Saturday, January 29, 2011

STBL Part 6: Terminal Star

And to finish Starstrike Blast already, we have the last batch of exclusive Cards, imports, and the Ice Barrier theme support.

Let's start with the Ice Barrier support. First we have Medallion of the Ice Barrier:

Add 1 "Ice Barrier" monster from your Deck to your hand.

Pretty self-explanatory. Do note that you can add any Ice Barrier monster without a Level limit. You can't activate this Card if Thunder King Rai-Oh is face-up on the Field.

Next, we have Mirror of the Ice Barrier:

During this turn, each time a card(s) is removed from play from your hand, your side of the field, and/or your Graveyard by the effect of an opponent's Effect Monster: ●If a card in your hand is removed from play, remove from play up to 2 random cards in your opponent's hand. ●If a card you control is removed from play, remove from play up to 2 cards your opponent controls. ●If a card in your Graveyard is removed from play, remove from play up to 2 cards in your opponent's Graveyard.

Mirror of the Ice Barrier sets a Condition that lasts during the entire turn in which you activate it. It only works against effects that use the chain, and you apply Ice Barrier's effect after the effect that Removed your Cards from Play is done resolving. No matter how many Cards are Removed from Play from a single location, you only get to Remove from Play up to two of your opponent's Cards. Finally, if an effect like Macro Cosmos is active, and your opponent uses an effect like Dark End Dragon's or XX-Saber Gottoms, you can't apply the effect of Mirror of the Ice Barrier, because these effects don't Remove Cards from Play by themselves (and Macro Cosmos doesn't use the chain).

Ice Barriers also received an OCG import, Royal Knight of the Ice Barrier:

When this card is Tribute Summoned, Special Summon 1 "Ice Coffin Token" (Aqua-Type/WATER/Level 1/ATK 1000/DEF 0) in Attack Position to your opponent's side of the field. This Token cannot be Tributed for a Tribute Summon.

Royal Knight has a Mandatory Trigger Effect activated upon its successful Tribute Summon. It can be negated by Pulling the Rug. It Special Summons a Token on the opponent's side of the Field. You still own this token for purposes of Remove Brainwashing and similar Cards.

Later, we have some Ally monsters, one being  Ally Salvo:

When this card is destroyed by battle with a LIGHT monster and sent to the Graveyard, select 2 cards on the field and destroy them.

Ally Salvo has a Mandatory Trigger Effect. You activate it at the End of the Damage Step. It targets two Cards on the Field.

Next, we have Ally of Justice Thousand Arms:

This card can attack all face-up LIGHT monsters your opponent controls once each. If this card battles a non-LIGHT monster, destroy this card before damage calculation.

Thousand Arms has a Continuous Effect that allows you to attack all LIGHT Monsters your opponent controls. If you attack a non-LIGHT monster or a face-down LIGHT monster, or attack directly, you cannot choose to activate this effect. Furthermore, Thousand Arms has a Mandatory Trigger Effect activated Before Damage Calculation if it battles a monster without the LIGHT Attribute.

And finally, we have Ally of Justice Unknown Crusher:

When this card battles a LIGHT monster, remove that monster from play after damage calculation.

Unknown Crusher has a Mandatory Trigger Effect. You activate it when you Resolve Effects after Damage Calculation, similar to D.D. Warrior Lady. It doesn't target, and it will still activate even if Unknown Crusher is destroyed in battle by the LIGHT monster.

We then have some Genex Ally monsters, one being Genex Ally Duradark:

Once per turn, during your Main Phase, you can select 1 face-up Attack Position monster your opponent controls with the same Attribute as this card, and destroy it. This card cannot attack the turn you activate this effect.

Duradark has an Ignition Effect. It targets a face-up Attack Position monster with the same Attribute as itself. It has a similar restriction to Chaos Sorcerer, in which Duradark can't attack during the turn in which its effect is activated. Both Duradark and the targeted monster must remain face-up and with the same Attribute in order for the effect to resolve properly (and the opponent's monster must keep its Battle Position too).

And we also have Genex Ally Axel:

1 "Genex" Tuner + 1 or more non-Tuner monsters
Once per turn, you can discard 1 card to select 1 Level 4 or lower Machine-Type monster from your Graveyard, and Special Summon it. The ATK of that monster is doubled until the End Phase, but it cannot attack your opponent directly. Remove that monster from play during your End Phase.

