tag:blogger.com,1999:blog-88255509503091321262024-03-13T01:25:19.848-03:00YGOrulingsness00http://www.blogger.com/profile/06188979259804404088noreply@blogger.comBlogger84125tag:blogger.com,1999:blog-8825550950309132126.post-47129564757356435402011-04-26T23:13:00.000-03:002011-04-26T23:13:06.292-03:00Self-Destruct ButtonI guess this is good-bye, sadly.<br />
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As you may have noticed, I'm having enough problems finding free time to update this blog. Coupled with that, I'm having some issues myself other than time. And so, I'm afraid I can no longer keep up with this blog. Which probably saddens me more than you. I really wish I had at least completed previous sets before closing this.<br />
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May consistency protect you in your neverending quest for rulings.ness00http://www.blogger.com/profile/06188979259804404088noreply@blogger.com5tag:blogger.com,1999:blog-8825550950309132126.post-51038080133894682982011-04-16T05:09:00.000-03:002011-04-16T05:09:12.954-03:00STOR Part 2: By Odin's SpearWow, it's been over a month, sorry -_____-<br />
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Let's start with some Nordics already, first we have Tanngrisnir of the Nordic Beasts:<br />
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<div style="text-align: center;"><i>When this card is destroyed by battle and sent to the Graveyard, Special Summon 2 "Nordic Beast Tokens" (EARTH/Beast-Type/Level 3/ATK 0/DEF 0).</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Tanngrisnir has a Mandatory Trigger Effect. You activate it at the End of the Damage Step. If you don't have room for two Tokens, then the effect isn't activated.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Guldfaxe of the Nordic Beasts:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>If your opponent controls a Synchro Monster and you control no monsters, you can Special Summon this card from your hand.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Guldfaxe has a Summoning Condition that gives it an Inherent Special Summon. Not much else.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Garmr of the Nordic Beasts:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>If this card battles with a Level 4 or lower monster, you can return that monster to the hand after damage calculation.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Garmr has an Optional Trigger Effect. You activate it at the Inflict Damage Sub-Step of the Damage Step, with the same timing than X-Saber Airbellum or Gorz the Emissary of Darkness.<i></i> You can activate this effect even if Garmr was destroyed in battle, but not if the opponent's monster was destroyed in battle.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And finally, the last Nordic Beast is Tanngnjostr of the Nordic Beasts:</div><div style="text-align: left;"></div><div style="text-align: left;"><i><br />
</i></div><div style="text-align: center;"><i>When a monster you control is destroyed by battle and sent to the Graveyard, you can Special Summon this card from your hand. Once per turn, when this Defense Position card is changed to face-up Attack Position, you can Special Summon 1 "Nordic Beast" monster from your Deck, except "Tanngnjostr of the Nordic Beasts".</i><br />
</div><div style="text-align: center;"></div><div style="text-align: left;">Tanngnjostr has two Trigger Effects. The first is an Optional Trigger Effect that you activate at the End of the Damage Step. You cannot Special Summon more than 1 Tanngnjostr off the same battle with this effect. The second effect is also an Optional Trigger Effect activated when this Card's Battle Position changes to face-up Attack Position. It doesn't target the monster that you will Special Summon. This effect also works if Tanngnjostr was in face-down Defense Position.<br />
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Then, we have the Nordic Alfar monsters, starting with Ljosalf of the Nordic Alfar:<br />
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<div style="text-align: center;"><i>When this card is Normal Summoned, you can select 1 face-up monster you control except this card. Special Summon 1 "Nordic" monster from your hand with a Level less than or equal the selected monster's level.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Ljosalf has an Optional Trigger Effect activated upon its successful Normal Summon. It targets a face-up monster you control and it can be negated by Pulling the Rug. At resolution, it Special Summons a monster with equal or less Level than the targeted monster.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Svartalf of the Nordic Alfar:</div><div style="text-align: left;"></div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>When this card is Normal Summoned, you can select 1 "Nordic" monster in your Graveyard and add it to your hand.</i></div><div style="text-align: center;"></div><div style="text-align: left;">Svartalf has an Optional Trigger Effect activated upon its successful Normal Summon, so it can be negated by Pulling the Rug. It targets a Nordic Monster in your Graveyard.<br />
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And finally, we have Dverg of the Nordic Alfar:<br />
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<div style="text-align: center;"><i>During the turn this card is Normal Summoned, you can Normal Summon 1 "Nordic" in addition to your Normal Summon or Set. (You can only gain this effect once per turn.) When this face-up card on the field is sent to the Graveyard, select 1 "Nordic Relic" card in your Graveyard and add it to your hand.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Dverg's first effect is a Continuous Effect. You can only use it while Dverg is face-up, but you can tribute Dverg for an additional Tribute Summon. The second effect is a Mandatory Trigger Effect. It targets a "Nordic Relic" Card in your Graveyard.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">We then have the Nordic Ascendant Monsters, one is Valkyrie of the Nordic Ascendant:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>When this card is Normal Summoned, if your opponent controls a monster and you control no other cards, you can remove from play 2 "Nordic" monsters from your hand to Special Summon 2 "Einherjar Tokens" (Warrior-Type/EARTH/Level 4/ATK 1000/DEF 1000) in face-up Defense Position.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Valkyrie has an Optional Trigger Effect activated upon its successful Normal Summon, so it can be negated by Pulling the Rug. Removing 2 Nordic Monsters from Play is a cost. The requirements on how many Cards each player controls are only activation requirements, so if they are not correct at the time of the resolution, the effect still resolves properly.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then we have Mimir of the Nordic Ascendant:</div><div style="text-align: left;"></div><div style="text-align: center;"><i>Once per turn, at the start of your Standby Phase, if you control a face-up "Nordic" monster, you can send 1 Spell Card from your hand to the Graveyard to Special Summon this card from your Graveyard.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Mimir has an Optional Trigger Effect. Sending a Card to the Graveyard is a cost. Much like Cold Wave's Main Phase 1 requirement, activating Mimir's effect must be the first action you perform during your Standby Phase.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The last Nordic Ascendant monster is a TCG exclusive, Vanadis of the Nordic Ascendant:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>You can substitute this card for any 1 "Nordic" Tuner monster for a Synchro Summon. If this card is used as a Synchro Material Monster, all other Synchro Material Monsters must be "Nordic" monsters. Once per turn, you can send 1 "Nordic" monster from your Deck to the Graveyard to change this card's Level to the Level of the monster you sent to the Graveyard, until the End Phase.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Vanadis' substitution for any Nordic Tuner, and the obligation to use other Nordic monsters as Synchro Materials are Conditions that cannot be negated or get rid of. Other than that, Vanadis has an Ignition Effect. Sending a Nordic Monster to the Graveyard is a cost. You can send a monster that is of the same Level as Vanadis.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Finally, we have Tyr of the Nordic Champions:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Your opponent cannot select a "Nordic" monster as an attack target, except "Tyr of the Nordic Champions". If there is no other face-up "Nordic" monster on the field, destroy this card.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Both of Tyr's effect are Continuous. If you control two copies of Tyr, your opponent can still attack either copy of Tyr. Tyr's second effect can be negated by Cards like Skill Drain, and it won't be destroyed as a result.<br />
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As for Spell Cards, first we have Nordic Relic Draupnir:<br />
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<div style="text-align: center;"><i> Equip only to a "Aesir" or "Nordic" monster. It gains 800 ATK. If this face-up card is destroyed by a card effect, you can add 1 "Nordic Relic" card from your Deck to your hand.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Draupnir has a Continuous Effect that provides an ATK boost. Other than that, it has an Optional Trigger-like effect activated when Draupnir is destroyed by a Card effect. You cannot activate it if Thunder King Rai-Oh is on the Field.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Gotterdammerung:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Select 1 face-up "Aesir" monster you control. Give control of that monster to your opponent. During your opponent's next End Phase, destroy the selected monster. Then, remove from play all cards your opponent controls.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Gotterdammerung targets an Aesir monster. When it resolves, it sets a Condition that will destroy that monster and Remove from Play your opponent's Cards if it succeeds in that destruction. We'll talk about the Aesir monsters in a second, but they all have an effect to Special Summon themselves if destroyed by an opponent's Card effect. Since Gotterdammerung is your effect, you cannot activate the effect of the Aesir monsters.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And finally, we have March Towards Ragnarok:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Select 1 face-up "Aesir" monster you control. Until the End Phase, it is unaffected by the effects of other Spell/Trap Cards but its effect(s) are negated.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">March targets an Aesir Monster. It then sets a Condition on the Aesir monster that makes it unaffected by other S/T Cards, and negates the effect of the Aesir monster. If the Aesir monster is flipped face-down or is Removed from Play temporarily, it will be vulnerable to Spell and Trap Cards again and its effects will no longer be negated. The negation only stops effects activated or applied on the Field.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">A fourth Spell Card was introduced as a TCG exclusive, The Nordic Lights:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>"Nordic" monsters on the field cannot be destroyed by battle. When this card on the field is destroyed, destroy all face-up "Nordic" monsters.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">The first effect is a Continuous Effect that Nordic Monsters on either side of the Field from being destroyed in battle. The second effect is a trigger-like effect. It's activated when The Nordic Lights is destroyed, be it by a Card effect like Icarus Attack or Eradictor Epidemic Virus, or by Game Mechanics such as being replaced by a new Field Card. It destroys all face-up Nordic Monsters on either side of the Field.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">As for Trap Cards, first we have Divine Relic Mjollnir:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>Select 1 face-up "Aesir" monster you control. It can attack twice during each Battle Phase this turn.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Mjollnir targets an Aesir monster, and grants it with the ability to attack twice. If Mjollnir has already resolved, and Royal Decree is activated, or the monster becomes unaffected by Trap Cards, the monster can still attack twice during the Battle Phase.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Solemn Authority:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Select 1 face-up "Aesir" monster you control. While this card is on the field, that monster cannot be targeted by other card effects. Send this card to the Graveyard during your 2nd Standby Phase after activation.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Authority targets the Aesir monster and protects it from being targeted by other Card effects. If you chain it to a targeting effect, the targeting effect has already targeted the Aesir monster, so Authority will not stop it. Sending this Card to the Graveyard is not part of its effect, and cannot be negated.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have The Golden Apples:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Activate only when you take Battle Damage while you control no monsters. Gain Life Points equal to the Battle Damage you took, and Special Summon 1 "Malus Token" (Fiend-Type/DARK/Level 1/ATK ?/DEF ?). Its ATK and DEF are each equal to the amount of Life Points you gained by this effect.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">You activate The Golden Apples at the "Inflict Damage" Sub-Step of the Damage Step. You must take at least 1 point of Battle Damage to activate this Card, and you must be able to Special Summon the Malus Token. You must also be able to recover your Life Points, so if Bad Reaction to Simochi is active, you cannot activate The Golden Apples either. Gaining Life Points and Special Summoning the Malus Token is considered to be simultaneous. The Original ATK and DEF of the Malus Token are equal to "?".</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Moving on, we have Odin's Eye:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>Once per turn, during each player's Standby Phase, you can select 1 face-up "Aesir" monster you control. Negate its effect(s) until the End Phase, and look at all cards in your opponent's hand and all Set cards they control. Cards and effects cannot be activated in response to this effect's activation.