reading,