Axel has an Ignition Effect. Discarding a Card is a cost, and it targets a Machine-type monster in the Graveyard. The monster's ATK becomes twice that value until the End Phase, and is restricted from attacking directly as long as it remains face-up. Additionally, it will try to Remove itself from Play while face-up on the Field during each of your End Phases. Flipping the monster face-down or Removing it temporarily from Play will get rid of all of these bonuses and restrictions.

Then, we have a Fabled Monster, The Fabled Rubyruda:

When this face-up card you control is selected as an attack target, you can discard 1 "Fabled" monster to negate the attack.

Rubyruda has an Optional Trigger Effect activated when it's selected as an Attack Target. It must be face-up at that time, and it works if it's selected via a replay. Discarding a Fabled Monster is a cost, and it does not target.

And finally, we have two Dragunity Knight monsters, one being Dragunity Knight Vajrayana:

1 Dragon-Type Tuner + 1 or more non-Tuner Winged Beast-Type monsters
When this card is Synchro Summoned, you can select 1 Level 3 or lower Dragon-Type "Dragunity" monster in your Graveyard and equip it to this card as an Equip Card. Once per turn, you can send 1 Equip Card equipped to this card to the Graveyard to double this card's ATK until the End Phase.

Vajrayana has an Optional Trigger Effect activated upon its successful Synchro Summon. It can be negated by Swallow Flip. It targets a monster in your Graveyard, and treats it as an Equip Card, to equip it to itself. Its second effect is an Ignition Effect. It sends an Equip Card to the Graveyard as a cost, and sets the current ATK of this Card to its double. You can also use Equip Cards controller by your opponent equipped to this Card to pay the cost.

The other Dragunity Knight is Dragunity Knight - Gae Dearg:

1 Dragon-Type Tuner + 1 or more non-Tuner Winged Beast-Type monsters
Once per turn, during your Main Phase, you can add 1 Level 4 or lower Dragon-Type or Winged Beast-Type monster from your Deck to your hand. Then discard 1 Dragon-Type or Winged Beast-Type monster.

Gae Dearg an Ignition Effect. It adds a monster to your Hand, and then discards a monster from your Hand. The monster you discard can be any Dragon or Winged-Beast monster, not just a Level 4 or lower. You cannot activate this effect if you don't have Cards to add to the Hand or if Thunder King Rai-Oh is face-up on the Field.


As for the TCG exclusives, first we have Archfiend Empress:

If (exactly) 1 face-up DARK Fiend-Type monster on the field, except this card, would be destroyed, you can remove from play 1 DARK Fiend-Type monster from your Graveyard, instead. When this card is destroyed and sent from the field to the Graveyard, you can select 1 Level 6 or higher DARK Fiend-Type monster in your Graveyard, except "Archfiend Empress", and Special Summon it.

Archfiend Empress has two effects. The first one is a Continuous Effect. You apply it if only one DARK/Fiend monster would be destroyed, during the resolution of the effect that would destroy it, or during Damage Calculation while it is destroyed in battle. The second effect is an Optional Trigger Effect. It targets a DARK/Fiend type monster and Special Summons it.

Next, we have Skull Meister:

During either player's turn, when a card effect is activated in your opponent's Graveyard, you can send this card from your hand to the Graveyard to negate the effect.

Skull Meister has an Optional Quick Effect. You need to chain it directly to an effect activated in your opponent's Graveyard. Sending Skull Meister to the Graveyard is a cost, and it doesn't target. Furthermore, it only negates the effect to which it responded to. It doesn't keep the monster's effect negated, so if you negate Treeborn Frog's effect, it can still activate its effect once again.

Then, we have Droll & Lock Bird:

If your opponent adds a card(s) from their Deck to their hand, except during the Draw Phase, you can send this card from your hand to the Graveyard. For the rest of this turn, neither player can add card(s) from their Deck to their hand. (Drawing cards is also considered as "adding a card to the hand.")

Droll & Lock Bird has an Optional Trigger Effect which cannot miss the timing. You respond to your opponent adding a Card to his/her Hand (or respond once the chain in which your opponent added Cards to his/her Hand is over). During that turn, Cards cannot be added to the Hand. Note that since you respond to a Card being added to the Hand, you can't actually prevent that Card from being added to the Hand. This effect cannot be activated during the Damage Step.

