Thursday, December 23, 2010

STBL Part 4: That's no moon...

Like any set, Starstrike Blast includes some Cards used in the anime. Let's take a look:

First, we have Swift-Attack Scarecrow:

When your opponent's monster declares a direct attack, you can discard this card to negate that attack and end the Battle Phase.

Scarecrow has an Optional Trigger Effect that you activate upon Attack Declaration. Discarding it is a cost. This effect doesn't target, and you can only activate one Scarecrow in response to the attack.

Next, we have Mirror Ladybug:

If you control at least 1 face-up monster and have no monsters in your Graveyard, you can Special Summon this card from your hand. When this card is Special Summoned this way, this card's Level becomes equal to the total Levels of all other monsters you control. If the Level of this card is higher than 12, destroy this card.

Ladybug has a Summoning Condition that gives it an Inherent Special Summon. Then, it has a Mandatory Trigger Effect activated upon its successful Special Summon using that method, which can be negated by Swallow Flip. This effect counts the Levels of the other monsters you control when it resolves. Finally, it has a Continuous Effect which will destroy Mirror Ladybug if its Level ever exceeds 12. This isn't limited to its own Trigger Effect. Anything that would cause its Level to be too high will result in Mirror Ladybug being destroyed.

Then, we have Reed Butterfly:

If your opponent controls a face-up Synchro Monster(s) and you control no face-up Synchro Monsters, you can Special Summon this card from your hand.

Reed Butterfly's Summoning Condition gives it an Inherent Special Summon. It has no further Monster Effects.

Moving on, we have Needle Soldier:

If this card is used as a Synchro Material Monster for a Synchro Monster, during battle between that Synchro Monster and a Defense Position monster whose DEF is lower than the ATK of that Synchro Monster, inflict the difference as Battle Damage to your opponent.

Needle Soldier has a Continuous Effect. It is applied as soon as the Synchro Summon is successful, and it doesn't depend on Soldier remaining in the Graveyard (or wherever it's sent after the Synchro Summon). It sets a Condition on the Synchro Monster which gives it a trampling effect that doesn't use the chain. If the Synchro Monster is flipped face-down or is Removed from the Field, it will lose this effect.


Then, we have Necro Linker:

You can Tribute this card to select 1 "Synchron" Tuner monster in your Graveyard. Special Summon that monster. It cannot be used as a Synchro Material Monster during the turn it is Special Summoned by this effect.

Necro Linker has an Ignition Effect. You tribute Linker as a cost, and it targets a monster in your Graveyard. Then, it sets a Condition on the Summoned monster, preventing it from being used as a Synchro Material this turn. Flipping the monster face-down will get rid of this Condition.

The last regular Yusei monster is Rescue Warrior:

You take no Battle Damage from battles involving this card. If this card is destroyed by battle, select 1 face-up monster your opponent controls that you own, and take control of it.

Rescue Warrior's first effect is a Continuous Effect that prevents Battle Damage. Then, it has a Mandatory Trigger Effect activated at the End of the Damage Step when Rescue Warrior is destroyed in battle. It targets a face-up monster that you originally own, and that your opponent has taken control of. This will override the effect that gave control of that monster to your opponent, so even if your opponent has used Creature Swap, Snatch Steal or Mind Control, you will regain control of your monster "permanently" (or at least until another effect takes control of it). Note that you must target a face-up monster, so if your opponent controlled your monster and turned it into a Spell Card (such as an Equip Card with Relinquished, or a Continuous Spell Card in the case of a Crystal Beast), then you cannot target it.


Now let's look at Jack's Cards, starting with Power Giant:

You can send 1 Level 4 or lower monster from your hand to the Graveyard to Special Summon this card from your hand, and decrease this card's Level by the Level of that monster. If this card attacks or is attacked, until the end of the Damage Step any effect damage you take becomes 0.

Power Giant's Summoning Condition gives it an Inherent Special Summon. You must send the monster to the Graveyard, so you cannot Special Summon Power Giant if Macro Cosmos is active. Modifying Power Giant's Level is part of this Inherent Special Summon, and so, it doesn't start a new chain. If Power Giant has its effects negated, its Level will return to normal. In addition, Power Giant has a Continuous Effect that starts applying since Attack Declaration, which will reduce any Effect Damage you take to 0.