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Odin's Eye has a Quick-like effect. It targets an Aesir monster you control. The effects of the Aesir monster that are activted or applied on the Field are negated, and you get to check every Set Card your opponent controls as well as the Cards in their Hand when the effect resolves. You can activate this Card and its effect in a single chain link, and the opponent would be unable to respond to its activation.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And then, we have Gleipnir, the Fetters of Fenrir:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Add 1 "Nordic" monster from your Deck to your hand.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Gleipnir simply adds a Nordic Monster to your Hand. It does not target, and you cannot activate it if Thunder King Rai-Oh is face-up on the Field.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Now, we have some Nordic Relic Trap Cards left, starting with Nordic Relic Brisingamen:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>Select 1 face-up monster you control and 1 face-up monster your opponent controls. The ATK of your monster becomes equal to the original ATK of your opponent's monster; this change lasts until the End Phase.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Brisingamen targest two monsters. The ATK of your monster is forced to become a value equal to the Original ATK of the opponent's monster. Both monsters must remain face-up in order for this effect to resolve properly.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Nordic Relic Laevateinn:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Select 1 face-up monster on the field that destroyed a monster by battle this turn. Destroy the selected monster. Cards and effects cannot be activated in response to this card.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Laevateinn targets a face-up monster on the Field that has destroyed a monster in battle in order to destroy it. Neither player can respond to the activation of Laevateinn, but its activation or effect can still be negated by Continuous Effects.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And then, we have Nordic Relic Gungnir:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Remove from play 1 face-up "Aesir" or "Nordic" monster you control to select 1 card on the field. Destroy that card. During your 2nd End Phase after activation, the monster you removed to activate this card returns to the field in face-up Attack Position.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">This Nordic Relic Removes from Play an Aesir or Nordic Monster as a cost, and targets a Card on the Field. The Card is destroyed. Then, it sets a Condition that will return the monster that was Removed from Play to the Field during your second End Phase, regardless of whether you succeeded in the destroying the targeted Card or not. If the activation or effect of this Card is negated, then this Condition cannot be set, so the monster will not return.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The last Nordic Relic is a TCG exclusive, Nordic Relic Megingjord:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Select 1 face-up "Aesir" or "Nordic" monster you control. Its ATK/DEF become double the original ATK/DEF, until the End Phase. That monster cannot attack your opponent directly this turn.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Megingjord targets an Aesir or Nordic monster on your side of the Field. It forces an ATK/DEF value that is the double of the Original ATK/DEF value respectively. This new value is not the Original ATK or DEF of the monster, much like how Shrink isn't an Original ATK value either. The targeted monster cannot the opponent directly, but it can still inflict Battle Damage.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Finally, let's take a look at these Aesir Monsters, the first one being Thor, Lord of the Aesir:</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><i><br />
</i></div><div style="text-align: center;"><i>1 "Nordic Beast" Tuner + 2 or more non-Tuner monsters</i><br />
<i>Once per turn, you can negate the effects of all face-up monsters your opponent controls, until the End Phase. During the End Phase, if this face-up card on the field was destroyed by your opponent's card (either by battle or by card effect) and sent to the Graveyard this turn, you can remove from play 1 "Nordic Beast" Tuner monster from your Graveyard to Special Summon this card from the Graveyard. When it is Special Summoned by this effect, inflict 800 damage to your opponent.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Thor's first effect is an Ignition Effect. It does not target, and it affects all of your opponent's face-up monsters at the time this effect resolves. Any effects that are activated or applied on the Field will be negated, even if the monster is not on the Field when it resolves, much like Forbidden Chalice. This does not affect the monsters that were not face-up when Thor's effect resolved. Thor then has an Optional Trigger Effect. If it was destroyed while face-up this turn, during the End phase, you can Remove from Play a Nordic Beast Tuner in your Graveyard as a cost to Special Summon Thor. If this effect's activation is negated, you can activate the effect again, but if only the effect is negated (such as with Royal Oppression), then you don't get to activate it again. Finally, if you succeed in resolving this effect, Thor has a third effect, which is a Mandatory Trigger Effect that inflicts some Effect Damage. It's activated upon its successful Summon, so it can be negated by Swallow Flip.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Loki, Lord of the Aesir:</div><i><br />
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<div style="text-align: center;"><i>1 "Nordic Alfar" Tuner + 2 or more non-Tuner monsters.</i><br />
<i>Once per turn, when your opponent activates a Spell/Trap Card during your Battle Phase, you can negate its activation and destroy it. During the End Phase, if this face-up card on the field was destroyed by your opponent's card (either by battle or by card effect) and sent to the Graveyard this turn, you can remove from play 1 "Nordic Alfar" Tuner monster from your Graveyard to Special Summon this card from the Graveyard. When this card is Special Summoned by this effect, you can select 1 Trap Card in your Graveyard, and add it to your hand.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Loki's first effect is a Quick Effect. You chain it to the activation of a Spell or Trap Card activated by your opponent during your Battle Phase in order to negate its activation. Loki then has the same Optional Trigger Effect that Thor has to Special Summon itself, only that you Remove from Play a "Nordic Alfar" Tuner Monster. When you succeed in this Special Summon, Loki has an Optional Trigger Effect that can be negated by Swallow Flip. It targets a Trap Card in your Graveyard in order to add it to your Hand.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And finally, we have Odin, Father of the Aesir:</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
<div style="text-align: center;"><i>1 "Nordic Ascendant" Tuner + 2 or more non-Tuner monsters</i><br />
<i>Once per turn, during your Main Phase, you can activate this effect to have this card become unaffected by the effects of Spell/Trap Cards until the End Phase. During the End Phase, if this face-up card on the field was destroyed by your opponent's card (either by battle or by card effect) and sent to the Graveyard this turn, you can remove from play 1 "Nordic Ascendant" Tuner monster from your Graveyard to Special Summon this card from the Graveyard. When this card is Special Summoned by this effect, you can draw 1 card.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Odin's first effect is an Ignition Effect. When it resolves, Odin becomes unaffected by S/T Cards until the End Phase. Any S/T Cards chained to this effect will still affect Odin as usual, and being an Ignition Effect, you cannot chain it to the S/T Card that you don't want affecting Odin. Odin also has the same Optional Trigger Effect that Thor has, Removing from Play a "Nordic Ascendant" Tuner Monsters. Finally, if you succeed in this Special Summon, Odin has an Optional Trigger Effect that allows you to draw a Card, which can be negated by Swallow Flip.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">That covers the Nordic Monsters from STOR. Stay tuned for more, hopefully sooner Q_Q</div></div><div style="text-align: left;"></div></div></div></div>ness00http://www.blogger.com/profile/06188979259804404088noreply@blogger.com3tag:blogger.com,1999:blog-8825550950309132126.post-10546225402260333302011-03-08T22:13:00.001-03:002011-04-16T05:08:20.164-03:00STOR Part 1: Six Pizza CatsWho would have though there would be such a huge delay -_-<br />
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Anyway, the most prominent theme in Storm of Ragnarok is probably the new Six Samurai monsters, which are the original versions of the Six Samurai monsters released in the earlier set Strike of Neos. Let's check the older ones first.<br />
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First, we have The Six Samurai - Irou:<br />
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<div style="text-align: center;"><i>While you control another "Six Samurai" monster with a different name, if this card attacks a face-down Defense Position monster, destroy the monster immediately with this card's effect without flipping it face-up or applying damage calculation. If this card would be destroyed, you can destroy another "Six Samurai" monster you control instead.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">The Samurai monsters from Strike of Neos share a common pattern. They have an individual effect that requires another Six Samurai monster to be activated or applied, and they also have a Continuous Effect to prevent destruction. Irou's individual effect is a Mandatory Trigger Effect. You activate it at the Start of the Damage Step, and it doesn't target. The second effect is the common Continuous Effect. It also doesn't target, and you apply it during an effect's resolution (or at the Damage Step when Irou would be destroyed in battle). You cannot destroy a Six Samurai monster that would be destroyed by the same effect.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have The Six Samurai - Kamon:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Once per turn, while you control another "Six Samurai" monster with a different name, you can destroy 1 face-up Spell or Trap Card. This monster cannot declare an attack during the turn this effect is used. If this card would be destroyed, you can destroy another "Six Samurai" monster you control instead.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">And The Six Samurai - Yaichi:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Once per turn, while you control another "Six Samurai" monster with a different name, you can destroy 1 Set Spell or Trap Card. This monster cannot declare an attack during the turn this effect is used. If this card would be destroyed, you can destroy another "Six Samurai" monster you control instead.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Both of these monsters have an Ignition Effect to destroy a Spell or Trap Card, and they only differ in whether they target must be face-up or face-down. This Ignition Effect targets, and the targeted Card must remain in the position that your Samurai requires (face-up or face-down), or otherwise this effect would resolve without effect. You also need your other Six Samurai monster with a different name to remain face-up until the resolution of the effect. Aside from that, both have the common Continuous Effect to prevent their destruction.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have The Six Samurai - Nisashi:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>While you control another "Six Samurai" monster with a different name, this card can attack twice during the same Battle Phase. If this card would be destroyed, you can destroy another "Six Samurai" monster you control instead.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Nisashi has a Continuous Effect that allows it to attack twice. Your other Six Samurai monster(s) with a different name must remain face-up before and during the second attack, or otherwise you won't be allowed to attack a second time. It also has the common Continuous Effect to escape destruction.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"> And similar to Nisashi, we have The Six Samurai - Yariza:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>While you control another "Six Samurai" monster with a different name, this card can attack your opponent directly. If this card would be destroyed, you can destroy another "Six Samurai" monster you control instead.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Yariza also has a Continuous Effect, only that its effect allows it to attack directly. Once again, you must control your other Six Samurai monster(s) throughout the attack, or otherwise the attack will stop. Yariza also has the Continuous Effect to destroy another Six Samurai monster.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The last of the Six Samurai in Strike of Neos was The Six Samurai - Zanji:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>While you control another "Six Samurai" monster with a different name, destroy any monster this card attacks at the end of the Damage Step. If this card would be destroyed, you can destroy another "Six Samurai" monster you control instead.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Zanji has a Mandatory Trigger Effect. It's activated at the End of the Damage Step if Zanji attacked a monster and didn't destroy it in battle. The effect doesn't target. Zanji doesn't need to remain face-up in order for this effect to resolve properly, but your other Six Samurai monster(s) do. Zanji also has the Continuous Effect to substitute itself in case of destruction.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have the leader of the Six Samurai, Great Shogun Shien:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>If you control 2 or more "Six Samurai" monsters, you can Special Summon this card from your hand. Your opponent can activate only 1 Spell/Trap Card each turn. If this card would be destroyed, you can destroy a "Six Samurai" monster you control instead.