Let's start with Changer Synchron:
If this card is sent to the Graveyard for a Synchro Summon, select 1 monster your opponent controls and change its battle position.
This Tuner monster has the now common trigger of being used as a Synchro Material. This mandatory Trigger Effect targets one of your opponent's monsters. If you target a face-down Defense Position monster, it will be flipped into face-up Attack Position, and any effects it may have will activate (such as Ryko, Lightsworn Hunter or Snowman Eater).
Next, we have Card Breaker:
This card cannot be Normal Summoned or Set. This card can only be Special Summoned, in face-up Attack Position, by sending 1 card from your Spell & Trap Card Zone to the Graveyard.
Card Breaker is a Special Summon-only monster. In order to Summon it, you must send a S/T Card you control to the Graveyard. Note that this Card must be in your S/T Card Zone, so you cannot send a Field Card to the Graveyard. And like everything that requires a Card being sent specifically to the Graveyard, you cannot initiate Card Breaker's Summon if Macro Cosmos is active.
As for the last of Yusei's Cards, we have Second Booster:
You can Tribute this card to select 1 face-up Attack Position monster you control. The selected monster gains 1500 ATK until the End Phase.
It should be self explanatory that Second Booster must be face-up on the Field in order to pay its cost. It targets one monster you control. This is an Ignition Effect, so you cannot activate it during the Battle Phase, let alone the Damage Step.
Now, let's look at Leo/Rua's Cards, starting with Morphtronic Vacuumen:
• While in Attack Position: Once per turn, you can send 1 Equip Card equipped to this card to the Graveyard to inflict 500 damage to your opponent.
• While in Defense Position: Once per turn, you can equip 1 face-up Attack Position monster your opponent controls to this card as an Equip Card. (You can only equip 1 monster at a time to this card by this effect.
• While in Defense Position: Once per turn, you can equip 1 face-up Attack Position monster your opponent controls to this card as an Equip Card. (You can only equip 1 monster at a time to this card by this effect.
Like all Morphtronic monsters, Vacuumen has a "hidden" Continuous Effect that grants it its two effects according to its position. If Skill Drain is active, you cannot activate either of Vacuumen's Ignition Effects, since this Continuous Effect is negated. With that said, the first Ignition Effect sends an Equip to the Graveyard as a cost, and as usual, it cannot be activated if Macro Cosmos is active. The second Ignition Effect targets an opponent's monster.
One of the two Trap Cards from this character is Morphtronics, Scramble!
Activate only when your opponent declares a direct attack while you control no monsters. Negate that attack and Special Summon 1 "Morphtronic" monsters you your hand.
You activate this Normal Trap Card upon an attack declaration. The attack is negated, and you Special Summon a Morphtronic Monster in your Hand. Neither effect targets.
And the other one is Power Break:
Activate only while you control a face-up "Power Tool Dragon". Select up to 3 Equip Cards on your side of the field and/or in your Graveyard and return them to the Deck, and inflict 500 damage to your opponent for each card returned.
Controlling Power Tool Dragon is merely an activation requirement. You target 3 Equip Cards, and return them to the Deck when the effect resolves. You can even target monsters being treated as Equip Cards (such as Unions). If you target a Synchro or Fusion Monster that is being treated as an Equip Card, you still inflict damage, even though it's not returned to the (Main) Deck.
Since the twins usually duel together, here's the one Card used by Luna/Ruka that we haven't reviewed yet: Fairy Archer:
During your Main Phase, you can inflict 400 damage to your opponent for each face-up LIGHT monster you control. This card cannot attack during the same turn you activate this effect. Only one "Fairy Archer" can have its effect activated per turn.
Fairy Archer only has an Ignition Effect, which counts the LIGHT monsters during its resolution. Its effect itself isn't too complicated, but the wording on its restrictions lead people into trying to figure infinite loops by changing Fairy Archer's name, copying with Phantom of Chaos and changing Phantom's name, etc. Simply put, cheap infinite loops are usually dealt with by issuing arbitrary rulings. And we do have one saying that it's not possible to activate Fairy Archer's effect more than once per turn.
The remaining anime Cards are used by Jack Atlas, more or less. Let's start with Trust Guardian:
This card cannot be used as Synchro Material Monsters except for the Synchro Summon of a Level 7 or higher Synchro Monster. Once per turn, that Synchro Monster cannot be destroyed by battle. Each time this effect is applied, that Synchro Monster loses 400 ATK and DEF at the end of the Damage Step.
The restriction on Trust Guardian is a Condition, which cannot be ignored. The effect itself is Continuous, and it is applied as soon as the Synchro Monster is Synchro Summoned. It cannot be negated by activating Skill Drain against the Synchro Monster. The prevention and the ATK/DEF loss do not use the chain.
Next, we have Synchro Magnet:
This card cannot be Normal Summoned or Set. When you Synchro Summon a Synchro Monster, you can Special Summon this card from your hand.
Magnet is not really a Special Summon-only monster, as you can simply send it to the Graveyard with some Card effect and use Call of the Haunted on it. However, unlike the boring Rare Metal Dragon, it does provide an Optional Trigger Effect to Special Summon itself. You can only activate one Magnet at the time.
Then, there's Archfiend Interceptor:
While you control this face-up Attack Position card, when an opponent's monster declares an attack, inflict 500 damage to your opponent.
This mandatory Trigger Effect is activated upon attack declaration, and requires that Interceptor remains in face-up Attack Position. If flipped face-down or Removed from the Field, it will resolve without effect.
Another monster is Dread Dragon:
When this card is destroyed by battle and sent to the Graveyard, you can add 1 Level 3 or lower Dragon-Type monster from your Deck to your hand.
An average recruiter of sorts. It has the usual Optional Trigger Effect that you activate at the End of the Damage Step that doesn't target a Card in the Deck. Boooring Q_Q
And for the last regular effect monster, we have Flare Resonator:
When this monster is used for a Synchro Summon, the Summoned monster gains 300 ATK.
Resonator's effect doesn't use the chain, and much like Trust Guardian, it sets a condition on the Synchro Monster that cannot be negated by Skill Drain, providing an ATK bonus. Not really surprising.
And we finally reach the last Card, which is a Synchro used by Jack Atlas: Chaos King Archfiend:
1 Fiend-type Tuner monster + 1 or more non-Tuner monsters
When this card attacks, you can switch the ATK and DEF of all face-up monsters your opponent controls until the end of the Battle Phase.
When this card attacks, you can switch the ATK and DEF of all face-up monsters your opponent controls until the end of the Battle Phase.
Chaos King Archfiend has an Optional Trigger Effect that you activate upon Attack Declaration. It is only applied once, so even if more monsters appear, or if you attack a face-down monster, the ATK/DEF values won't be switched. The effect takes the current ATK/DEF values, "freezes" them, and switches them. The "freezing" is similar to Gale's. Don't worry, an article about ATK/DEF modifiers will appear sooner or later. Hopefully later.
And with that, we have analized TSHD! If you have any questions, feel free to drop me an e-mail at ness00[at]gmail[dot]com.
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