Then, we have Vice Berserker:

If this card is sent to the Graveyard as a Synchro Material Monster, inflict 2000 damage to the player that Synchro Summoned, and the Synchro Monster that used this card as a Synchro Material Monster gains 2000 ATK until the End Phase.

Vice Berserker has a single Mandatory Trigger Effect activated upon the successful Synchro Summon of the Synchro Monster. It inflicts Effect Damage to the player that used it as a Synchro Material, and gives an ATK increase to the Synchro Monster. If the player doesn't receive the Effect Damage, such as if that player controls Black-Winged Dragon, then the ATK increase is still applied. If the Synchro Monster is flipped face-down, the ATK increase is lost.

Next, we have Lancer Archfiend:

Once per turn, when a monster you control declares an attack targeting a Defense Position monster your opponent controls, you can activate this effect. If you do, during this battle, if the ATK of the attacking monster is greater than the DEF of the Defense Position monster it battles, inflict the difference as Battle Damage to your opponent.

Lancer Archfiend has an Optional Trigger Effect. You activate it upon Attack Declaration. When the effect resolves, it sets a Condition that will grant the attacking monster the ability to trample during this battle. This effect doesn't target.

Moving on, we have Power Breaker:

When this card is destroyed by your opponent's attack or card effect and sent to the Graveyard, select 1 face-up Spell/Trap Card your opponent controls, and destroy it. If this card attacks, it is changed to Defense Position at the end of the Damage Step.

Power Breaker's first effect is a Mandatory Trigger Effect. You activate it at either the End of the Damage Step after it's destroyed in battle, or after the chain in which it was destroyed by a Card Effect. It targets the opponent's Card that you will destroy. Much like other monsters that depend on the opponent destroying this Card, if your opponent controls Power Breaker and it is destroyed, then it can't activate its effect. Its second effect is a Continuous Effect.

Then, we have Extra Veiler:

When your opponent Special Summons a monster(s), you can Special Summon this card from your hand. During the turn this card is Special Summoned by this effect, your opponent takes any effect damage you would have taken from their card effects, instead.

Veiler has an Optional Trigger Effect to Special Summon itself from the Hand in response to the successful Special Summon of an opponent's monster. You cannot activate this effect during the Damage Step, and you cannot Special Summon more than one Veiler off a single Special Summon. When this effect resolves properly, Veiler sets a Condition that will reflect all Effect Damage you take this turn from your opponent's effects. This Condition doesn't depend on Veiler, so if Veiler has its effects negated or it's no longer face-up before the End Phase, your opponent will still take the reflected damage.

Next, we have Synchro Soldier:

Once per turn, during your Main Phase 1, you can select 1 face-up Synchro Monster you control. Remove that face-up Synchro Monster you control from play and inflict 600 damage to your opponent. If you use this effect, during your next Standby Phase the removed from play monster returns to the field.

Synchro Soldier has an Ignition Effect. It targets one of your Synchro Monsters. Removing the Synchro Monster from Play and inflicting damage are considered to be simultaneous events. If you cannot Remove the Synchro Monster from Play, damage isn't inflicted. Returning the monster to the Field doesn't use the chain, and doesn't depend on Synchro Soldier remaining on the Field.

And finally, some Tuners, one being Creation Resonator:

If you control a face-up Level 8 or higher Synchro Monster, you can Special Summon this card from your hand.

Creation Resonator's Summoning Condition gives it an Inherent Special Summon. Nothing else.

The other Tuner being Attack Gainer:

If this card is sent to the Graveyard as a Synchro Material Monster, select 1 face-up monster your opponent controls. The selected opponent's monster loses 1000 ATK until the End Phase.

Attack Gainer has a Mandatory Trigger Effect. It activates upon the successful Summon of the Synchro Monster, and it targets an opponent's monster.