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Shien has a Summoning Condition that grants it an inherent Special Summon. It also has a Continuous Effect that restricts your opponent to activating only 1 Spell or Trap Card during each turn. Shien needs to be face-up throughout the turn to cause this restriction, so if your opponent has activated Cards earlier during the turn, and later you Special Summon Shien, your opponent can still activate 1 more S/T Card. If your opponent activates a S/T Card, and it has its activation negated, your opponent can activate 1 more S/T Card, but if your opponent activates a Card, and you chain an effect that would negate its activation, your opponent cannot activate a second S/T Card as chain link 3 due to Shien's restriction. Notice that this effect restricts Spell and Trap Card activations, and not their effects, so a player could activate the effect of a Card like Royal Oppression or Ultimate Offering as many times as s/he chooses to. Shien also has the common Continuous Effect of the Six Samurai to avoid destruction.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Strike of Neos also included Shien's Footsoldier:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 Level 3 or lower "Six Samurai" monster from your Deck.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Footsoldier has an Optional Trigger Effect. It's activated at the End of the Damage Step, and it's your usual recruiting effect.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The Six Samurai also had the privilege of introducing one of the first TCG exclusives, Grandmaster of the Six Samurai:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>You can only control 1 "Grandmaster of the Six Samurai" monster. While you control a face-up "Six Samurai" monster, you can Special Summon this card from your hand. When this card is destroyed by your opponent's card effect, add 1 "Six Samurai" monster from your Graveyard to your hand.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Grandmaster has a Condition that stops you from controlling more than 1 Grandmaster, similar to that of Gravekeeper's Chief. It also has a Summoning Condition that grants it an Inherent Special Summon. Finally, it has a Mandatory Trigger Effect activated upon its destruction. It targets one Six Samurai monster in your Graveyard. Grandmaster doesn't need to be sent to the Graveyard, it can be destroyed and Removed from Play. It can also target itself if it's destroyed and sent to the Graveyard.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">There's also some support in Strike of Neos, like Legendary Ebon Steed:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Equip only to a "Six Samurai" monster. It gains 200 ATK and DEF. If it would be destroyed, destroy this card instead.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Steed has two Continuous Effects. One is a small ATK/DEF boost, and the other is an effect similar to that of the Six Samurai that prevents destruction. Steed's effect supersedes the effect of the equipped Six Samurai monster to prevent destruction. If a monster is equipped with multiple copies of Steed, all are destroyed at the same time.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And another Spell Card is Shien's Castle of Mist:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>When a "Six Samurai" monster is attacked, the attacking monster loses 500 ATK during damage calculation only.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">This Field Spell Card has a Continuous Effect. It's applied during Damage Calculation, and it doesn't target.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">As for Trap Cards, we have Swift Samurai Storm!:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Each turn, after the first time a "Six Samurai" monster you control battles, all "Six Samurai" monsters you control gain 300 ATK until the end of this turn.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Samurai Storm has a Continuous Effect. It's applied at the End of the Damage Step after the first battle of one of your Six Samurai monsters. All Six Samurai monsters gain 300 ATK, and can only gain 300 ATK at a time for each copy of Samurai Storm.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The last Card in Strike of Neos is Return of the Six Samurai:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Special Summon 1 "Six Samurai" monster from your Graveyard. Destroy it at the end of this turn.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Return targets a Six Samurai monster in the Graveyard and Special Summons it. Then, it sets a Condition that will destroy that Six Samurai monster at the end of the turn. You can use the Samurai's effect to save it from this destruction.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Following that, we have some support in Gladiator's Assault. First we have Enishi, Shien's Chancellor:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 2 "Six Samurai" monsters from your Graveyard. Once per turn, you can destroy 1 face-up monster on the field. If you activate this effect, this card cannot attack this turn.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Enishi has a Summoning Condition with an Inherent Special Summon. It also has an Ignition Effect that targets a face-up monster in order to destroy it. As usual, you can't attack and later activate its effect.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Spirit of the Six Samurai:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Once per turn, you can equip this card to a face-up "Six Samurai" monster you control, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that equipped monster gains 500 ATK and DEF. When the equipped monster destroys an opponent's monster by battle, draw 1 card. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Spirit is an Union Monster. It has the usual Ignition Effect to equip itself to a monster, and an Ignition-like effect to unequip itself. While equipped, it has a Continuous Effect that provides an ATK/DEF boost, a Trigger-like effect to draw Cards activated at the End of the Damage Step, and a Continuous Effect to prevent the equipped monster's destruction. Much like Legendary Ebon Steed, its effect takes precedence over the effect of the Six Samurai to prevent destruction. If both Steed and Spirit are equipped, both are destroyed.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">There's also one Spell Card, Cunning of the Six Samurai:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Send 1 face-up "Six Samurai" monster you control to the Graveyard. Special Summon 1 "Six Samurai" monster from either player's Graveyard.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Cunning sends a monster to the Graveyard as a cost and targets a monster in either player's Graveyard. Being a cost, you cannot activate it if Macro Cosmos is active. You can Special Summon the same monster you send to the Graveyard but only if there was a valid target in the first place.</div><div style="text-align: left;"><br />
As for Trap Cards, we have Swiftstrike Armor:<br />
<br />
<div style="text-align: center;"><i>During your Draw Phase, if you draw a "Six Samurai" Monster Card, you can Special Summon it.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Swiftstrike Armor has a Trigger-like effect. You reveal the drawn Six Samurai monster, and Special Summon it when the effect resolves. If Armor is destroyed in a chain to its effect, it resolves without effect.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then we have Double-Edged Sword Technique:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>Select 2 "Six Samurai" monsters from your Graveyard, and Special Summon them in face-up Attack Position. Destroy them during the End Phase of this turn and take damage equal to the ATK of the destroyed monster(s).</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Technique targets two Six Samurai monsters in the Graveyard, and sets a Condition to destroy them during the End Phase. If there's only one target at the time the effect resolves, you still Special Summon the other target. If there's only one of the monsters face-up during the End Phase, you destroy that monster. The damage inflicted is equal to the ATK of the monster while in the Graveyard. If the Special Summoned monster is no longer face-up or is no longer a monster (such as if you Special Summon Spirit of the Six Samurai and then equip it to a monster), then it's not destroyed and you take no damage.</div><div style="text-align: left;"></div><div style="text-align: left;">Following that, Samurai monsters received more support in Force of the Breaker with Backs to the Wall:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Pay Life Points so that you only have 100 left. Special Summon as many "Six Samurai" monsters from your Graveyard as possible. You cannot Special Summon more than 1 monster with the same name, or a monster that has the same name as a monster you already control.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Backs to the Wall pays Life Points as a cost. The Special Summon doesn't target.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">It also has the Trap Card Breakthrough!:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Select 1 "Six Samurai" monster you control. If the selected monster destroys an opponent's monster by battle, "Great Shogun Shien" and all "Six Samurai" monsters you control can attack your opponent directly during the Battle Phase of this turn.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Breakthrough targets a Samurai monster you control. After that, once that monster destroys a monster in battle, all Six Samurai monsters and Great Shogun Shien you control can attack directly. You must control these monsters at the time of the destruction in battle. Newly Summoned Samurai after the battle won't receive this bonus.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Some time later, Phantom Darkness provided some more support with Six Samurai United:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>When a "Six Samurai" monster is Normal Summoned or Special Summoned, place 1 Bushido Counter on this card (max. 2). By sending this card to the Graveyard, draw a number of cards from your Deck equal to the number of Bushido Counters on this card.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Placing Bushido Counters doesn't start a chain, and you will place them even if the Samurai monster is no longer face-up once its Summon is successful. You just can't place them if the Samurai has its Summon negated. When more than one Six Samurai monster is Special Summoned, you only place 1 Bushido Counter. If Six Samurai United has its effect negated, it will lose all of its Bushido Counters. This Card also has an Ignition-like effect. Sending it to the Graveyard is a cost, so you cannot activate this effect if Macro Cosmos is active.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Even later, The Duelist Genesis provided more support with Hand of the Six Samurai:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>While you control another "Six Samurai" monster, you can Tribute 1 "Six Samurai" monster to destroy 1 monster on the field.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Hand has an Ignition Effect. Tributing a Samurai monster is a cost, and it targets an opponent's monster.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Eventually, Stardust Overdrive provided even more support with Gateway of the Six Samurai:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Each time a "Six Samurai" monster is Normal or Special Summoned, place 2 Bushido Counters on this card. You can remove Bushido Counters from your side of the field to apply the following effects. ● 2 Counters: Until the End Phase of this turn, 1 face-up "Six Samurai" or "Shien" Effect Monster gains 500 ATK. ● 4 Counters: Add 1 "Six Samurai" monster from your Deck or Graveyard to your hand. ● 6 Counters: Special Summon 1 "Shien" Effect Monster from your Graveyard.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Gateway's Continuous Effect to place Bushido Counters works exactly as Six Samurai United's, only that this one places two at the time. Gateway has three Ignition-like effects, and being of that type, none can be activated during the Damage Step. The first effect targets a Samurai monster you control. The second effect doesn't target, as it can add Cards from the Deck too. The third effect targets a monster in the Graveyard.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The last Card before Storm of Ragnarok comes in Crimson Crisis and it's Six Scrolls of the Samurai:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Tribute 2 face-up "Six Samurai" monsters. Special Summon 1 "Great Shogun Shien" from your Deck.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Tributing the Samurai monsters is a cost. This effect doesn't target.<br />
<br />
And we then arrive to our final stop, the Cards from Storm of Ragnarok. First we have Legendary Six Samurai - Kizan:<br />
<br />
