Wednesday, September 22, 2010

DREV Part 7: Importing revolts

As usual, this new set includes some imported Cards from the OCG, as well as some Cards from the DT01 set that still lack a reprint. There's also one TCG exclusive we haven't reviewed yet.


The first one being D.D. Destroyer:


When this card on the field is removed from play, you can select 1 face-up card your opponent controls and destroy it.


D.D. Destroyer has an Optional Trigger Effect. It targets a face-up Card, which must remain face-up until the effect resolves in order to destroy it.

As for the imports, we have Fabled Raven:

Once per turn, you can discard any number of cards from your hand and increase the Level of this card by the number of discarded cards, until the End Phase. This card also gains ATK equal to the number of discarded cards x 400, until the End Phase.

Raven has an Ignition Effect. Discarding Cards is not a cost, meaning it worlds with Dark World monsters. Discarding is also considered to be simultaneous with the ATK and Level gain, so it doesn't create timing issues either.

Next, we have Ally of Justice Cyclone Creator:

Once per turn, you can discard 1 card from your hand to return Spell/Trap Cards from the field to the hand equal to the number of face-up Tuner monsters on the field.

Cyclone Creator has an Ignition Effect too, only this time the discard is indeed a cost. The effect doesn't target. The number of Tuners are counted when the effect resolves, but you can't activate the effect if there are more Tuners than Cards to return at the time the effect would be activated.

We also have Stygian Street Patrol:

When this card destroys a monster by battle and sends it to the Graveyard, inflict damage to your opponent equal to the Level of the destroyed monster x 100. You can remove from play this card in your Graveyard to Special Summon 1 Fiend-Type monster with 2000 or less ATK from your hand.

Patrol's first effect is a Mandatory Trigger Effect that you activate at the End of the Damage Step. The damage is based on the monster's Level at the Graveyard. Patrol must remain face-up until the End of the Damage Step in order to activate its effect. The second effect is an Ignition Effect. Removing Patrol from Play is a cost, and it doesn't target. Note that a Fiend-type monster with "?" ATK cannot be Special Summoned, as it can't be recognized as lower than 2000.

There's a new batch of Flamvell Monsters, the first one being Flamvell Poun:

When this card is destroyed by battle and sent to the Graveyard, you can select and add 1 monster with 200 DEF from your Deck to your hand.

Poun is your usual recruiter. It has an Optional Trigger Effect that you activate at the End of the Damage Step, and it doesn't target. The effect can't be activated if Thunder King Rai-Oh is face-up. Note that it's exactly 200 DEF, not lower.

Next, we have Flamvell Archer:

Once per turn, you can Tribute 1 face-up Pyro-Type monster you control to have all face-up "Flamvell" monsters on the field gain 800 ATK until the End Phase.

Archer has an Ignition Effect. Tributing a monster is a cost, and it doesn't target. Indeed, it affects all Flamvell monsters, including your opponent's.

The last Flamvell monster is Flamvell Fiend:
When this card inflicts Battle Damage to your opponent, inflict 200 damage to your opponent for each Pyro-Type monster in your Graveyard.

Fiend has a Mandatory Trigger Effect that you activate at the After Damage Calculation Sub-Step. You count the monsters when the effect resolves. In a probably very obvious note, do not get mixed up with the types of damage: Fiend has inflicted Battle Damage, but its effect inflicts Effect Damage. It does not increase the damage from the battle.

We also have some Genex support. One being Genex Worker:

You can Tribute this card to Special Summon 1 "Genex" monster from your hand.

Worker has a simple Ignition Effect. It doesn't target. There's not much else to say about it.

The other Genex is Genex Power Planner:

When this card is Normal Summoned, you can add 1 Level 3 "Genex" Effect Monster from your Deck to your hand.

Power Planer has an Optional Trigger Effect that you activate upon its Normal Summon. It can be negated by Pulling the Rug, and it can't be activated if Thunder King Rai-Oh is face-up.