Now, let's look at some of Crow's Cards, starting with Blackwing - Etesian of Two Swords:

If a "Blackwing" monster you control battles an opponent's monster, and that opponent's monster is still on the field at the end of the Damage Step, you can send this card from your hand to the Graveyard to inflict 1000 damage to your opponent.

Etesian has an Optional Trigger Effect that you activate at the End of the Damage Step. Sending this Card to the Graveyard is a cost, so you can't activate this effect if Macro Cosmos is active. Your Blackwing monster doesn't need to remain on the Field, but your opponent's monster must.

Next, we have Blackwing - Aurora the Northern Lights:

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 2 face-up monsters you control (1 "Blackwing" Tuner and 1 non-Tuner). Once per turn, you can remove from play 1 "Blackwing" Synchro Monster from your Extra Deck. This card's name, ATK, and effects become the same as that monster's, until the End Phase.

Aurora has a Summoning Condition which gives it an Inherent Special Summon. Then, it has an Ignition Effect. Removing from Play the Blackwing Synchro Monster for this Ignition Effect is not a cost. If Aurora has its effects negated after gaining the effects of the Synchro Monster, only the effects of the Synchro Monster will be negated, and it will keep the ATK and name of that monster. Having an ATK of "?", Aurora cannot be added to the Hand via Black Whirlwind or Against the Wind.

And finally, we have Blackwing - Abroholos the Megaquake:

This card cannot be Special Summoned. Any monsters that battles with this card is not destroyed by that battle, and returns to the hand after damage calculation. Once per turn, during your Main Phase 1, you can have this card lose 1000 ATK, and return all cards in your opponent's Spell and Trap Card Zone to the hand.

Abroholos has a Summoning Condition that prevents it from being Special Summoned. Then, it has a Continuous Effect that prevents the monsters it battles with from being destroyed in battle. It also has a Mandatory Trigger Effect that will return any monster it battles with to the owner's Hand After Damage Calculation, even if Abroholos is destroyed in battle. Additionally, Abroholos has an Ignition Effect. Reducing its ATK is part of the effect, and if Abroholos isn't face-up at the time of the resolution, the effect resolves without effect, as Abroholos cannot reduce its ATK. Note that Abroholos cannot return Field Cards to the opponent's Hand. The ATK loss remains as long as Abroholos remains face-up.

And the last regular monster is one of Aki's mosters, Glow-Up Bulb:

You can send the top card of your Deck to the Graveyard and Special Summon this card from the Graveyard. Each player can only use the effect of "Glow-Up Bulb" once per Duel.

Bulb has an Ignition Effect. Sending the top Card of the Deck to the Graveyard is part of the effect, so you can activate this effect even if Macro Cosmos is active. If Bulb isn't in the Graveyard at the time the effect resolves, you still send the top Card to the Graveyard, but if you run out of Cards to send to the Graveyard, Bulb isn't Summoned. Sending the Card to the Graveyard and Special Summoning Bulb isn't considered to be simultaneous, so a monster like Jinzo - Returner will miss the timing.

Bulb's effect has a restriction of only being able to activate its effect once per Duel, similar to Spore. And similar to Spore, even if the activation of this effect is negated, the effect is negated, or if Bulb leaves the Graveyard and later returns, you still cannot activate this effect more than once per Duel. Lately, a common question regarding both Spore and Bulb is about the wording of their restriction. "Each player" means that a single player can only activate the effect of these monsters once per Duel. Activating the effect of your Bulb won't prevent the opponent from activating the effect of his/her Bulb.


There's only one Spell Card from the anime, and that is Tuning:

Add 1 "Synchron" Tuner monster from your Deck to your hand. Then send the top card of your Deck to the Graveyard.

Tuning adds a monster from your Deck to your Hand, so it doesn't target. Sending the top Card to the Graveyard is not considered to be simultaneous with adding the monster to your Hand. Also, sending the top Card to the Graveyard is part of the effect, so you can activate this Card while Macro Cosmos is active. If you fail to find a monster to add to your Hand, you do not send the top Card to the Graveyard.

Now, let's look at some Trap Cards, starting with D2 Shield:

Select 1 face-up Defense Position monster you control. Its DEF becomes double its original DEF.