Moving on, we have Spellstone Sorcerer Karood:

Once per turn, when another Monster Card's effect is activated while there is no Spellstone Counter on this card, place 1 Spellstone Counter on this card (max. 1). This card gains 300 DEF for each Spellstone Counter on it. Once per turn, you can remove 1 Spellstone Counter from your side of the field to select 1 card in your opponent's Graveyard, and remove that card from play.

Karood has a Continuous Effect to place Spellstone Counters on itself. You apply it once another Monster's Effect is done resolving. Karood must be face-up both at the activation and resolution of the other effect. Karood also has a "hidden" Continuous Effect that allows it to hold Spellstone Counters, so if it has its effects negated, its Spellstone Counter is removed. Additionally, it has a Continuous Effect that lets it gain DEF with Spellstone Counters. Finally, it has an Ignition Effect. It Removes a Spellstone Counter from your side of the Field to target a Card in the opponent's Graveyard to Remove it from Play.

Then we have Gravekeeper's Recruiter:

When this card you control is sent to your Graveyard, add 1 "Gravekeeper's" monster with 1500 or less DEF from your Deck to your hand.

Recruiter has a Mandatory Trigger Effect. It adds a Gravekeeper's Monster to your Hand, so Thunder King Rai-Oh would cause it to resolve without effect. Notice that you must control Recruiter, so if it switches control, neither player will get the effect.

And then, we have Koa'ki Meiru Wall:

During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Rock-Type monster in your hand. You can Tribute this card to negate the activation of an opponent's Spell Card and destroy that card.

Much like the majority of Koa'ki Meiru Monsters, Wall has a Maintenance Cost revealing a Card in your Hand or sending Iron Core of Koa'ki Meiru to the Graveyard. If your Hand is being revealed by an effect, or if Macro Cosmos is active, you have to choose a different payment or destroy Wall. It also has a Quick Effect which engates the activation of an opponent's Spell Card. Tributing Wall is a cost.

And the last Card is a Trap Card, Mischief of the Yokai:

Each face-up monster on the field loses 2 Levels, until the End Phase. You can remove from play this card from your Graveyard to select 1 face-up monster and reduce its Level by 1, until the End Phase. This effect cannot be activated the same turn this card is sent to the Graveyard.

Yokai reduces the Levels of face-up monsters when it resolves. This effect doesn't target. Additionally, it has a Quick-like effect that Removes Mischief from Play and targets a monster to further reduce its Level.



And with that, we have covered every STBL Card, except Psi-Blocker, which means I basically owe you a Prohibition article. If you have any questions, feel free to drop me an e-mail at ness00[at]gmail[dot]com.

Saturday, January 22, 2011

STBL Part 5: Happy New Delay!

So yeah...a delay was probably expected due to the holidays, but things got out of hand more than I would have expected -_- Let's get to work. We'll look at the Duel Terminal themes and exclusives later.

First, we have Chain Dog:

This card cannot be used as a Synchro Material Monster, except for the Synchro Summon of a Beast-Type monster. If you control 2 face-up Beast-Type monsters, you can Special Summon this card from the Graveyard. If this card is Special Summoned this way, remove it from play when it is removed from the field.

Chain Dog has a Condition that prevents its use as a Synchro Material in certain cases. Other than that, it has an Ignition Effect Controlling the two Beast-type monsters isn't just an activation requirement, they must remain on the Field until the effect resolves. After that, it sets a Condition on itself that will Remove it from Play once it leaves the Field, much like Plaguespraeder Zombie. This Condition can be removed by flipping Chain Dog face-down.

Next, we have Wightmare:

While it is in the Graveyard, this card's name is treated as "Skull Servant". You can discard this card to activate 1 of the following effects: ● Select 1 of your removed from play "Skull Servant" or "Wightmare", and return it to your Graveyard. ● Select 1 of your removed from play "The Lady in Wight" or "King of the Skull Servants", and Special Summon it.

Wightmare has a Continuous Effect to change its effect while in the Graveyard, similar to Harpie Lady. If it is negated by Wattsquirrel, its name will be Wightmare in the Graveyard. Then, it has two different Ignition Effects, and both discard this Card as a cost. The first effect targets one of your Removed from Play monsters and returns it to the Graveyard. Remember this isn't considered to be "sending" them to the Graveyard. The second effect targets one of your Removed from Play monsters and Special Summons it.

Then, we have Anarchist Monk Rashin:

When this card is sent from the field to the Graveyard by your opponent's card (including by battle, card effect, or by being destroyed), select 1 monster in your opponent's Graveyard and remove it from play.