We also have some Trap Cards, the first one being Miracle's Wake:

Select 1 monster that was destroyed by battle and sent to your Graveyard during this turn. Special Summon it.

People often compare it to Time Machine, because they find both Cards to be exactly the same. There are some slight differences. Wake targets the monster, while Time Machine doesn't. Time Machine must be activated at the End of the Damage Step, while Wake actually can't be activated during the Damage Step: It must be activated during the Battle Phase, Main Phase 2, or the End Phase of the turn. Finally, Wake can only Summon monsters you own, unlike Time Machine.

And finally, we have one of the most infamous Cards. That being Mystical Refpanel:

Activate only when a Spell Card that targets 1 player is activated. The effect of that Spell Card is applied to the other player instead.

Refpanel isn't very clear on which effects it can reflect. First of all, people seem to forget it only works with Spell Cards, for some reason. I wouldn't know why. One of the key requirements is that the effect must involve one, and only one player. This means that Cards like Upstart Goblin or Hand Destruction cannot be chained to by Refpanel, because they affect both players.

But probably the most important requirement is that the Spell Card must affect the player AND NOTHING ELSE. The effect must affect the player him/herself, that is to say, drawing and discarding Cards, affecting Life Points, or modifying a player's restrictions (like Hieroglyph Lithograph). It can't involve Cards on the Field, Deck, Graveyard, Extra Deck or RFG Zone as part of the effect. A simple way to put it is that the Spell Card must affect something that the player is currently "holding", be it the Hand or the Life Points.

One way to chop down the huge number of Spell Cards is that Refpanel doesn't work with Field, Ritual, Continuous, or Equip Spell Cards. That only leaves Quick-Play and Normal Spell Cards, and with its other restrictions, there's way under 100 Spell Cards that could be chained to, of which many are Forbidden or of very rare use (like The Inexperienced Spy or Pot of Greed).

Well, that's all for the exclusives of this set Q_Q

Thursday, September 16, 2010

DREV Part 6: Two Brains Are Better Than One

Duelist Revolution began a new trend of using Synchro Monsters as Fusion Materials. And to commemorate another anniversary of the Psychic Type, one of the Fusion Monsters is a Psychic monster. Let's take a look.

First, we have Synchro Fusionist:

If this card is sent to the Graveyard as a Synchro Material Monster, you can add 1 Spell Card from your Deck to your hand with "Polymerization" or "Fusion" in the card name, except "Diffusion Wave-Motion".

Synchro Fusionist has an Optional Trigger Effect that cannot miss the timing. Its effect cannot be activated if Thunder King Rai-Oh is face-up, and it doesn't target either.

Next, we have the fusing Card itself, Miracle Synchro Fusion:

Remove from play, from your side of the field or your Graveyard, the Fusion Material Monsters listed on a Fusion Monster Card that lists a Synchro Monster as a Fusion Material Monster, and Special Summon that Fusion Monster from the Extra Deck. (This Special Summon is treated as a Fusion Summon.) If this Set card is destroyed by an opponent's card effect and sent to the Graveyard, draw 1 card.

Miracle Synchro Fusion is very similar to Miracle Fusion, as if its name didn't indicate so. Removing the Fusion Materials is not a cost (ever), and it performs a Fusion Summon. Being destroyed while face-down starts a Mandatory Trigger-like Effect. If you have no Cards left in your Deck, you would lose the Duel.

The most important aspect of this Card is which monsters it's able to Summon, because it has been misinterprated way too often. The monster must be a Fusion Monster. Then, its Fusion Material must be a named Material, not just "1 WATER Monster" or similar. And finally, that named monster must be the name of a Synchro Monster. This means that you cannot use this Card to Summon a random Fusion Monster just because a Synchro you will use is fit as a Fusion Material (such as an EARTH Synchro Monster as a Fusion Material for Elemental Hero Gaia). You can, however, use a non-Synchro Monster that is named after a Synchro, like copying one of the white monsters using Phantom of Chaos or Neo-Spacian Dark Panther.