D2 Shield targets a monster you control. It can be activated during the Damage Step, before Damage Calculation. It works similarly to Shrink, only that it doubles the value instead of halving it (and it works with DEF). Unlike Shrink, this modification lasts as long as the monster remains face-up. Much like Shrink, activating multiple copies of D2 Shield won't double the DEF twice. It will only set the DEF at a value equal to the original DEF's double, twice.

Next, we have Red Screen:

Your opponent's monsters cannot declare attacks. This card's controller must pay 1000 Life Points during each of their End Phases (this is not optional), or this card is destroyed. If "Red Dragon Archfiend" is face-up on the field, you can select 1 Level 1 Tuner Monster in your Graveyard, then destroy this card and Special Summon that monster.

Red Screen has a Continuous Effect that stops your opponent's monsters from declaring attacks. It has a Maintenance Cost that forces you to pay 1000 Life Points during your End Phases. Finally, it has an Optional Quick-like Effect that you can activate if either player controls a Red Dragon Archfiend, which doesn't need to be a monster (it could be equipped to Relinquished or similar). This effect targets a Tuner in your Graveyard, and Red Screen is destroyed as part of the effect. This effect cannot be activated during the Damage Step. You also cannot activate this effect if you don't have the Tuner monster in your Graveyard (to avoid losing Life Points) or if Imperial Custom is face-up.

Then, we have Blackback:

Activate only during your turn. Select 1 "Blackwing" monster with 2000 or less ATK in your Graveyard, and Special Summon it. You cannot Normal Summon or Set the turn you activate this card.

Blackback targets a monster in your Graveyard. As usual, you cannot Normal Summon/Set, and then activate Blackback later during the turn.

Moving on, we have Defenders Intersect:

Activate only during the Battle Phase. Defense Position monsters your opponent controls are changed to face-up Attack Position, and their effects are negated.

Intersect can be activated during the Battle Phase, outside of the Damage Step. It only affects the monsters that your opponent controls when this Card resolves, not those placed on the Field afterwards. The effect negation is only applied for effects that are applied on the Field, so it won't negate the effect of Sangan and similar monsters.

Next, we have Gravity Collapse:

Activate by sending 1 face-up Synchro Monster you control to the Graveyard when your opponent Summons a monster. Negate the Summon and destroy that card. Your opponent cannot Summon a monster until the End Phase of this turn.

Gravity Collapse sends a Synchro

Then, we have Blackwing  - Boobytrap:

When this Set card is destroyed by your opponent's card effect while you control a face-up "Blackwing" monster, inflict 1000 damage to your opponent and draw 1 card.

Boobytrap has a Mandatory Trigger-like effect that is activated when it is destroyed while face-down. You cannot activate this Trap Card like other Normal Trap Cards, you must meet its triggers. You must control the Blackwing Monster upon this effect's activation and its resolution. The damage and drawing a Card are considered to be simultaneous events, but if you cannot inflict the damage to your opponent, you do not draw a Card.


Moving on, we have Star Siphon:

Activate only when a Synchro Monster is Special Summoned, by selecting it. Special Summon 1 "Siphon Token" (Spellcaster-Type/DARK/Level 1/ATK 0/DEF 0). Its Level is that of the selected monster, and the selected monster is now Level 1.

Siphon is activated upon the successful Special Summon of the Synchro Monster, and it targets that monster. A Level 1 token is Special Summoned, and it has its Level modified to become the Level of the target Synchro Monster, while the target Synchro Monster has its Level reduced to 1. It the Synchro Monster is no longer face-up by the time this effect resolves, the token remains a Level 1 monster, and the Synchro Monster never has its Level modified by this effect. Siphon cannot be activated during the Damage Step.

And finally, we have Half Counter:

Activate only during damage calculation if a monster you control is being attacked. The attack target monster you control gains ATK equal to half the original ATK of the attacking monster, until the End Phase.

Half Counter is activated during Damage Calculation. It only targets your monster.