<div style="text-align: center;"><i>If you control a face-up "Six Samurai" monster other than "Legendary Six Samurai - Kizan", you can Special Summon this card from your hand. While you control 2 or more other face-up "Six Samurai" monsters, this card gains 300 ATK and DEF.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Kizan has a Summoning Condition which grants it an Inherent Special Summon. Additionally, it has a Continuous Effect that boosts its ATK and DEF.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Legendary Six Samurai - Enishi:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>During either player's turn, if you control another face-up "Six Samurai" monster with a different name, you can remove from play 2 "Six Samurai" monsters from your Graveyard to select 1 face-up monster on the field and return it to the hand. You can only use this effect once per turn. While you control 2 or more face-up "Six Samurai" monsters other than "Legendary Six Samurai - Enishi", this card gains 500 ATK and DEF.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Enishi has two effects. The first is an Optional Quick Effect. Removing Six Samurai monsters from Play is a cost, and this effect targets a face-up monster. It cannot be activated during the Damage Step. The second effect is a Continuous Effect, which much like Kizan, it boosts ATK and DEF.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Legendary Six Samurai - Kageki:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>When this card is Normal Summoned, you can Special Summon 1 Level 4 or lower "Six Samurai" monster from your hand. While you control another face-up "Six Samurai" monster with a different name, this card gains 1500 ATK.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Kageki has an Optional Trigger Effect activated upon its Normal Summon. It can be negated by Pulling the Rug. It Special Summons a Samurai from your Hand. This effect doesn't target. Additionally, it has a Continuous Effect to increase its ATK.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And then, we have Legendary Six Samurai Shinai:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>If you control a face-up "Legendary Six Samurai - Mizuho", you can Special Summon this card from your hand. If this card is Tributed, select 1 "Six Samurai" monster in your Graveyard, and add it to your hand, except "Legendary Six Samurai - Shinai".</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Shinai has a Summoning Condition which grants it an Inherent Special Summon. The Mizuho you control can also be treated as an Equip Spell Card. Other than that, Shinai has a Mandatory Trigger Effect. It targets a Samurai in your Graveyard.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">As for this Legendary Six Samurai - Mizuho, here it is:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>If you control a face-up "Legendary Six Samurai - Shinai", you can Special Summon this card from your hand. Once per turn, you can Tribute another "Six Samurai" monster to select and destroy 1 card on the field.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Mizuho also has an Inherent Special Summon, only that it works the opposite of Shinai's. Mizuho has an Ignition Effect that tributes a Samurai as a cost. It targets a Card on the Field and destroys it.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Other than the Six Samurai monsters, we have Kagemusha of the Six Samurai:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>When (exactly) 1 face-up "Six Samurai" monster you control is targeted by a Spell Card, Trap Card, Spell/Trap effect, or Effect Monster's effect, you can change the target to this face-up card on the field, instead.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Kagemusha has a Quick Effect. You chain it to a targeting effect that selected one of your Samurai as a target, and changes its target to Kagemusha. In order to do this, Kagemusha must be a legal target for the effect. For example, if one of your Six Samurai monsters is targeted by Soul Exchange, you can redirect Soul Exchange to Kagemusha, as Soul Exchange's target can be any monster you control. However, if you attack with a Six Samurai monster, and your opponent activates Dimensional Prison, you cannot activate Kagemusha's effect, as Kagemusha is not an attacking monster. This effect also cannot be activated during the Damage Step.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then we have Shien's Squire:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>If a "Six Samurai" monster you control battles, during damage calculation you can send this card from your hand to the Graveyard . That "Six Samurai" monster cannot be destroyed by battle during this turn.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Squire has an Optional Quick Effect. You activate it during Damage Calculation. Sending Squire to the Graveyard is a cost, so you cannot activate this effect if Macro Cosmos is active. The effect doesn't target, and it protects the Samurai from being destroyed in battle.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">STOR also brings a TCG exclusive monster as an additional servant to Shien, Shien's Daredevil:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>When this card is Normal Summoned, place 1 Bushido Counter on it (max. 1). This card gains 300 ATK for each Bushido Counter on it. Once per turn, you can remove 1 Bushido Counter from this card to select 1 face-up card on the field that you can place a Bushido Counter on, and place 1 Bushido Counter on it.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Daredevil's first effect is a Mandatory Trigger Effect. It places a Bushido Counter on itself. Daredevil also has a "hidden" Continuous Effect that allows it to hold these Bushido Counters. If it has its effects negated, the Bushido Counters are removed. Its second effect is a Continuous Effect that gives an ATK bonus while it holds Bushido Counters. Finally, it has an Ignition Effect. It removes a Bushido Counter from Daredevil as a cost, and moves it to another Card, which is targeted by this effect. </div><div style="text-align: left;"><br />
</div><div style="text-align: left;">We have some Spell Cards, one being Shien's Smoke Signal:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Add 1 Level 3 or lower "Six Samurai" monster from your Deck to your hand.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Smoke Signal adds Cards from the Deck to the Hand, so it cannot be activated if Thunder King Rai-Oh is face-up on the Field. It also doesn't target.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Six Strike - Triple Impact:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>If you control 3 or more face-up "Six Samurai" monsters, you can activate 1 of these effects:<br />
●Destroy all face-up monsters your opponent controls.<br />
●Destroy all face-up Spell/Trap Cards your opponent controls.<br />
●Destroy all Set Spell/Trap Cards your opponent controls.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Triple Impact requires you to control three Samurai in order to be activated .If you activate its effect with Diamond Dude's effect, you can skip this requirement. You choose which effect to activate when you activate this Card. None of these effects target.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Moving on, we have Asceticism of the Six Samurai:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Select 1 face-up "Six Samurai" monster you control. Special Summon 1 "Six Samurai" monster from your Deck with a different name but equal ATK to the selected monster. During the End Phase of this turn, destroy the selected monster.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Asceticism targets a Samurai you control. It then Special Summons another Samurai from the Deck, which isn't targeted while doing so. Finally, it sets a condition to destroy the targeted monster during the End Phase, even if you didn't manage to Summon a second Samurai in the first place.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The last Spell Card is a Field Card, Temple of the Six:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Each time a "Six Samurai" monster is Normal or Special Summoned, place 1 Bushido Counter on this card. Face-up monsters your opponent controls lose 100 ATK for each Bushido Counter on this card.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Temple has two Continuous Effects. One places Bushido Counters each time one ore more Samurai are Normal or Special Summoned. The other reduces the ATK of the opponent's monsters according to the Bushido Counters on Temple. It also has a "hidden" effect that allows it to hold Bushido Counters, which means that if it has its effects negated, all Bushido Counters are gone.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">As for Trap Cards, we have Musakani Magatama:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Activate only if you control a face-up "Six Samurai" monster when your opponent activates a Spell Card, Trap Card or Effect Monster's effect that would destroy a card(s). Negate the card's activation and destroy it.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Magatama negates activations of effects that would destroy Cards. Negating activations means it cannot negate the effects of already active S/T Cards like Royal Oppression or Blaze Accelerator. Notice how it doesn't specify the location of the Card, so it can also negate the activation of effects that would destroy Cards outside of the Field, like Solemn Warning negating a Normal Summon or an Inherent Special Summon.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Shien's Scheme:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Activate only when a "Six Samurai" monster you control is destroyed by battle. Special Summon up to 2 "Six Samurai" monsters from your hand.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Scheme is activated at the End of the Damage Step. It doesn't target the Samurai monsters in your Hand.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Additionally, a TCG exclusive Trap Card was made, Six Strike - Thunder Blast:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Remove 1 Bushido Counter on the field to activate one of the following effects:<br />
●Select 1 monster your opponent controls, and destroy it.<br />
●Select 1 card your opponent controls, and return it to the hand.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Removing a Bushido Counter is a cost. Both effects target.</div><div style="text-align: left;"></div><div class="cssButtonOuter"><div class="cssButtonMiddle"><div class="cssButtonInner"><br />
</div></div></div><br />
<div style="text-align: left;">The last Card is obviously the last of the original Six Samurai, Legendary Six Samurai - Shi En:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>1 Warrior-Type Tuner + 1 or more non-Tuner "Six Samurai" monsters<br />
Once per turn, when your opponent activates a Spell/Trap Card, you can negate it's activation and destroy it. If this face-up card on the field would be destroyed, you can destroy another face-up "Six Samurai" monster you control instead.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Shi En isn't actually a "Shien" Effect Monster, so you cannot use it for effects that refer to that name, such as Gateway of the Six's third effect. Shi En has an Optional Quick Effect that negates the activation of a Spell or Trap Card. It can be activated during the Damage Step, as it negates activations, but it cannot negate the effects of already active S/T Cards for the same reason. Shien also has the Continuous Effect of the Strike of Neos Six Samurai to destroy a different Six Samurai to protect itself from destruction.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And that's all for Samurai so far. Stay tuned for more STOR. If you have any questions, feel free to drop me an e-mail at ness00[at]gmail[dot]com.</div></div></div><div style="text-align: left;"></div>ness00http://www.blogger.com/profile/06188979259804404088noreply@blogger.com0tag:blogger.com,1999:blog-8825550950309132126.post-53197524387976938862011-03-01T21:14:00.000-03:002011-03-01T21:14:13.652-03:00A Certain Forbidding CardThe Forbidden and Limited Cards Lists start being effective today, March 1st. Quite a convenient day to actually write a new article, the one I've been delaying about Prohibition and Psi-Blocker.<br />
<br />
Let's look first at Prohibition:<br />
<br />
<div style="text-align: center;"><i>When you activate this card, declare 1 card name. Cards with that name and their effects cannot be used. Cards on the field before this card was activated are not affected (including face-down cards).</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Prohibition's rulings based solely on its text are very simple. You declare a Card name upon activating Prohibition (before either player can respond to its activation), and once it resolves, the declared Card cannot be used. What "cannot be used" implies is a whole different story. Other than that, being a Continuous Spell Card, Prohibition needs to remain face-up to keep prohibiting the declared Card from being used. As for declaring a Card, declaring the full name of the Card is advised, but if you don't remember it completely, you can use further details about the Card (its ATK/DEF, its effects, its picture, etc.).</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Much like Necrovalley, Prohibition has a fun ruling history. For years, Prohibition was a very overlooked Card, and without players asking questions, official rulings aren't issued as frequently. This Card had no more than 4 rulings or so through most of its history, and they addressed very individual situations, without explaining how the Card worked in general.<br />
<br />
Eventually, Prohibition became extremely popular. At first, no one really knew why, but eventually, people found an apparently better use for Prohibition other than stopping D.D. Scout Plane as its rulings suggested. The general consensus of judges gave some new rulings to Prohibition which no one have ever heard about, making it much more powerful than before. OCG rulings suggested that Prohibition mainly stopped effects and attacks from the declared Card, but these new rulings basically invalidated the Card completely. You weren't able to place it on the Field by any means (not even effects), or use it as a cost. The prohibited Card basically became a brick inside your Deck. People were mainly concerned about Gladiator Beasts at the time, and by prohibiting Gladiator Beast Bestiari with these rulings, you would invalidate their easiest form of S/T removal, the Special Summon of Gladiator Beast Gyzarus, and some other moves.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">While people were enjoying a Card that essentially stopped Gladiator Beast Decks dead in their tracks, this consensus about the definition of "cannot be played" was never official. Things like this happen sometimes, with judges needing answers faster than they are issued. Oh well. Eventually, official rulings and an errata were issued. The errata pretty much changed "cannot be played" with "cannot be used" and made some small clarifications, but the rulings finally gave a detailed explanation of how Prohibition worked. Most importantly, it defined what "cannot be used" means and its extent. The moral of the story being, definitions are extremely important.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">So, to finally get into business, Prohibition works like this:</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">-"Cannot be used" prevents the Card from being manually placed on the Field. So you cannot activate a prohibited Spell Card from your Hand, you cannot set a prohibited Spell or Trap Card in your S/T or Field Card Zone, you cannot Normal Summon or Set a Monster from your Hand, and you cannot initiate an Inherent Special Summon of a monster (Cyber Dragon, Machina Fortress, Gladiator Beast Heraklinos, Synchro Summons, etc.).</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">-Prohibited Cards can be placed on the Field by Card effects. So you can Special Summon Gladiator Beast Bestiari with Gladiator Beast Laquari's effect. You can also move prohibited Cards from one place to another by Card effects (from the Deck to the Hand, Remove them from Play, etc.).</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">-Prohibited Monster Cards placed on the Field cannot attack or change their battle position manually. </div><div style="text-align: left;"><br />