Fusion Monsters also get the Trap Card Paradox Fusion:

Activate by removing 1 face-up Fusion Monster you control from play. Negate the activation of a Spell or Trap Card, OR the Special Summon of a monster and destroy that card. During your 2nd End Phase, return the removed Fusion Monster to the field in face-up Attack Position.

Paradox Fusion Removes your Fusion Monster from Play as a cost. It does not target. Note that it can only negate Spell and Trap Card activations, so it can't negate the effects of already-active S/T Cards like Infernity Launcher. Returning the Fusion Monster to the Field doesn't use the chain.

And of course, the cover Card is a prime example of these new Fusions. It's name is Dragon Knight Draco-Equiste:

1 Dragon-Type Synchro Monster + 1 Warrior-Type Monster.
This monster can only be Special Summoned by Fusion Summon (from the Extra Deck). Once per turn, you can select 1 Dragon-Type Synchro Monster in the Graveyard. Remove it from play, treat this card's name as that monster's name, and give this card the same effects as that monster, until the End Phase. While this card is in face-up Attack Position, any effect damage you would take from an opponent's card effect is inflicted to your opponent instead.

Draco-Equiste is a Special Summon only monster, meaning you can Summon it from the Graveyard or RFG Zone after being Summoned properly. Its first effect is an Ignition Effect that targets a Dragon (meaning it's not a cost). This Dragon can be in either player's Graveyard. The second effect is a Continuous Effect. You apply it when the Card that inflicts damage resolves. Note that if there are two Draco-Equiste on the Field, damage doesn't bounce infinately: If Player A activates a Card that inflicts damage, only Player B's Draco Equiste will reflect the damage. This is because the Damage is caused by Player A's Card, so Player A's Draco-Equiste won't see it as "an opponent's Card".



Psychic monsters have a new monster, being Final Psychic Ogre:

If this card destroys an opponent's monster by battle, you can pay 800 Life Points to select 1 Psychic-Type monster in your Graveyard, and add it to your hand.

Ogre has an Optional Trigger Effect that you activate at the End of the Damage Step. Paying Life Poitns is a cost, and it targets.

As mentioned, they have a Fusion Monster that uses a Synchro: Ultimate Axon Kicker:

1 Psychic-Type Synchro Monster + 1 Psychic-Type monster.
This monster can only be Special Summoned by Fusion Summon (from the Extra Deck). This card cannot be destroyed by card effects. During battle between this attacking card and a Defense Position monster whose DEF is lower than than the ATK of this card, inflict the difference as Battle Damage to your opponent. When this card destroys an opponent's monster by battle and sends it to the Graveyard, you gain Life Points equal to the destroyed monster's ATK.

Once again, Kicker is a Special Summon-only monster. Being immune to destruction is a Continuous Effect. The second effect is also a Continuous Effect, the basic trampling effect. The last effect is a Mandatory Trigger Effect that you activate at the End of the Damage Step. If something like Divine Wrath is used on the last effect, then the effect has its activation negated and Axon Kicker is not destroyed. Axon Kicker's effects still work as usual, that is to say, Divine Wrath doesn't negate "its effects" permanently. It only negates the activation of the last effect once.

Finally, Psychics received an exclusive Synchro Monster, Psychic Nightmare:

 1 Tuner + 1 or more non-Tuner Psychic-Type monsters
Once per turn, during your Main Phase, you can pick 1 random card in your opponent's hand and call what type of card it is (Monster, Spell or Trap). If you call it right, this card gains 1000 ATK until your opponent's End Phase.

Nightmare has an Ignition Effect. It doesn't target. Not much else to say.
Well, that covers another chunk of DREV. See you next time!

Wednesday, September 8, 2010

DREV Part 5: Bolshevik Nature

Naturia Monsters are based around the EARTH Attribute. They were first introduced in Hidden Arsenal 2, which I blatantly skipped Q_Q (and will be reviewed later). Duelist Revolution introduces more Cards for the theme.