Now, let's look at the Synchros, starting with Red Nova Dragon:

2 Tuners + "Red Dragon Archfiend"
This card gains 500 ATK for each Tuner monster in your Graveyard. This card cannot be destroyed by the effects of your opponent's Spells, Traps, or monsters. When your opponent's monster declares an attack, you can select it, then remove this card from play and negate the attack. During the End Phase, Special Summon this card that was removed from play by this effect.

Red Nova Dragon uses exactly 2 Tuners along with a specific monster. You can use a monster that has gained Red Dragon Archfiend's name, but you must still add up its 12 stars with the Synchro Materials. Nova's first effect is a Continuous Effect that gives it an ATK boost. Then, it has a second Continuous Effect that prevents it from being destroyed by your opponent's effects, but it still can be destroyed by yours (like your own Dark Hole). Its third effect is an Optional Trigger Effect that you activate upon Attack Declaration. It allows you to negate one attack by Removing from Play Nova Dragon as part of the effect. This effect targets the attacking monster. Even if the attacking monster is Removed from the Field before this effect resolves, Nova is still Removed from Play. Finally, it has a Mandatory Trigger Effect activated at the End Phase that Special Summons Nova back to the Field if you Removed it from Play with its own effect.

Next, we have Formula Synchron:

1 Tuner + 1 non-Tuner Monster
When this card is Synchro Summoned, you can draw 1 card. During your opponent's Main Phase, you can Synchro Summon using this face-up card you control as a Synchro Material Monster.

Formula Synchron is the first Synchro Monster that is also a Tuner Monster (and vice-versa). It is also an Effect Monster, even though it's not listed as one and it lacks the characteristic orange border. It has an Optional Trigger Effect activated upon its successful Synchro Summon that allows you to draw a Card. It can be negated by Swallow Flip. Other than that, it has an Optional Quick Effect that you can activate during your opponent's Main Phases. It allows you to perform a Synchro Summon with this effect, much like Urgent Tuning. You must still meet all the requirements for a Synchro Summon, so the Levels of the monsters must add up those of an eligible Synchro Monster in your Extra Deck. Since the Synchro Summoned is performed when the effect resolves, sending the Synchro Materials to the Graveyard is not performed while activating the effect, and you don't have to announce which Synchro Monster you are Summoning or which Synchro Materials you will use while activating the effect. Once the effect is activated, you must perform a Synchro Summon as long as you have eligible Synchro Materials, even if it is no longer possible to Summon the Synchro Monster you intended to Summon (for example, if you wanted to Synchro Summon Arcanite Magician and your Spellcaster-type non-Tuner monster disappears, but you still have other face-up monsters).

Regarding its activation timing, you can activate it when your opponent wants to end the Main Phase (and proceed to the Battle Phase or End Phase), but this doesn't force your opponent to proceed to the next Phase. You can chain Formula's effect to any Spell Speed 2 or lower effect, but you cannot activate Formula's effect more than once per chain. This is because otherwise you would be able to chain Formula's effect to itself infinitely.


The last Card for today is the cover Card of the set: Shooting Star Dragon:

1 Tuner Synchro Monster + "Stardust Dragon"
Each of these effects can be activated once per turn: ● Reveal the top 5 cards of your Deck. Shuffle them back in, and this card's maximum number of attacks this turn is equal to the number of Tuner monsters revealed. ● Negate the activation of an effect that would destroy a card(s) on the field, and destroy that card. ● When your opponent's monster declares an attack you can select it, then remove this card from play and negate the attack. During the End Phase, Special Summon this card that was removed from play by this effect.

Much like Red Nova Dragon, Shooting Star Dragon asks you to use a monster named Stardust Dragon, but you can also use a monster that has gained Stardust's name. You can also use a Synchro Monster that has been turned into a Tuner Monster by a Card Effect. In either case, you have to add up Shooting Star Dragon's 10 stars while Synchro Summoning it. As for its effects, note that the first sentence sets a restriction for each individual effect, meaning  all three effects can be used in a single turn, but each can only be used once.