</div><div style="text-align: left;">-A prohibited Fusion Monster cannot be Fusion Summoned. A prohibited monster cannot be used as a Fusion Material.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">-A prohibited Synchro Monster cannot be Synchro Summoned. A prohibited monster cannot be used as a Synchro Material.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">-A prohibited Ritual Monster cannot be Ritual Summoned. A prohibited monster CAN be tributed for a Ritual Summon.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">-Prohibited Cards cannot activate their effects, regardless of where they activate. So you cannot activate the effects of Honest, Zombie Master, Sangan, D.D. Survivor, Serpentine Princess, or Elemental Hero Absolute Zero returning to the Extra Deck. Continuous Effects of the prohibited Card cannot be applied either.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">-You can use a prohibited Card as a cost for an effect. You can also tributed a prohibited monster for a Tribute Summon.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
And finally, we have the last line of Prohibition, which is very important. Cards that were already on the Field before Prohibition's effect resolves are not affected. This means that if the declared Spell or Trap Card is set on the Field when Prohibition resolves, you can activate it, and if it's face-up, you can activate or apply its effects. Prohibited monsters that were already on the Field when Prohibition resolves don't face any of its restrictions either, and won't be affected either if they are sent to the Graveyard or Removed from Play. Once they return to the Hand, Deck, Extra Deck, or to the Field, they'll be affected by Prohibition's effect.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
Let's not forget our other Card for today, Psi-Blocker:</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><i>Once per turn, you can declare 1 card name. Cards with that name, and their effects, cannot be used until the End of your opponent’s next turn.</i></div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Psi-Blocker has an Ignition Effect. Unlike Prohibition, Psi-Blocker doesn't need to remain face-up in order to apply its effect. It works exactly like Prohibition, but with a bonus. Cards on the Field WILL be affected. This allows you to prohibit Cards that are already on the Field, which will cause the same result as placing them of the Field after Prohibition resolved.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And that's all for today. Enjoy the six months of these Forbidden and Limited Lists. If you have any questions, feel free to drop me an e-mail at ness00[at]gmail[dot]com.</div>ness00http://www.blogger.com/profile/06188979259804404088noreply@blogger.com1tag:blogger.com,1999:blog-8825550950309132126.post-10968407578770682552011-02-11T01:08:00.000-03:002011-02-11T01:08:21.743-03:00Final JusticeDuelist Pack: Yusei 3 brings us 8 new Cards used by the main character of Yu-Gi-Oh! 5D's. Let's take a look.<br />
<br />
First, we have Boost Warrior:<br />
<br />
<div style="text-align: center;"><i>If you control a face-up Tuner monster, you can Special Summon this card from your hand in face-up Defense Position. All Warrior-Type monsters you control gain 300 ATK.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Boost Warrior has a Summoning Condition that allows you to Summon it through an Inherent Special Summon if you control a face-up Tuner Monster. Other than that, it has a Continuous Effect that provides an ATK boost to Warriors on your side of the Field.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Justice Bringer:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Once per turn, when a Special Summoned monster your opponent controls activates its effect, you can negate the activation.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Justice Bringer has an Optional Quick Effect. It negates the activation of a Monster Effect. The effect must have originated from a monster your opponent controlled, and that monster must have been Special Summoned to the Field. This effect doesn't target and it can be activated during the Damage Step. It can only negate effects activated on the Field, so even if your opponent Special Summoned Sangan, its effect activates in the Graveyard, so Justice Bringer can't negate it. However, Justice Bringer can negate effects that activate on the Field even if the opponent's monster is no longer on the Field by the time the effect is activated, for example, if your opponent controls a Special Summoned Exiled Force and activates its effect.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Bri Synchron:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>If this card is sent to the Graveyard as a Synchro Material Monster, until the End Phase of this turn, the Synchro Monster that used this card as a Synchro Material Monster gains 600 ATK but its effects are negated.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Bri Synchron has a Continuous Effect. You simply apply it as soon as the Synchro Monster is face-up. Using multiple copies of Bri Synchron gives more ATK to the monster. The effect negation lasts until the End Phase, and it negates any effects activated on the Field. Flipping the monster face-down gets rid of the ATK bonus but also gets rid of the negation.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And then, the last monster is Big One Warrior:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>During your Main Phase, you can send 1 Level 1 monster, except this card, from your hand to the Graveyard to Special Summon this card from your hand.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Big One Warrior has an Ignition Effect. Sending a monster to the Graveyard is a cost, so it can't be activated if Macro Cosmos is face-up on the Field.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">As for Spell Cards, we have Battle Waltz:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>Select 1 face-up Synchro Monster you control. Special Summon 1 "Waltz Token" with the same Type, Attribute, Level, ATK and DEF as that monster. Players take no Battle Damage from battles involving this Token.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Battle Waltz targets a Synchro Monster on your side of the Field to Special Summon a Token with the same Type, Attribute, Level, ATK and DEF. If the target is missing at the time of this Card's effect's resolution, you don't Special Summon the Waltz token. The ATK and DEF are considered to be the token's Original ATK and DEF.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The other Spell Card is Synchro Gift:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Select 2 face-up monsters you control (1 Synchro Monster and 1 non-Synchro monster). Until the End Phase of this turn, reduce the ATK of the Synchro Monster to 0, and the other monster gains ATK equal to the Synchro Monster's original ATK.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Synchro Gift targets two monsters you control. It sets the ATK of the Synchro Monster to zero, and the non-Synchro Monster gains ATK equal to the Original ATK of the Synchro. Notice the terminology used in the ATK variations. Furthermore, if the non-Synchro monster is no longer face-up by the time Synchro Gift resolves, your Synchro Monster still has its ATK reduced to zero.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And then, we have two Trap Cards, one is Card of Sacrifice:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Draw 2 cards, if the combined ATK of all your face-up Attack Position monsters (minimum 2) is less than the ATK of your opponent's face-up monster with the lowest ATK. You cannot Summon or change Battle Position the turn you activate this card.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Card of Sacrifice basically has a ton of requirements for you to draw Cards. If you already performed a Summon or if you changed the Battle Position of a monster manually during this turn, you cannot activate it. If you have less than 2 monsters, their total ATK is higher than the opponent's monster, or the opponent no longer has monsters, you don't draw 2 Cards. This Card doesn't target.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The last Card for today is Synchro Material:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Select 1 face-up monster your opponent controls. If you Synchro Summon this turn, you can use the selected monster as a Synchro Material Monster. You cannot conduct your Battle Phase during the turn you activate this card.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Synchro Material targets an opponent's monster. It doesn't perform a Synchro Summon by itself, so if you are outside of your Main Phases, you'll need another Card's effect to perform the Synchro Summon. If you target your opponent's Formula Synchron, you cannot activate its effect to perform a Synchro Summon, but if you control Formula Synchron during your opponent's Main Phase, and you activate Synchro Material, you can later use Formula's Quick Effect to perform a Synchro Summon with that monster. If the targeted monster is flipped face-down, you can no longer use it as a Synchro Material. If you target your opponent's Tuningware, you can treat it as a Level 2 monster, but it will be your opponent who draws a Card.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">That's all for this Duelist Pack. If you have any questions, feel free to drop me an e-mail at ness00[at]gmail[dot]com.</div><div style="text-align: left;"><br />
</div>ness00http://www.blogger.com/profile/06188979259804404088noreply@blogger.com0tag:blogger.com,1999:blog-8825550950309132126.post-60193651695071515902011-01-29T15:14:00.001-03:002011-02-10T20:16:33.446-03:00STBL Part 6: Terminal StarAnd to finish Starstrike Blast already, we have the last batch of exclusive Cards, imports, and the Ice Barrier theme support.<br />
<br />
Let's start with the Ice Barrier support. First we have Medallion of the Ice Barrier:<br />
<br />
<div style="text-align: center;"><i>Add 1 "Ice Barrier" monster from your Deck to your hand.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"></div><div style="text-align: left;">Next, we have Mirror of the Ice Barrier:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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).</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Ice Barriers also received an OCG import, Royal Knight of the Ice Barrier:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Later, we have some Ally monsters, one being Ally Salvo:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Ally Salvo has a Mandatory Trigger Effect. You activate it at the End of the Damage Step. It targets two Cards on the Field.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Ally of Justice Thousand Arms:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And finally, we have Ally of Justice Unknown Crusher:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>When this card battles a LIGHT monster, remove that monster from play after damage calculation.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.<br />
<br />
We then have some Genex Ally monsters, one being Genex Ally Duradark:<br />
<br />
<div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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).</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And we also have Genex Ally Axel:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>1 "Genex" Tuner + 1 or more non-Tuner monsters<br />
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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have a Fabled Monster, The Fabled Rubyruda:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>When this face-up card you control is selected as an attack target, you can discard 1 "Fabled" monster to negate the attack</i>.</div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And finally, we have two Dragunity Knight monsters, one being Dragunity Knight Vajrayana:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>1 Dragon-Type Tuner + 1 or more non-Tuner Winged Beast-Type monsters<br />
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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The other Dragunity Knight is Dragunity Knight - Gae Dearg:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>1 Dragon-Type Tuner + 1 or more non-Tuner Winged Beast-Type monsters<br />
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.</i> </div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">As for the TCG exclusives, first we have Archfiend Empress:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Skull Meister:<br />
<br />
<div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Droll & Lock Bird:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.")</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Moving on, we have Spellstone Sorcerer Karood:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then we have Gravekeeper's Recruiter:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And then, we have Koa'ki Meiru Wall:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And the last Card is a Trap Card, Mischief of the Yokai:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">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.</div></div><div style="text-align: left;"></div></div>ness00http://www.blogger.com/profile/06188979259804404088noreply@blogger.com2tag:blogger.com,1999:blog-8825550950309132126.post-17818196892158619262011-01-22T04:32:00.000-03:002011-01-22T04:32:53.875-03:00STBL 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.<br />
<br />
First, we have Chain Dog:<br />
<br />
<div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Wightmare:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Anarchist Monk Rashin:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And then, we have Delg the Dark Monarch:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">We then have two more Fusion Monsters that use Synchro Monsters as their Fusion Materials, one is Supreme Arcanite Magician:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>1 Spellcaster-Type Synchro Monster + 1 Spellcaster-Type monster<br />