The first one is Naturia Mosquito:

While you control another face-up "Naturia" monster(s), your opponent cannot select this card as an attack target. Your opponent takes any Battle Damage you would have taken from battles involving a face-up "Naturia" monster you control, except this card.

Naturia Mosquito has two Continuous Effects. The first one is the usual "lock" effect that other monsters like Marauding Captain have. If the only two monsters you control are two Naturia Mosquito, your opponent cannot attack either of them. The second effect redirects Battle Damage, much like the recently reviewed Amazoness Swords Woman. However, Mosquito redirects the Battle Damage involving all of your Naturia monsters except itself. This is not Effect Damage.

Next, we have Naturia Beans:

Once per turn, this card cannot be destroyed by battle. When this face-up card is selected as an attack target, inflict 500 Damage to your opponent.

Beans has a Continuous Effect that prevents it from being destroyed in battle once per turn. Like many Cards we have reviewed, flipping it face-down will "reset" the count, and Beans won't be destroyed once again in the same turn. The second effect is a Mandatory Trigger Effect activated upon Attack Declaration. If a replay is triggered, and Naturia Beans is chosen as an attack target again, then the damage will be inflicted once again.

Moving on, we have Naturia Bamboo Shoot:

If this card is Tribute Summoned by Tributing a "Naturia" monster, while this card remains face-up on the field, your opponent cannot activate Spell or Trap Cards.

Bamboo's effect is Continuous, and it starts being applied as soon as its Tribute Summon is successful.This means that the opponent cannot respond to the successful Summon (with Cards such as Torrential Tribute or Bottomless Trap Hole), but they can negate the Summon (with Cards like Solemn Warning or Horn of Heaven). You can use a face-down Naturia Monster, or a monster whose name is currently treated as a Naturia Monster (such as Phantom of Chaos). If Bamboo stops being face-up, it will lose its effect. If it has its effects negated temporarily (such as with Effect Veiler or Destiny Hero - Plasma), it will also lose its effect. Note that Bamboo prevents the activation of S/T Cards, which means that already active S/T Cards can activate their effects, as well as S/T Cards that activate their effects in the Graveyard like Geartown or Dark Coffin.

As for Spell Cards, we have Naturia Forest:

If you negate the activation of a card your opponent controls, you can add 1 Level 3 or lower "Naturia" monster from your Deck to your hand.

Forest has an Optional Trigger-like effect that cannot miss the timing. This means that no matter how high is the chain link in which you negate the activation, you can activate the effect, as long as you are outside of the Damage Step. If you negate two activations in the same chain, Forest's effect will activate twice in a new chain. Note that you must negate an activation, so Cards like Skill Drain or Starlight Road won't allow you to activate this effect.

And we also have Landoise's Luminous Moss:

Activate only if you control a face-up "Naturia" monster. The opponent's Effect Monsters cannot activate their effects this turn.

Moss sets a Condition during this turn that prevents Effect Monsters from activating their effects. This will even prevent the activation of Mandatory Effects. Of course, 99% of the time this won't matter, but in some scenarios, this is a little better than just negating the effect, such as if you are worried about missing the timing.

Finally, Naturias have a TCG exclusive monster, Naturia Pineapple:

All face-up monsters you control are treated as Plant-Type. If this card is in your Graveyard during your Standby Phase, and you control no Spell or Trap Cards, you can Special Summon this card. This effect cannot be activated if you control a face-up "Naturia Pineapple" or if there are any monsters in your Graveyard that are not Plant-Type or Beast-Type.

Pineapple's first effect is a Continuous Effect. If DNA Surgery is already on the Field, and Pineapple is Summoned, then all monsters are treated as Plants, but if Pineapple is on the Field, and DNA Surgery is activated, then the monsters become the type set by Surgery. The second effect is an Optional Trigger Effect with a lot of requirements. It's similar to Treeborn Frog. If you control a S/T Card when the effect resolves, then it will resolve without effect.