The first effect is an Ignition Effect. Revealing 5 Cards is part of the effect. Being an Ignition Effect, this effect is completely optional. That is to say, you don't need to activate it in order for Shooting Star Dragon to attack. You only activate it to try to obtain more attacks. If you don't activate it, Shooting Star Dragon can attack once like any regular monster. This effect determines the maximum number of attacks that SSD can perform this turn, so if you reveal 0 Tuner monsters, SSD cannot declare any attacks, even if it gains the ability to attack twice with another Card's effect like Wonder Clover. Similarly, if the maximum number of attacks gained by SSD's effect is 3 or higher, an effect like Wonder Clover won't override it: It's already able to attack twice, and even more times.  You cannot activate this effect if you don't have at least 1 Tuner Monster in your Deck or 5 Cards to reveal, but if you don't meet either requirement when the effect resolves, you resolve the effect as much as possible, trying to reveal 5 Cards on the top of your Deck. You do the same if SSD is no longer face-up too.

The second effect is an Optional Quick Effect. It's similar to the Quick Effect of Stardust Dragon, only that it doesn't have a cost. Much like Stardust Dragon, it cannot negate effects that aren't certain to destroy a Card on the Field like Snipe Hunter. The third effect is an Optional Trigger Effect, and it works exactly as that of Red Nova Dragon's. And much like Red Nova, it also has a fourth effect that is a Mandatory Trigger Effect that Special Summons SSD after the third effect Removes it from Play.


That's all we have on STBL for today. Stay tuned for more Starstrike Blast!

Friday, December 10, 2010

STBL Part 3: Biofuel

Starstrike Blast also brings some support for Watt and Naturia monsters. Let's take a look.

Regarding Watts, let's look at the monsters first, starting with Wattkiwi:

“Watt” monsters you control cannot be destroyed by battle while they are attacking.

Much like most battle protection effects, this is a Continuous Effect that you simply apply when the monster will be destroyed in battle. Note that the Watt monster must be attacking, it doesn't work in every type of battle.

Next, we have Watthopper:

Your opponent cannot select another face-up "Watt" monster on the field as an attack target, or target them with card effects.

Watthopper has two Continuous Effects. One prevents other Watt monsters from being selected as an attack target. If you control two or more Watthopper, no Watt monsters can be selected asn a attack target, and neither player can attack directly "over" them. The other effect prevents Watt monsters from being targeted by Card Effects. If they have already been targeted, and Watthopper is Special Summoned in response, Watthopper won't affect the targeting effect.


Then, we have Wattdragonfly:

If this card is destroyed by your opponent's card (either by battle or by card effect), you can Special Summon 1 "Watt" monster from your Deck.

Wattdragonfly has an Optional Trigger Effect that can't miss the timing. It can be activated even if Wattdragonfly is destroyed outside of the Field.

The last Watt monster in this set is Wattsquirrel:

This card can attack twice during each Battle Phase. If this card battles, negate the effects of the monster it battled after damage calculation (including in the Graveyard).

Squirrel's first effect is a Continuous Effect that allows it to attack twice during the Battle Phase. The second effect is a Mandatory Trigger Effect activated After Damage Calculation. It sets a Condition on the monster that negates its effects while on the Field and in the Graveyard, similar to the one set by Dark Ruler Ha Des.


We then have two Spell Cards, one being Wattcastle:

Any monster that attacks a "Watt" monster loses 1000 ATK after damage calculation.

Wattcastle has a Continuous Efffect that you apply After Damage Calculation, meaning that battle has already been carried out. Unlike Black Garden, this ATK reduction depends on Wattcastle remaining on the Field with its effect active.

And the other Spell Card being Wattjustment:
Equip only to a Level 3 or lower Thunder-Type monster. It gains 800 ATK and its effects are negated. Each time it inflicts Battle Damage to your opponent, draw 1 card.

Wattjustment has two Continuous Effects, one that gives an ATK increase, and one that negates the effects of the equipped monster that are applied on the Field. Additionally, it has a Mandatory Trigger-like effect that you activate after Damage Calculation when Battle Damage is inflicted.

The last Card for the Watt theme in this set is the Trap Card Wattkeeper:

Select 1 Level 4 or lower "Watt" monster in your Graveyard. Special Summon that monster from the Graveyard. Destroy it during the End Phase.