Rashin has a Mandatory Trigger Effect that you activate when it's sent to the Graveyard by your opponent. It targets an opponent's Monster Card in the Graveyard.

And then, we have Delg the Dark Monarch:

When this card is Normal or Special Summoned, you can select up to 2 cards in your opponent's Graveyard, remove them from play. Then send the same number of cards from the top of their Deck to the Graveyard. During the turn it is Normal or Special Summoned, this card cannot attack.

Delg first has an Optional Trigger Effect activated upon its successful Summon. It can be negated by Pulling the Rug or Swallow Flip accordingly. It targets up to two Cards in the opponent's Graveyard. Then, it sends the same number of Cards from the top of the opponent's Deck to the Graveyard. These two actions are not considered to be simultaneous, so an effect like Cyber Ouroboros would miss the timing. Also, Delg has a Continuous Effect that prevents it from attacking during the turn it's Summoned. Being a Continuous Effect, this can be negated.

We then have two more Fusion Monsters that use Synchro Monsters as their Fusion Materials, one is Supreme Arcanite Magician:

1 Spellcaster-Type Synchro Monster + 1 Spellcaster-Type monster
This monster can only be Special Summoned by Fusion Summon (from the Extra Deck). When this card is Fusion Summoned, place 2 Spell Counters on it. This card gains 1000 ATK for each Spell Counter on it. Once per turn, you can remove 1 Spell Counter from your side of the field to activate one of the following effects:● Select 1 card on the field, and destroy it.● Draw 1 card.

Arcanite has a Summoning Condition that restricts you from how to Summon it from the Extra Deck. Then, it has a Mandatory Trigger Effect to place two Spell Counters on it, much like the Synchro version of Arcanite Magician. This effect is activated upon its successful Special Summon, so it can be negated by Swallow Flip. It then has a Continuous Effect that gives it an ATK bonus. Furthermore, it has two Ignition Effects, of which you can only activate one per turn. Removing a Spell Counter on your side of the Field is a cost to activate it. The first effect targets any Card on the Field and destroys it. The second effect allows you to draw a Card.

The other Fusion Monster is Gaia Drake, the Universal Force:

1 "Gaia Knight, the Force of Earth" + 1 non-Effect Synchro Monster
This card cannot be targeted by, or destroyed by, the effects of Effect Monsters.

Gaia has two Continuous Effects. One prevents it from being targeted by Monster Effects, and the other prevents it from being destroyed by Monster Effects. It's self explanatory, mostly. A common question about Gaia is its interaction with Summoner of Illusions. If Summoned by that monster's effect, Gaia will not be destroyed during the End Phase.

Now let's look at some Spell Cards, starting with Koa'ki Ring:

Reveal 1 "Iron Core of Koa'ki Meiru" in your hand to select 1 face-up monster on the field. Destroy that monster, and both players take 1000 damage.

Koa'ki Ring reveals an Iron Core as a cost and targets a face-up monster. Then, it destroys the target monster and inflicts 1000 points of damage. The destruction and the damage is simultaneous, similar to Ring of Destruction.

Next, we have Darkworld Shackles:

The equipped monster cannot attack, and its ATK and DEF become 100. During each of your Standby Phase, inflict 500 damage to the controller of the equipped monster.

Shackles has two Continuous Effects, one prevents the equipped monster from attacking, and the other forces the ATK/DEF values of the monster to become 100. Additionally, it has a Trigger-like effect that inflicts damage to the controller of the monster.

Then, we have Axe of Fools:

The equipped monster gains 1000 ATK and its effect(s) is negated. During each of your Standby Phases, the controller of the equipped monster takes 500 damage.

Axe of Fools has two Continuous Effects. One provides an ATK bonus, and the other negates the effects of the equipped monster. You can equip this Card to a Normal Monster or a Monster whose effects are already negated by Forbidden Chalice or a similar Card. You can also equip this Card to Gearfried the Iron Knight and it wouldn't be destroyed. Much like Darkworld Shackles, it also has a Trigger-like effect to inflict damage.

Moving on, we have Cursed Bill:

When the equipped monster is destroyed and this card is sent to the Graveyard, inflict damage to the player who controlled the equipped monster, equal to the monster's original DEF.

Cursed Bill has a Trigger-like effect activated when the monster is destroyed, and this Card is sent to the Graveyard as a result. It inflicts damage. It's a simple effect.