Well, that covers the DREV Naturia Monsters, at least Q_Q

Friday, September 3, 2010

DREV Part 4: Always I Want To Be With You

One of the main themes in Duelist Revolution is support for the various beast Types (Beast, Beast-Warrior and Winged-Beast). Most of it comes from the Different Dimension Beast Decks of Team Unicorn from the anime, but there's also some support for regular Beasts too.

Let's start with Playful Possum:

During your Main Phase, if your opponent controls a face-up monster with a higher ATK than the ATK of this card, you can destroy this card on the field. During your Standby Phase, if this card is destroyed by this effect, you can Special Summon this card from the Graveyard.

Possum's first effect is an Ignition Effect. This effect doesn't target: The opponent only needs to control a monster with higher ATK by the time the effect resolves, but you never have to choose any monsters. Both monsters must be face-up when the effect resolves in order to compare the ATK of both monsters. The second effect is an Optional Trigger Effect that you can activate during the Standby Phase. The only requirement is that Possum has been destroyed by its own effect, not necessarily the previous turn. It does need to remain in the Graveyard until the time you wish to activate it, though.

Next, we have Egotistical Ape:

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by sending 1 Beast-Type monster from your hand to the Graveyard. When this card is Special Summoned this way, you can activate 1 of these effects: ● Increase the Level of this card by the Level of the Beast-Type monster. ● Decrease the Level of this card by the Level of the Beast-Type monster.

Ape has a Summoning Condition that provides an Inherent Special Summon. It cannot be initiated if Macro Cosmos is on the Field. It also has an Optional Trigger Effect that you can activate upon its Special Summon, which can be negated by Swallow Flip. The Beast monster you sent to the Graveyard must still be a Beast-type monster in order to activate the effect.

Moving on, we have Uni-Horned Familliar:

When this face-up Defense Position card is selected as an attack target, you can remove from play 1 monster you control other than this card to remove this card from play. The attacking monster must attack. During your next Standby Phase, If this card was removed from play by this effect, this card returns to the field.

Familiar has an Optional Trigger Effect that you activate upon Attack Declaration. It Removes from Play a monster you control as a cost, in order to Remove itself from Play. It also forces the attacking monster to attack. Hey, we have seen a lot of this "forced to attack" effects lately Q_Q Returning to the Field does not use the chain.

We also have Monoceros:
This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 1 Spell Card from your hand. When you Synchro Summon using this card and a Beast-Type Tuner monster as the Synchro Material Monsters, you can select 1 Beast-Type Tuner monster used for the Synchro Summon and Special Summon it from the Graveyard.

Monoceros also has a Summoning Condition that provides it with an Inherent Special Summon. You must Remove from Play a Spell Card, which means you cannot Special Summon Monoceros if Imperial Iron Wall is active. The other effect is an Optional Trigger Effect. It targets the Tuner monster. Note that the Tuner must be a Beast-type monster in the Field and Graveyard, but it doesn't need to be owned by you.

While not exactly a Beast, we also have D.D. Unicorn Knight:

This card cannot be Normal Summoned or Set. This card can only be Special Summoned if your opponent controls a monster(s) and you control a face-up Tuner monster(s). When this card is Special Summoned this way, you can select 1 of your removed from play Level 3 or lower non-Tuner monsters and Special Summon it. Its effect(s) are negated. You cannot Normal Summon or Set the turn you Special Summon this card.

Once again, we have a Summoning Condition that lists an Inherent Special Summon. It has an Optional Trigger Effect activated upon its Special Summon (Swallow Flip warning)  that targets a Removed from Play monster. Its negation is similar to Junk Synchron. Unicorn Knight also prevents you from Normal Summoning or Setting, and as usual, you cannot cheat around it and perform this actions before Summoning it.

Reaching the domain of Winged-Beasts, we have Unibird:

You can remove from play this face-up card, and 1 face-up monster you control, to select 1 Synchro Monster in your Graveyard with a Level less than or equal to the combined original Levels of the other 2 monsters. Special Summon that Synchro Monster.