Wattkeeper targets a monster in your Graveyard. Then, it sets a Condition that will destroy the monster during the End Phase. If the Summoned monster stops being face-up, it's not destroyed.


Now, let's take a look at the Naturia Cards. Let's start with the first monster, Naturia Cherries:

If this card is sent from the field to the Graveyard by your opponent's card (including by battle, card effect, or by being destroyed), you can Special Summon up to 2 "Naturia Cherries" from your Deck in face-down Defense Position.

Cherries is similar to Wattdragonfly. It has an Optional Trigger Effect that can't miss the timing, but unlike dragonfly, it can only be activated if Cherries is sent from the Field to the Graveyard.


Then, we have Naturia Pumpkin:

When this card is Normal Summoned, if your opponent controls a monster, you can Special Summon 1 "Naturia" monster from your Hand.

Pumpkin has an Optional Trigger effect activated upon its successful Normal Summon. It can be negated by Pulling the Rug. It doesn't target, but you must have a Naturia Monster in your Hand at the time of the activation.

The last Naturia Monster is Naturia Stag Beetle:

Once per turn, during the Battle Step or Damage Step of this card's attack, when your opponent activates a card or effect, you can select 1 "Naturia" monster in your Graveyard. Special Summon that monster from the Graveyard.

Stag Beetle has an Optional Quick Effect. It's activated in a chain to the activation of a Card or the activation of a Card's effect, and it targets a monster in your Graveyard.

As for the Spell Cards, we have Barkion's Bark:

Activate only if you control a face-up "Naturia" monster. Your opponent cannot activate Trap Cards this turn.

Controlling a Naturia Monster is only an activation requirement. This Card's effect will resolve properly if that Naturia Monster is no longer face-up when this effect resolves. If you activate this Spell Card's effect via Diamond Dude, you don't need to control a Naturia Monster.

Then, we have Leodrake's Mane:

Select 1 face-up "Naturia" monster you control. Its ATK becomes 3000, and its effects are negated, until the End Phase.

Mane targets a monster you control. The ATK value becomes 3000, so it overrides any ATK modifiers currently being applied to the monster. Only the effects that are applied on the Field are negated.

The last Card for today is the only Trap Card for the Naturia theme in the set: Extrio's Fang:

Activate only if you control a face-up "Naturia" monster and have at least 1 card in your hand. Negate the activation of an opponent's Spell/Trap Card and destroy it. Then, send 1 card from your hand to the Graveyard.

Fang negates the activation of a Spell or Trap Card, so it can't negate the effects of an already-active S/T Card.



Well, that's all for Naturia and Watt monsters. Stay tuned for even more STBL! If you have any questions, feel free to drop me an e-mail at ness00[at]gmail[dot]com.

Sunday, December 5, 2010

STBL Part 2: Chocolate Starfish

Scrap monsters return in Starstrike Blast with some new support Cards, as well as a brand new Synchro Monster. Let's take a look:

First, we have Scrap Soldier:

This card cannot be used as a Synchro Material Monster, except for the Synchro Summon of a "Scrap" monster. If this face-up Defense Position card is selected as an attack target, destroy this card at the end of the Battle Phase. If this card is destroyed by the effect of a "Scrap" card and sent to the Graveyard, you can select 1 "Scrap" monster in your Graveyard, except "Scrap Soldier", and add it to your hand.

The first line is a Condition that prevents Soldier from being used as a Synchro Material monster in certain cases. It can't be negated by Skill Drain or similar Cards. The second sentence is a Mandatory Trigger Effect activated at the End of the Battle Phase, very similar to that of Scrap Goblin. The third effect is an Optional Trigger Effect that can't miss the timing, which is the common "recycling" effect of most Scrap Monsters, and as expected, it targets a monster in the Graveyard.

Then, we have Scrap Searcher:

When a "Scrap" monster you control, except "Scrap Searcher", is destroyed and sent to the Graveyard while this card is in the Graveyard, you can Special Summon this card from your Graveyard. When this card is Special Summoned, destroy all face-up monsters you control, except "Scrap" monsters.