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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The other Fusion Monster is Gaia Drake, the Universal Force:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>1 "Gaia Knight, the Force of Earth" + 1 non-Effect Synchro Monster<br />
This card cannot be targeted by, or destroyed by, the effects of Effect Monsters.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Now let's look at some Spell Cards, starting with Koa'ki Ring:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Darkworld Shackles:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Axe of Fools:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Moving on, we have Cursed Bill:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Tokkosho of Ghost Destroying:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: left;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And then, we have Heat Wave:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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).</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The last Spell Card in the set is White Elephant's Gift:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Send 1 face-up non-Effect monster you control to the Graveyard to draw 2 cards.</i></div><div style="text-align: left;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">As for the Trap Cards, we have Vanity's Emptiness:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Neither player can Special Summon monsters. Destroy this card when a card is sent from the Deck or the field to your Graveyard.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Different Dimension Ground:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>This turn, any monster sent to the Graveyard is removed from play instead.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Powersink Stone:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Moving on, we have Tyrant's Temper:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Tribute 1 monster to activate this card. All face-up monsters on the field that you own are unaffected by other Trap Cards.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And finally the last Card for today is Dark Trap Hole:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">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.</div>ness00http://www.blogger.com/profile/06188979259804404088noreply@blogger.com0tag:blogger.com,1999:blog-8825550950309132126.post-28693008624073869372010-12-23T02:40:00.000-03:002010-12-23T02:40:25.755-03:00STBL Part 4: That's no moon...Like any set, Starstrike Blast includes some Cards used in the anime. Let's take a look:<br />
<br />
First, we have Swift-Attack Scarecrow:<br />
<br />
<div style="text-align: center;"><i>When your opponent's monster declares a direct attack, you can discard this card to negate that attack and end the Battle Phase.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Mirror Ladybug:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Reed Butterfly:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Reed Butterfly's Summoning Condition gives it an Inherent Special Summon. It has no further Monster Effects.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Moving on, we have Needle Soldier:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: left;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Necro Linker:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The last regular Yusei monster is Rescue Warrior:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Now let's look at Jack's Cards, starting with Power Giant:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Vice Berserker:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Lancer Archfiend:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Moving on, we have Power Breaker:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Extra Veiler:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Synchro Soldier:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And finally, some Tuners, one being Creation Resonator:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>If you control a face-up Level 8 or higher Synchro Monster, you can Special Summon this card from your hand.</i></div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Creation Resonator's Summoning Condition gives it an Inherent Special Summon. Nothing else.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The other Tuner being Attack Gainer:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Attack Gainer has a Mandatory Trigger Effect. It activates upon the successful Summon of the Synchro Monster, and it targets an opponent's monster.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Now, let's look at some of Crow's Cards, starting with Blackwing - Etesian of Two Swords:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Blackwing - Aurora the Northern Lights:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And finally, we have Blackwing - Abroholos the Megaquake:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And the last regular monster is one of Aki's mosters, Glow-Up Bulb:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">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. "<i>Each player</i>" 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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">There's only one Spell Card from the anime, and that is Tuning:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Add 1 "Synchron" Tuner monster from your Deck to your hand. Then send the top card of your Deck to the Graveyard.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.<br />
<br />
Now, let's look at some Trap Cards, starting with D2 Shield:<br />
<div style="text-align: center;"> <i><br />
</i></div><div style="text-align: center;"> <i>Select 1 face-up Defense Position monster you control. Its DEF becomes double its original DEF.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Red Screen:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Blackback:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Blackback targets a monster in your Graveyard. As usual, you cannot Normal Summon/Set, and then activate Blackback later during the turn.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Moving on, we have Defenders Intersect:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Activate only during the Battle Phase. Defense Position monsters your opponent controls are changed to face-up Attack Position, and their effects are negated.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Gravity Collapse:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Gravity Collapse sends a Synchro</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Blackwing - Boobytrap:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Moving on, we have Star Siphon:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And finally, we have Half Counter:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Half Counter is activated during Damage Calculation. It only targets your monster.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Now, let's look at the Synchros, starting with Red Nova Dragon:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>2 Tuners + "Red Dragon Archfiend"<br />
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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Formula Synchron:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>1 Tuner + 1 non-Tuner Monster<br />
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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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).</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The last Card for today is the cover Card of the set: Shooting Star Dragon:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>1 Tuner Synchro Monster + "Stardust Dragon"<br />
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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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 <b>individual</b> effect, meaning all three effects can be used in a single turn, but each can only be used once.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">That's all we have on STBL for today. Stay tuned for more Starstrike Blast!</div></div>ness00http://www.blogger.com/profile/06188979259804404088noreply@blogger.com0tag:blogger.com,1999:blog-8825550950309132126.post-71014445940719503852010-12-10T18:38:00.001-03:002010-12-13T02:37:01.717-03:00STBL Part 3: BiofuelStarstrike Blast also brings some support for Watt and Naturia monsters. Let's take a look.<br />
<br />
Regarding Watts, let's look at the monsters first, starting with Wattkiwi:<br />
<br />
<div style="text-align: center;"><i>“Watt” monsters you control cannot be destroyed by battle while they are attacking.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Watthopper:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Your opponent cannot select another face-up "Watt" monster on the field as an attack target, or target them with card effects.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Wattdragonfly:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The last Watt monster in this set is Wattsquirrel:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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).</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">We then have two Spell Cards, one being Wattcastle:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Any monster that attacks a "Watt" monster loses 1000 ATK after damage calculation.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And the other Spell Card being Wattjustment:</div><div style="text-align: left;"></div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"></div><div style="text-align: left;"></div><div style="text-align: left;">The last Card for the Watt theme in this set is the Trap Card Wattkeeper:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Select 1 Level 4 or lower "Watt" monster in your Graveyard. Special Summon that monster from the Graveyard. Destroy it during the End Phase.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Now, let's take a look at the Naturia Cards. Let's start with the first monster, Naturia Cherries:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Naturia Pumpkin:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>When this card is Normal Summoned, if your opponent controls a monster, you can Special Summon 1 "Naturia" monster from your Hand.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The last Naturia Monster is Naturia Stag Beetle:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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. </div><div style="text-align: left;"><br />
</div><div style="text-align: left;">As for the Spell Cards, we have Barkion's Bark:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Activate only if you control a face-up "Naturia" monster. Your opponent cannot activate Trap Cards this turn.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Leodrake's Mane:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Select 1 face-up "Naturia" monster you control. Its ATK becomes 3000, and its effects are negated, until the End Phase.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The last Card for today is the only Trap Card for the Naturia theme in the set: Extrio's Fang:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Fang negates the activation of a Spell or Trap Card, so it can't negate the effects of an already-active S/T Card.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">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.</div>ness00http://www.blogger.com/profile/06188979259804404088noreply@blogger.com2tag:blogger.com,1999:blog-8825550950309132126.post-3934171059741474502010-12-05T17:30:00.000-03:002010-12-05T17:30:50.430-03:00STBL Part 2: Chocolate StarfishScrap monsters return in Starstrike Blast with some new support Cards, as well as a brand new Synchro Monster. Let's take a look:<br />
<br />
First, we have Scrap Soldier:<br />
<br />
<div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Scrap Searcher:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Scraps also received a TCG exclusive monster, namely, Scrap Mind Reader:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">There's only one Spell Card for Scraps in this set, which is Scrap Lube:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And then, the only Trap Card on the set for Scraps is Scrap Crash:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Finally, we have the new Synchro Monster, Scrap Twin Dragon:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>1 "Scrap" Tuner + 1 or more non-Tuner monsters<br />
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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">That's all for the return of Scrap monsters. Stay tuned for more STBL.<i> </i> If you have any questions, feel free to drop me an e-mail at ness00[at]gmail[dot]com.</div>ness00http://www.blogger.com/profile/06188979259804404088noreply@blogger.com3tag:blogger.com,1999:blog-8825550950309132126.post-3342165684242402382010-11-22T20:07:00.001-03:002010-12-02T10:21:53.601-03:00STBL Part 1: Like Toy SoldiersThe new set Starstrike Blast introduces a new theme called Karakuri. It's composed of Machine-Type monsters of EARTH Attribute who base their effects on Battle Position changes. Let's take a look.<br />
<br />
Most Karakuri Monsters have the following effect in common:<br />
<br />
<div style="text-align: center;"><i>This card must attack if able. When this face-up Attack Position card on the field is selected as an attack target, change it to Defense Position.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">The first sentence is a Continuous Effect. This effect forces the player to enter the Battle Phase, and the player cannot end it without the Karakuri Monster declaring an attack. A Karakuri monster that cannot attack due to a Card effect such as Swords of Revealing Light or Fiendish Chain, or one that is in face-up Defense Position will not force the player to attack with it, because attacking is not possible.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The second sentence is a Mandatory Trigger Effect. It's activated upon Attack Declaration, when the Karakuri Monster is selected as an attack target. It will be activated in the case of a replay as well.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">With that covered, let's look at the monsters. The first one is Karakuri Soldier mdl 236 “Nisamu”:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>This card must attack if able. When this face-up Attack Position card on the field is selected as an attack target, change it to Defense Position. When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 Level 4 or lower "Karakuri" monster from your Deck in face-up Attack Position. </i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Aside from the common effect to Karakuri monsters, Nisamu has an Optional Trigger Effect. It's your usual recruiter that activates at the End of the Damage Step.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Karakuri Merchant mdl 177 “Inashichi”:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>This card must attack if able. When this face-up Attack Position card on the field is selected as an attack target, change it to Defense Position. When this card is Normal Summoned, you can add 1 "Karakuri" card from your Deck to your hand.</i><br />