Unibird has an Ignition Effect. It Removes both monsters as a cost, and it targets the Synchro Monster. Note that Unibird's effect has nothing to do with the requirements for the Synchro Summon of the Synchro Monster, so you can target a monster like Mist Wurm (that requires 3 monsters as minimum for its Synchro Summon), or a monster like Naturia Beast (which requires EARTH Monsters as Synchro Materials).

Back to Beast-type monsters, we have Bicorn Re'em:

If this card is sent to the Graveyard as a Synchro Material Monster for a Synchro Summon, send the top 2 cards from your opponent's Deck to the Graveyard.

A simple Mandatory Trigger Effect activated upon the successful Synchro Summon of the Synchro Monster. If Macro Cosmos is active, the Cards are simply Removed from Play.

Next, we have Mine Mole:

Once per turn, this card cannot be destroyed by battle. If this card is sent to the Graveyard as a Synchro Material Monster of a Beast-Type monster, draw 1 card. If this card is removed from the field by your opponent's card effect, remove this card from play.

Mine Mole has three effects. The first effect is a Continuous Effect of not being destroyed in battle. Not much to say. The second effect is a Mandatory Trigger Effect similar to many of the effects above, activated when used in a Synchro Summon. The third effect is a Continuous Effect, similar to that of Dark Magician of Chaos or Archlord Krystia. If Skill Drain is active, Mine Mole won't be Removed from Play. Note that this effect is applied on the Field, so if your opponent takes your Mine Mole, your effects ARE considered to be the opponent's effects (unlike, for example, Vampire Lord, which activates in the Graveyard).

We also have Rhinotaurus:

If 2 or more of your opponent's monsters are destroyed by battle with your monsters during the same Battle Phase, this card can attack twice during that Battle Phase.

Rhinotaurus has a Continuous Effect that allows it to attack twice. The two monsters must be destroyed at some point of the Battle Phase, but Rhinotaurus' presence, or the presence of any of the other involved monsters isn't important.

And finally, we have the mighty Hypnocorn. OBEY THE HYPNOCORN:

When this card is Normal Summoned, if your opponent controls a monster(s) and you control no other monsters, you can select 1 Set Spell or Trap Card and destroy it.

Hypnocorn has an Optional Trigger Effect activated upon its Summon. It can be negated by Pulling the Rug, and it targets the face-down S/T Card. If the opponent no longer controls a monster, the Card will still be destroyed, but if the Card is chained, it won't be destroyed (as it will be face-up).

As for non-anime Cards, we have Lock Cat:

When this card is Normal Summoned, you can select 1 Level 1 Beast-Type monster in your Graveyard and Special Summon it in face-up Defense Position. Its effects are negated.

Lock Cat has an Optional Trigger Effect that activates upon its successful Normal Summon, so it can be negated by Pulling the Rug. It targets a Beast-type monster. The effect negation is also similar to Junk Synchron.

We also have Elephun:

When this card is destroyed by battle and sent to the Graveyard, you can select 1 of your Level 3 or lower Beast-Type, Beast-Warrior-Type or Winged Beast-Type monsters that is removed from play, and add it to your hand.

Elephun has an Optional Trigger Effect, much like a recruiter. It targets a Removed from Play monster.

Beasts have  an exclusive monster: Dark Desertapir:
When this card is removed from play, you can select 1 Level 4 or lower Beast-Type monster in your Graveyard and Special Summon it.

Desertapir  has an Optional Trigger Effect that activates upon being Removed from Play, but note that Desertapir doesn't need to be Removed from Play while on the Field. It will activate if you Remove it from Play with a Card like Gold Sarcophagus or Soul Release. It targets the Beast-type monster int he Graveyard.

As for Spell Cards, we have Unicorn Beacon:

Select 1 removed from play Level 5 or lower Beast-Type or Winged Beast-Type monster. Remove from play 1 card in your hand and Special Summon the selected monster in Attack Position.

