Use 3 copies of this card in your UA deck.
It's really really good.
You can summon any UA monster you want (wide
selection) for free, from the deck. No Battle
Phase restrictions or anything like that. The
effects of the monster you summon are negated but
you can just return the card you summoned to your
hand via UA Midfielder (or UA Rival Rebounder) and
basically refresh it so you can use it at a later
time. In a sense, this card might be more of
an add-to-hand card that regard.
But it does, no doubt, make Turnover Tactics (a
power card) much easier to activate. This card
gives you so many options and makes the deck so much
more consistent. UA really is a toolbox deck.
Slugger for pushing. Dunker for power.
Playmaker for ATK strength. Blockbacker and
Perfect Ace for reactivity. Goalkeeper for
protection. So many options here, especially
for such a combo driven deck. The life point
loss isn't a big issue, since consistency, combos
and advantage have always been more important than
having more life points than the opponent.
We're going to be covering cards from a new
Archetype, that of U.A. the rest of the week, so
it's introduction time before we start with the
actual review. Sadly we aren't looking at any
Monsters this week, but you should get a bit of a
background here. U.A. (in my opinion) Monsters
work a bit like Gadgets. But as Gadgets are
quick as they cycle from Deck to Hand, these
Monsters cycle from Field to Hand to Field...you
return one from the Field to the Hand, to Special
Summon another from the Hand. U.A. Stadium (a
Field Magic card, that's actually GOOD) helps this
Deck go very well, but speed is everything with this
Deck, as well as the ability to Special Summon.
If your opponent is playing a Deck that is anti or
shutdown of Special Summon, you're going to have a
very difficult time. As for the card today,
however, we look at U.A. Signing Deal. As
these cards are all sports players, cards such as
this, at least in title and premise would seem to
make sense. For starters, this should have
been a Quickplay Magic or a Trap. As a Normal
Magic, it's just too slow. You're able to
Special Summon a U.A. Monster from your Deck, which
is obviously good. But it's effects are
negated (bad), and it can't be used for a Synchro or
XYZ Summon (worse). Oh, but wait, since those
effects aren't awful enough, you lose 300 Lifepoints
multiplied by the Level of the Monster you choose.
Most of these guys are higher Level Monsters, so
even a Level 5 is 1500 Lifepoints, and that's just
crazy. Maybe IF you could use it for a Synchro/XYZ
Summon, OR it's effects were negated, OR you lost
the Lifepoints...I mean, it's just got way too many
drawbacks hindering it. Plus, you can only use
one a turn, which makes sense, but again, given the
multitude of cons involved all ready, I don't see
why you'd play more than one anyway, you'd be out of
Lifepoints. There is good U.A. support, and
then there is junk. This is the latter
Hello Pojo Fans,
U.A. Signing Deal is like “A Hero Lives” for the
U.A. deck. Special Summoning any “U.A.” Monster from
your deck is great when all but one of the monsters
in the archetype are above level 5. This downsides
to this card are minimal, as you will likely be
bouncing back whatever U.A. you Special Summon. In
addition, you can use this card to set up Tribute
Summons for other U.A. monsters like U.A. Rival
Rebounder (which will Special Summon a U.A. monster
when it hits the field). You can then bounce that
monster back to Special Summon another U.A. like
U.A. Dreadnought Dunker and potentially destroy a
card on the field if Dunker can inflict damage.
U.A. monsters need some setting up to flow on the
field, and Signing Deal is the card that can
jumpstart their playstyle. Cards like The Monarchs
Stormforth and Reasoning will help, but Signing Deal
is a direct and guaranteed way to get a U.A. on the
field and at minimal cost.