<br />
<div style="text-align: left;">Aside from the common effect, Inashichi has a Mandatory Trigger Effect. It's activated upon its Normal Summon, so it can be negated by Pulling the Rug. Note that it can search any Card with "Karakuri" in its name, not just Monster Cards.<br />
<br />
Moving on, we have Karakuri Strategist mdl 248 “Nishipachi”:<br />
<br />
<div style="text-align: center;"><i>This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it to Defense Position. When this card is Normal or Special Summoned, select 1 monster on the field and change its battle position.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Aside from the common effect, Nishipachi has Mandatory Trigger Effect. It's activated upon its successful Normal or Special Summon, and so, it can be negated by Pulling the Rug or Swallow Flip accordingly. This effect targets.<br />
<br />
<br />
Next, we have Karakuri Ninja mdl 339 “Sazank”:<br />
<br />
<div style="text-align: center;"><i> This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it to Defense Position. When this card is flipped face-up, select 1 face-up monster on the field, and send it to the Graveyard. During the turn this card is flipped face-up, it can attack your opponent directly.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Barring the common effect again, Sazank has two more effects. Its first additional effect is a Mandatory Trigger Effect that activates when Sazank is flipped. Much like Snowman Eater, this isn't a FLIP Effect, but functions in the same way as those effects. It targets a face-up monster on the Field. The second effect is a Continuous Effect that allows Sazank to attack directly.<br />
<br />
The last Karakuri Monster in the original set is Karakuri Bushi mdl 6318 “Muzanichiha”:<br />
<br />
<div style="text-align: center;"><i>This card must attack if able. When this face-up Attack Position card on the field is selected as an attack target, change it to Defense Position. If another "Karakuri" monster on the field is destroyed, this card gains 400 ATK.</i> </div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Along with the common effect, Muzanichiha has a Mandatory Trigger Effect. It provides an ATK boost each time a Karakuri monster on the Field is destroyed. The Karakuri monster must be face-up at the time of its destruction in order to activate this effect.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">We then have some Spell Cards, starting with Karakuri Showdown Castle:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>When a face-up "Karakuri" monster you control selects an opponent's face-up monster as an attack target, you can change the target's battle position. When this face-up card on the field is destroyed and sent to the Graveyard, you can select 1 Level 4 or higher "Karakuri" monster in your Graveyard, and Special Summon it.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">This Field Spell Card has two effects. The first is an Optional Trigger-like effect that can be activated upon Attack Declaration. It targets the attacked monster. The target monster must remain face-up and on the opponent's side of the Field in order for this effect to resolve properly. Only the controller of this Field Spell Card can activate this effect. The second effect is an Optional Trigger Effect too. It's activated when this Card on the Field is destroyed and sent to the Graveyard, similarly to Morphtronic Map. It targets a Karakuri monster in the Graveyard. This effect can miss the timing if the destruction of Showdown Castle isn't the last thing to happen, so if Mystical Space Typhoon is chained to Castle's activation, or if it's destroyed by the activation of your own new Field Card, you won't be able to activate the effect. Much like Geartown, the proper way to activate this effect by replacing it with a new Field Card is to <b>SET</b> the new Field Card, not to activate it.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Golden Gearbox:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>Select 1 face-up "Karakuri" monster on the field. It gains 500 ATK and 1500 DEF, until the End Phase.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Gearbox targets a face-up Karakuri monster on either side of the Field. It provides an ATK/DEF boost. Not much elseto say.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The last Karakuri Spell Card is Karakuri Anatomy:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i> Each time a "Karakuri" monster's battle position is changed, place 1 Karakuri Counter on this card (max. 2). You can send this card from the field to the Graveyard to draw 1 card for each Karakuri Counter on this card.</i><br />
<div style="text-align: left;"><br />
</div><div style="text-align: left;">Anatomy has a Continuous Effect that causes it to gain Karakuri Counters each time a Karakuri monster changes its Battle Position. The Karakuri monster must be face-up at the time it's done changing its position for this Card to recognize it, so if Book of Moon is used, no Counters will be gained. Remember that flipping a face-down Monster face-up with a Card like Swords of Revealing Light doesn't change its Battle Position. The Monster Card must change from Defense to Attack Position, or vice-versa. Anatomy's second effect is an Ignition-like effect.. Sending the Card to the Graveyard is a cost, so if Macro Cosmos is active, this effect cannot be activated.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">We then have two Trap Cards, the first one being Karakuri Trick House:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Activate only when the battle position of a face-up "Karakuri" monster you control is changed . Select 1 card on the field, and destroy it.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Trick House responds to a Battle Position change, which must be the last thing to happen. The Karakuri Monster must be face-up before and after changing its position for this Card to recognize it. The destruction effect targets a Card on the Field.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
The other Trap Card is Karakuri Clock:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Activate only when a face-up Defense Position "Karakuri" monster is selected as an attack target. Destroy all face-up monsters your opponent controls.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Clock is activated at the time of Attack Declaration. The Karakuri Monster can be on either side of the Field. This effect doesn't target.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">An OCG import Card for the Karakuri theme is included in this set, being Karakuri Spider:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>If this card attacks a DARK monster, destroy the attack target after damage calculation.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Spider has a Mandatory Trigger Effect that is activated before the End of the Damage Step, at the same timing FLIP Effects or D.D. Warrior Lady activate their effects. It doesn't target. It activates even if Karakuri Spider is destroyed in battle. Note that it will only activate if Karakuri Spider is attacking, not if it is attacked.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">There's also a TCG exclusive for the Karakuri theme, being Karakuri Barrel mdl 96 “Shinkuro”:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i> This card must attack if able. When this face-up Attack Position card on the field is selected as an attack target, change it to Defense Position. Once per turn, this card cannot be destroyed by battle.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Shinkuro has the common effect once again. Additionally, it has a Continuous Effect that prevents its destruction in battle once per turn.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The final monster for the theme is a Synchro Monster: Karakuri Shogun mdl 00 “Burei”:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i> 1 Tuner + 1 or more non-Tuner Machine-Type monsters<br />
When this card is Synchro Summoned, you can Special Summon 1 "Karakuri" monster from your Deck. Once per turn, you can select 1 monster on the field, and change its battle position.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Burei's first effect is an Optional Trigger Effect activated upon its successful Synchro Summon. It can be negated by Swallow Flip. Its second effect is an Ignition Effect. It targets a monster to change its Battle Position.</div><div style="text-align: left;"><i> </i></div><div style="text-align: left;"><i> </i></div><div style="text-align: left;">Well, that's all for the Karakuri monsters. Stay tuned for more STBL.<i> </i> If you have any questions, feel free to drop me an e-mail at ness00[at]gmail[dot]com.</div><div style="text-align: left;"></div></div><div style="text-align: left;"></div></div></div></div></div>ness00http://www.blogger.com/profile/06188979259804404088noreply@blogger.com2tag:blogger.com,1999:blog-8825550950309132126.post-15095802341634448542010-11-11T03:33:00.002-03:002010-11-17T01:48:10.187-03:00SDMA Part 3: Death, Escape, That's Why Boneyards Have FencesIn this last review of Marik's Deck, we'll look at the last batch of Cards of the Structure Deck. Most are common-use Cards like Book of Moon and similar that have very few rulings on themselves, and they actually shine when used in other scenarios involving more Cards. Not to mention being Cards that Marik has never used himself. Still, it doesn't hurt to know how they work either.<br />
<br />
Let's start with Mystical Space Typhoon:<br />
<br />
<div style="text-align: center;"><i>Select 1 Spell or Trap Card on the field. Destroy it.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">A basic S/T removal Card. It targets a S/T Card on the Field. It cannot target itself, ever.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Nightmare's Steelcage:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>This card remains face-up on the field for 2 of your opponent's turns. No monsters can attack. Destroy this card during your opponent's 2nd End Phase after this card was activated.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Steelcage is a Normal Spell Card that is allowed to remain on the Field. It's not treated as a Continuous Spell Card or any of the other types of Spell Cards that remain on the Field by themselves. This ability cannot be negated, so even if Imperial Order is active, Steelcage would remain on the Field. After two of your opponent's turns, it's destroyed by Game Mechanics. It has a Continuous Effect that stops monsters from attacking. If you activate this Card's effect via Diamond Dude, it would try to apply its effect, but since it's not on the Field, monsters can attack as usual.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Creature Swap:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Each player chooses 1 monster they control and switches control of those monsters with each other. Those monsters cannot change their battle positions for the rest of this turn.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Creature Swap forces players to switch control of one of their monsters as long as they remain on the Field. Once the monsters switch control, if another effect takes control of the swapped monster temporarily, control reverts to the controller that Creature Swap has set. For example, if you use Creature Swap and give away a Sheep Token to your opponent, then take control of it with Mind Control, at the end of the turn, Mind Control would return the Sheep Token to your opponent. This is because Creature Swap determines a new controller for the monster, but it's very different from Cards like Change of Heart or Brain Control. </div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Creature Swap's effect doesn't target, and so, the monsters are chosen at resolution. The position of the monsters can be changed manually before activating Creature Swap. Monsters that cannot switch control are not a valid choice for Creature Swap, but monsters that are unaffected by Spell Cards are. If all of the eligible monsters are unaffected by Creature Swap or there are no more monsters on one side of the Field at the time it resolves, then Swap resolves without effect.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Moving on, we have Book of Moon:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Select 1 face-up monster on the field and flip it into face-down Defense Position.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Book of Moon targets a face-up monster on the Field. A very basic effect to flip monsters face-down.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Dark Room of Nightmare:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>Each time your opponent takes damage from a card effect, except "Dark Room of Nightmare", inflict 300 damage to your opponent.</i></div><div style="text-align: center;"></div><div style="text-align: left;"></div><div style="text-align: left;"><br />
Dark Room of Nightmare has a Trigger-like effect. It start a chain after the chain in which your opponent took Effect Damage resolves. Being a Continuous Spell Card, Dark Room must remain face-up until that chain resolves and until its own effect starts resolving in order to inflict the damage. <br />
<br />
Moving on, we have Foolish Burial:<br />
<br />
<div style="text-align: center;"><i>Send 1 Monster Card from your Deck to the Graveyard.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Burial sends a monster from the Deck to the Graveyard as part of its effect. It doesn't target, and it resolves properly even if Macro Cosmos is active. It's important to emphasize how it <b>doesn't</b> target: You don't need to declare which monster you are sending to the Graveyard upon activating Foolish Burial.</div><br />