Scrap Searcher is interesting. People are used to avoiding timing issues with most Scrap Monsters, but Scrap Searcher's first effect is actually affected by timing issues, if only a little. The effect itself is an Optional Trigger Effect, and the destruction of the Scrap monster must be the last thing to happen. It can't be activated during the Damage Step, and the Scrap Monster must be face-up at the time of the destruction (and must remain a "Scrap" monster while in the Graveyard). You can Special Summon multiple copies of Scrap Searcher in response to the destruction of a single Scrap monster. In most cases, you won't miss the timing for this effect, as the self-destructive effect of Scrap Monsters is link 1 of the chain most of the time.

The second effect is a Mandatory Trigger Effect activated upon Searcher's successful Special Summon, even if it's not by its own effect. It can be negated by Swallow Flip.

Scraps also received a TCG exclusive monster, namely, Scrap Mind Reader:

Once per turn, while this card is in your Graveyard during your Main Phase 2, you can select 1 face-up "Scrap" monster you control, except "Scrap Mind Reader". Destroy that monster and Special Summon this card from the Graveyard. If you do, remove this card from play when it is removed from the field. If this card is used as a Synchro Material Monster, all other Synchro Material Monsters must be "Scrap" monsters.

Mind Reader has an Ignition Effect. It targets a monster on your side of the Field. The destruction and the Special Summon is simultaneous. Then, it sets a Condition on itself that will Remove itself from Play when it's Removed from the Field, similar to Plaguespreader Zombie. If flipped face-down, this Condition is Removed. Furthermore, the last sentence provides another Condition, which restricts the type of Synchro Materials it can be paired with, much like Scrap Chimera.


There's only one Spell Card for Scraps in this set, which is Scrap Lube:

Select 1 "Scrap" monster in your Graveyard. Special Summon that monster from the Graveyard. Its effects are negated. When this card is removed from the field, destroy that monster. When that monster is removed from the field, destroy this card. You cannot conduct your Battle Phase the turn you activate this card.

Scrap Lube targets a Scrap Monster in the Graveyard. The effects of the targeted monster that apply on the Field are negated. Scrap Lube is a Continuous Spell Card only because it must target the Summoned monster with its doom clause (if either Card leaves the Field, the other is destroyed). You cannot keep Summoning monsters with Scrap Lube during this, or any other further turns. Note that Lube is a Card with "Scrap" on its name, so if Lube is Removed from the Field, the Summoned monster will be destroyed by the effect of a "Scrap" Card, and any "recycling" effects will activate. During the turn Scrap Lube is activated, you cannot conduct your Battle Phase, and you cannot activate Lube during your Main Phase 2 either. If Lube has its activation negated, you can conduct your Battle Phase, but if only its effect is negated, the restriction is applied. The restriction doesn't depend on Lube's existence on the Field.

And then, the only Trap Card on the set for Scraps is Scrap Crash:

Activate only when a "Scrap" monster you control is destroyed and sent to the Graveyard. Destroy all face-up Spell/Trap Cards on the field.

Scrap Crash has the same timing as Scrap Searcher, and has the same timing problem as Searcher too. It can't be activated during the Damage Step either. Other than that, it doesn't target.


Finally, we have the new Synchro Monster, Scrap Twin Dragon:

1 "Scrap" Tuner + 1 or more non-Tuner monsters
Once per turn, you can select 1 card you control and 2 cards your opponent controls. Destroy the one you control and return the two your opponent controls to the hand. When this card is destroyed by your opponent's card (either by battle or by card effect) and sent to the Graveyard, select 1 non-Synchro "Scrap" monster in your Graveyard, and Special Summon it.

Twin Dragon has an Ignition Effect. It targets three Cards. The destruction and the bouncing are simultaneous, however, the bouncing depends on the successful destruction of your Card. If your targeted Card is no longer on the Field, then no Cards are returned to the Hand, unlike the original Scrap Dragon. Speaking of the original one, Twin Dragon also has the Special Summoning effect of its predecessor, which is still a Mandatory Trigger Effect that targets.


That's all for the return of Scrap monsters. Stay tuned for more STBL. If you have any questions, feel free to drop me an e-mail at ness00[at]gmail[dot]com.