Saturday, June 19, 2010

Magical Motorcycles

It's time for some Yusei Spell Cards. Most of them are really straight-forward, so this probably won't be a very nice article T_T

Let's start with Advanced Draw and Cards of Consonance:

Tribute  1 face-up  Level 8 or higher monster you control. Draw 2 cards.

Discard  1 Dragon-Type Tuner monster with 1000 or less ATK to draw 2 cards.

Both are Normal Spell Cards with a cost, and an effect that draws two Cards. Not much else can be said. Using Diamond Dude along either of them skips the cost, but that's about it.

Another equally boring Spell Card is Card Rotator:

Send 1 card from your hand  to the Graveyard. Change the battle positions of all monsters  your opponent controls. (Face-down  Defense Position monsters  are flipped  to face-up  Attack Position.)

Sending a Card to the Graveyard is a cost, which means that Card Rotator can't be activated if Macro Cosmos is active. It changes the position of your opponent's monsters. Since it affects "all" monsters, it doesn't target.

Next, we have Domino Effect:

When a monster your opponent controls  is destroyed by battle and sent to the Graveyard, you can send 1 monster  you control  to the Graveyard to destroy 1 monster your opponent controls.

Domino Effect has an Optional Trigger-lik effect that you can activate at the End of the Damage Step. Sending a monster to the Graveyard is a cost once again, so you can't activate the effect if Macro Cosmos is active, pay the cost with a token, etc. This effect targets.

Onto something more juicy, we have Double Summon:

You can Normal Summon 1 additional time this turn. You can only gain this effect once per turn.

Normal Summon allows you to have an additional Normal Summon this turn. This additional Normal Summon is completely optional, much like the usual Normal Summon that you get to perform during your turns. Note that Double Summon doesn't actually Summon anything by itself, unlike Ultimate Offering. The second sentence is a little bogus: You cannot gain Double Summon's effect more than once per turn, but you can still gain the effects of other similar Cards like Swap Frog or Chain Summoning. The latter actually overrides Double Summon, but that's a different story.

Back to boring Cards, we have One for One:

Send 1 Monster Card from your hand to the Graveyard. Special Summon 1 Level 1 monster from your hand or Deck.

Sending a monster to the Graveyard is a cost, which as usual is prevented by Macro. This effect doesn't target, because you can choose to Special Summon a monster from the Deck. With Diamond Dude, you simply Special Summon the monster.

Next, we have Release Restraint Wave:

Select 1 face-up Equip Spell Card you control. Destroy it and all Set Spell and Trap Cards your opponent controls.

Release Restraint Wave has no cost. It targets one Equip Card you control, and when it resolves, the equip Card and your opponent's face-down S/T Cards are destroyed simultaneously. The targeted Equip Card must remain on the Field until RRW resolves, but it doesn't need to be destroyed by this effect in order to destroy the opponent's Cards.

Let's move into Variety Comes Out:

Return 1 face-up  Synchro Monster you control to the Extra Deck to select and Special Summon a Tuner monster(s) from your Graveyard, whose total Levels  equal the Level  of that Synchro Monster. You cannot Synchro Summon the turn you activate  this card.

Variety returns a Synchro Monster as a cost, and targets a number of Tuner Monsters depending on how many you want to Special Summon. This Card cannot be used along Diamond Dude, because you won't pay its cost, so there's no reference on which Tuners you can target.

Now for the Equip Cards we have Fighting Spirit:

The equipped monster  gains 300 ATK  for each monster your opponent controls. If it would be destroyed by battle, you can destroy this card instead.

Neither effect uses the chain, and both are very simple. One is an ATK boost, and the other is the usual substitution effect we have reviewed numerous times.

Next, we have Junk Barrage:

When the equipped  monster destroys a monster  by battle and sends it to the Graveyard, inflict damage to your opponent equal to half the destroyed  monster's ATK.

Junk Barrage has a Mandatory Trigger-like effect that you activate at the End of the Damage Step. The value is half of the monster's ATK in the Graveyard. Note that the equipped monster and Junk Barrage must be face-up at the End of the Damage Step in order to activate and resolve this effect.

Moving on, we have Prevention Star:

Equip only to a monster you control, if it was changed from face-up Attack Position to face-up Defense Position this turn. Select 1 monster  your opponent controls. That monster  cannot attack  or change its battle position. When the equipped monster is destroyed  and this card is sent to the Graveyard, remove from play the selected monster.

Prevention Star has some really weird effects. First of all, the opponent must control a monster, and you must control a monster that has switched positions. When you activate Prevention Star, you target your monster (as usual, Equip Cards target the equipped monster), and you also target the opponent's monster. The "prevention" in its name that stops the opponent's monster is a Continuous Effect. After that, it has an additional Mandatory Trigger-like that will only activate if the equipped monster is destroyed, and this causes Prevention Star to be sent to the Graveyard by Game Mechanics.

The last equip Card is Silver Wing:

Equip only to a Level 8 or higher Dragon-Type Synchro Monster. Up to twice per turn, if it would be destroyed by battle, it is not destroyed. If it would be destroyed by a card effect, you can destroy this card instead.

Silver Wing has two protective effects. As usual, these do not use the chain. Nothing too surprising.

Our last Card is the new Quick-Play Spell Card, Half Shut:

Select 1 face-up monster on the field. That monster cannot be destroyed by battle this turn, and its ATK is halved until the End Phase of this turn.

Half Shut targets a monster. After it resolves, it sets two Conditions that can't be negated. Flipping the monster face-down will get rid of them. Since it modies the ATK, it can be activated during the Damage Step, but not during Damage Calculation.

That's all for Yusei's Spell Cards. If you have any questions, feel free to drop me an e-mail at ness00[at]gmail[dot]com.

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