Beacon targets a Removed from Play monster. Removing from Play a Card in your Hand is part of the effect too. You are required to Remove this Card from Play, so if you cannot do it (because you run out of Cards, or because Imperial Iron Wall is chained), then you cannot Special Summon the monster. However, if you can't Special Summon the monster, you must still Remove a Card from Play.

And we also have Beast Rage:
All monsters you control gain 200 ATK for each of your removed from play Beast-Type and Winged Beast-Type monsters.

Beast Rage doesn't target. When it resolves, count the amount of appropriate monsters Removed from Play. Only the monsters you control at the time will gain ATK, and they must be face-up. The ATK boost remains as long as these monsters remain on the Field.

As for Trap Cards, we have Battle Instinct:

Activate only when your opponent declares a direct attack and you control no monsters. Special Summon 1 Level 4 or lower Beast-Type monster from your hand, in face-up Attack Position.

Battle Instinct is activated upon Attack Declaration, and it doesn't target. Controlling no monsters is only an activation requirement, so if you chain Call of the Haunted to it, or even multiple copies of Battle Instinct, they would resolve properly.

Next, we have Howl of the Wild:

When a monster you control destroys an opponent's monster by battle and sends it to the Graveyard, inflict 300 damage to your opponent for each face-up Beast-Type monster you control.

Howl has a Trigger-like effect that activates at the End of the Damage Step. You count the Beast-type monsters when it resolves. Remember that Howl itself can't be activated during the Damage Step.

Moving on, we have Beast Rising:

Once per turn, you can remove from play 1 face-up Beast-Type or Beast-Warrior-Type monster you control to select 1 other face-up Beast-Type or Beast-Warrior-Type monster you control. The selected monster gains the original ATK of the monster removed from play for this effect.

Beast Rising Removes from Play a monster as a cost, then targets another one. The ATK gain is permanent, and it's not related to Beast Rising. The Card and its effect can be activated during the Damage Step, before Damage Calculation. If you Remove from Play a monster that is battling, the battle stops.

The last Trap Card is Horn of the Phantom Beast:

Equip this card to a Beast-Type or Beast-Warrior-Type monster you control. It gains 800 ATK. When the equipped monster destroys an opponent's monster by battle and sends it to the Graveyard, draw 1 card.

Horn becomes an Equip Card (not an Equip Spell Card, though), meaning it targets the equipped monster. Drawing a Card is a Mandatory Trigger-like effect that you activate at the End of the Damage Step, only if both the equipped monster and this Card still remain on the Field. The Card itself can be activated during the Damage Step, before Damage Calculation.

The last Beast Cards are the Synchro Monsters, starting with Thunder Unicorn:

1 Beast-Type Tuner + 1 or more non-Tuner Monsters
Once per turn, during your Main Phase, you can select 1 face-up monster your opponent controls. It loses 500 ATK for each monster you control, until the End Phase. During the turn this effect is activated, no other monsters can attack, except this card.

Unicorn has an Ignition Effect that targets a face-up monster. As long as Thunder Unicorn doesn't return to the Extra Deck, it is still considered to be "this Card", so if it is destroyed and then returns to the Field, it can still attack.

Next, we have Voltic Bicorn:

1 Beast-Type Tuner + 1 or more non-Tuner monsters
If this card is destroyed by your opponent's card (either by battle or by card effect), both players send the top 7 cards of their Deck to the Graveyard.

Bicorn has a Mandatory Trigger Effect activated when it is destroyed. Even if it has its Summon negated by Solemn Warning or Royal Oppression, it would still activate its effect (if it is your opponent's Royal Oppression). If Macro Cosmos is active, the Cards are Removed from Play.

And the very last of them all is Lightning Tricorn:
1 Tuner + 1 or more non-Tuner Beast-Type monsters
If this card is destroyed by your opponent's card (either by battle or by card effect), you can select 1 "Thunder Unicorn" or "Voltic Bicorn" in your Graveyard and Special Summon it.

Tricorn has the same trigger as Voltic Bicorn, only that it's optional (even though it can't miss the timing). It targets a monster in the Graveyard.



Again, long articles Q_Q