Then, we have Tokkosho of Ghost Destroying:

When the equipped monster inflicts Battle Damage to your opponent, you can select up to 2 monsters in your opponent's Graveyard, and remove them from play.

Tokkosho has a Trigger-like effect that you activate at the time you inflict Battle Damage After Damage Calculation. It targets the monsters that it will Remove from Play.

And then, we have Heat Wave:

This card can only be activated at the start of Main Phase 1. Neither player can Normal or Special Summon an Effect Monsters, until your next Draw Phase.

Heat Wave has the same activation timing as Cold Wave, at the beginning of your Main Phase 1. In order to activate its effect with Diamond Dude, you would also need to activate it at that time. Neither player can place these monsters on the Field manually. Effect Monsters become illegal targets for Effects that would Special Summon them to the Field, and cannot be Normal or Special Summoned with Effects that don't target them either. You can still Set them from your Hand manually or Flip Summon them. Gemini Monsters cannot be Normal Summoned from the Hand or while already on the Field, but they can be Special Summoned from the Graveyard (as they are Normal Monsters there).

The last Spell Card in the set is White Elephant's Gift:

Send 1 face-up non-Effect monster you control to the Graveyard to draw 2 cards.

Sending a monster to the Graveyard is a cost, so you cannot activate Gift if Macro Cosmos is active. You also can't pay this cost with Tokens, as Tokens cannot be sent to the Graveyard as a cost. If you activate this Card's effect via Diamond Dude, you don't need to send a monster to the Graveyard.

As for the Trap Cards, we have Vanity's Emptiness:

Neither player can Special Summon monsters. Destroy this card when a card is sent from the Deck or the field to your Graveyard.

Emptiness has a Continuous Effect that prevents Special Summons. Additionally, it has a Trigger-like effect that will destroy Emptiness once a Card is sent to the Graveyard. If Vanity's Emptiness is activated in the middle of an Inherent Special Summon being negated (such as, in a chain to Royal Oppression while Cyber Dragon is Special Summoned by its Summoning Condition), Emptiness won't prevent the Special Summon from happening, as it was already initiated. But if you chain it to an effect that Special Summon, the Special Summon will be prevented.

Next, we have Different Dimension Ground:

This turn, any monster sent to the Graveyard is removed from play instead.

Ground sets a Condition that Removes from Play monsters that are sent to the Graveyard. Nothing too complicated. It follows the same rules as Dimensional Fissure

Then, we have Powersink Stone:

Each time a monster effect is activated, place 1 Spellstone Counter on this card (max. 2). While this card has 2 Spellstone Counters, face-up monsters on the field cannot activate their effects, and their effects are negated. During each End Phase, remove all Spellstone Counters on this card.

Stone has a Continuous Effect that allows it to gain Spellstone Counters, and a Continuous Effect that allows it to hold them. Spellstone Counters are gained after the Monster Effect resolves, but Stone has to be face-up upon its activation and resolution. If Stone has its effects negated, it will lose all Spellstone Counters on it. It has a third Continuous Effect that prevents effects from being activated and negates Continuous Effects. Finally, it has a Trigger-like effect that removes all of the Spellstone Counters on the Card.

Moving on, we have Tyrant's Temper:

Tribute 1 monster to activate this card. All face-up monsters on the field that you own are unaffected by other Trap Cards.

Tributing a monster is a cost to activate this Card. Temper will protect all monsters on the Field that you won from the effects of Trap Cards. Notice that monsters that you own, but which your opponent has taken control of will also be protected.


And finally the last Card for today is Dark Trap Hole:

Activate only when your opponent Special Summons 2 or more monsters face-up. Send all of those monsters to the Graveyard. Then, send all monsters in the opponent's hand and Deck to the Graveyard that have the same name as either of those monsters.

Dark Trap Hole responds to a successful Summon of 2 or more monsters that were Summoned simultaneously by the opponent. It sends the Summoned monsters to the Graveyard, then it sends all of the copies of those monsters in the Hand, Deck and Extra Deck to the Graveyard. These actions are not considered to be simultaneous. If only one monster is on the Field when this Card resolves, then that monster is still affected by this Card.


Well, that's all of Starstrike Blast for today. Hopefully we'll be done soon Q_Q If you have any questions, feel free to drop me an e-mail at ness00[at]gmail[dot]com.