<div style="text-align: left;">And then, we have Magical Stone Excavation:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Discard 2 cards to select 1 Spell Card from your Graveyard. Add it to your hand.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Discarding two Cards is a cost, and this effect targets a Card in the Graveyard. If this Card's effect is activated via Diamond Dude, you don't need to discard, but the effect would still target a Card in the Graveyard.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The last Spell Card for now is Allure of Darkness:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Draw 2 cards, then remove from play 1 DARK monster from your hand. If you do not have any DARK monsters in your hand to remove, send all cards in your hand to the Graveyard.</i></div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Allure of Darkness has no cost. All of its actions are part of its effect. Removing a DARK monster from Play happens after you draw two Cards, that is to say, non-simultaneously. Not only this means that a player cannot respond with Cards like Drastic Drop off, but also, it means that you can activate Allure of Darkness without holding a DARK monster in your Hand or even the certainty of drawing into one of those monsters.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">If Imperial Iron Wall is active, you cannot activate Allure of Darkness. However, if Iron Wall is chained to Allure, then you proceed as usual. First draw two Cards, then, if you have a DARK monster, simply reveal it to your opponent and keep it in your Hand. This revealing confirms that you are trying to perform the first part of Allure's effect (you DO have a DARK monster, you just can't Remove it from Play). If you don't have a DARK Monster, then of course your entire Hand is sent to the Graveyard.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">As for the Trap Cards, let's start with Acid Trap Hole:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Select 1 face-down Defense Position monster and flip it face-up. If the monster's DEF is 2000 or less, destroy it. If the monster's DEF is more than 2000, flip the monster to face-down Defense Position.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Acid Trap Hole targets a face-down monster. It must remain face-down until Acid Trap Hole resolves. If the monster has a FLIP Effect or an effect that activates when it's flipped, it will start a new chain after Acid Trap Hole resolves. If a Continuous Effect of other Cards on the Field would increase the DEF of the targeted monster if it was face-up, then you must take it into account when Acid Trap Hole resolves. However, do not apply any Continuous Effects of the targeted monster, such as immunity to Trap Cards.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Mirror Force:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Activate only when an opponent's monster declares an attack. Destroy all Attack Position monsters your opponent controls.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Mirror Force is activated upon Attack Declaration. It destroys all of your opponent's monsters that are in Attack Position when it resolves. Since a lot of people have the MRD Mirror Force, note that the text is heavily outdated and Mirror Force doesn't actually negate attacks. So if a monster like Koa'ki Meiru Valafar that can't destroyed by Trap Cards attacks, the attack would still go through.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Moving on, we have Skull Invitation:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>Each time a card(s) is sent to the Graveyard, inflict 300 damage to its owner for each card sent.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Invitation has a Continuous Effect. You apply it right after the Cards are sent to the Graveyard. If you are in the middle of a chain, apply it when the corresponding chain link is done resolving.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Coffin Seller:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Each time a Monster Card(s) is sent to your opponent's Graveyard, inflict 300 damage to your opponent.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Coffin Seller is similar to Skull Invitation, only that it counts Monster Cards sent to the opponent's Graveyard and that it has a Trigger-like Effect instead ofa Continuous one. But most importantly, Seller always inflicts 300 points of damage, regardless of how many Cards are sent by a single event. So for example, if you use Dark Hole and destroy 3 of your opponent's monsters, you only inflict 300 points of damage.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Other Trap Cards used by Marik also include Nightmare Wheel:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Select 1 monster your opponent controls. It cannot attack or change its battle position. When it is removed from the field, destroy this card. During each of your Standby Phases, your opponent takes 500 damage.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Nightmare Wheel targets a monster upon activation and after it resolves. It also has a Trigger-like effect that inflicts Effect Damage during your Standby Phase.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">We also have Metal Reflect Slime:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>After activation, Special Summon this card in Defense Position: it is treated as an Effect Monster Card (Aqua-Type/WATER/Level 10/ATK 0/DEF 3000). This card cannot attack. (This card is still treated as a Trap Card)</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Metal Reflect Slime is considered to perform a Special Summon. It occupies a S/T Card Zone and a Monster Card Zone. If Slime has its effect negated, it returns to the S/T Card Zone and never becomes a Monster Card again (because it's not being activated again), remaining on the Field meaninglessly. If flipped face-down, it returns to the S/T Card Zone face-down (and is considered to be Set during that turn, so you cannot activate it during that turn). Its Original ATK and DEF are 0 and 3000 respectively. While Slime isn't face-up on the Field, it's only considered to be a Trap Card, such as while in the Deck or when sent to the Graveyard.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Malevolent Catastrophe:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Activate only when your opponent's monster declares an attack. Destroy all Spell and Trap Cards on the field.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Catastrophe is activated upon Attack Declaration. It doesn't target neither the attacking monster or the Cards that it will destroy.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The last Trap Card in the Deck is Dark Illusion:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Negate the activation of a Spell Card, Trap Card, or Effect Monster's effect that targets a face-up DARK monster, and destroy that card.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Dark Illusion doesn't target. It the Card that it intends to negate is targeting other Cards aside from the DARK monster, you can still negate its activation with Dark Illusion. This Card cannot be used in response to the effects of already-active S/T Cards.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Finally, the Deck introduces some really classic Cards used by Marik, albeit indirectly. The first one is Mystical Beast of Serket:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Destroy this card if you do not control "Temple of the Kings". Each time this card destroys a monster by battle, the destroyed monster is removed from play, and this card gains 500 ATK.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Serket has a Continuous Effect that destroys it if you don't control a Card named "Temple of the Kings". It can be negated by Skill Drain. Then, it has a Continuous Effect that Removes from Play any monsters that this Card destroys in battle. Finally, it has a Trigger Effect that you activate at the End of the Damage Step, which increases Serket's own ATK.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The last Card from the Deck is Temple of the Kings:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>The controller of this card can activate Trap Cards the same turn they are Set. If you control "Mystical Beast of Serket" and this card, you can send both to the Graveyard to Special Summon 1 monster from your hand, Deck or Extra Deck.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Temple of the Kings has two effects. The first one allows its controller to activate Trap Cards during the same turn that they are Set. Even though this virtually means that you can activate Trap Cards from your Hand, notice that you MUST set them first. So for example, if Dark Simorgh is face-up, you won't be able to use Trap Cards with this effect. The second effect is an Ignition-like effect. Sending the Cards to the Graveyard is a cost. You can Special Summon a monster from your Hand, Deck or Extra Deck. Monsters in the Hand or Deck aren't too complicated, as you can only Special Summon monsters that aren't Special Summon-only monsters or Nomi monsters. However, the Extra Deck is more interesting. You can Special Summon any Fusion or Synchro Monster that doesn't have any restriction on its Special Summoning. So you can Special Summon a monster like Ally of Justice Catastor or Ojama King, but you cannot Special Summon Gladiator Beast Gyzarus or Trident Dragion.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Note that Temple of the Kings has been added to the Forbidden Card List upon its release.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">As a bonus track, let's look at a key Marik Card that wasn't included in the Structure Deck. I'm talking about Makyura the Destructor:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>During the turn this card is sent to the Graveyard, the owner of this card can activate Trap Cards(s) from his/her hand.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">One of my favorite Cards. Makyura has an unique effect, with an even more unique classification. Its effect is actually Continuous, but doesn't rely on Makyura staying in the Graveyard at all. As soon as Makyura is sent to the Graveyard, its effect "starts working", without using the chain. That means that if you send Makyura to the Graveyard as a cost for some effect, you can already start chaining Trap Cards from your Hand to that effect. Furthermore, if Makyura is removed from the Graveyard, such as with D.D. Crow, its effect still works. Makyura's effect is superior to that of Temple of the Kings, so it stays side by side to it in the Forbidden Card List.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Well, that covers all of Marik's Cards. Stay tuned for some Starstrike Blast Cards. If you have any questions, feel free to drop me an e-mail at ness00[at]gmail[dot]com.</div></div>ness00http://www.blogger.com/profile/06188979259804404088noreply@blogger.com2tag:blogger.com,1999:blog-8825550950309132126.post-52663961050928438622010-10-30T11:34:00.001-03:002010-11-01T17:25:57.765-03:00SDMA Part 2: Children Of The GraveThe Structure Deck: Marik includes most of the Gravekeeper Monsters along with their key Field Spell Card Necrovalley. They are all DARK, Spellcaster-type monsters. Gravekeeper monsters were first introduced in Pharaonic Guardian, and received some additional support through the years. While Marik didn't actually play with Gravekeeper Monsters, his job in Ancient Egypt was being a grave keeper himself. Some of the Gravekeeper Cards are not actually included in the Deck, but let's just review them all in this article.<br />
<br />
Let's start with Gravekeeper's Spy:<br />
<br />
<div style="text-align: center;"><i>FLIP: Special Summon 1 "Gravekeeper's" monster with 1500 or less ATK from your Deck.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Spy has a Flip Effect. It doesn't target.</div><br />
<div style="text-align: left;">Next, we have Gravekeeper's Curse:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>When this card is Summoned, inflict 500 damage to your opponent.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Curse has a Trigger Effect that activates upon its successful Summon. It can be negated by Pulling the Rug or Swallow Flip accordingly.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Gravekeeper's Guard:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>FLIP: Select 1 monster your opponent controls and return it to the hand.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Guard has a Flip Effect too. This one does target an opponent's monster.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Moving on, we have Gravekeeper's Spear Soldier:</div><br />
<div style="text-align: center;"><i>During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Batte Damage to your opponent.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Your usual trampling effect. It's a Continuous Effect.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Gravekeeper's Cannonholder:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>You can Tribute 1 "Gravekeeper's" monster, except "Gravekeeper's Cannonholder", to inflict 700 damage to your opponent.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Cannonholder has an Ignition Effect. It tributes a monster as a cost. Note that you cannot tribute ANY Gravekeeper's Cannonholder you control, not just this one. You can't even tribute a face-down Cannonholder.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And then, we have Gravekeeper's Assailant:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>If "Necrovalley" is on the Field when this card declares an attack, you can select 1 face-up monster your opponent controls and change its battle position.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Assailant has an Optional Trigger Effect that you activate upon Attack Declaration. It targets a face-up monster your opponent controls, but it can be a different monster than the Attack Target.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Outside of the Structure Deck, we also have Gravekeeper's Vassal:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Battle Damage this card inflicts to your opponent is treated as Effect damage instead.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Vassal has a really unique Continuous Effect. Much as its text explains, instead of inflicting Battle Damage, this damage is treated as Effect Damage instead. This has some useful implications. For example, since inflicting Battle Damage is an event without Spell Speed, Cards that need to be chained to Effect Damage like Barrel Behind the Door cannot respond to this effect. Waboku cannot prevent a player from taking damage when Vassal would inflict Battle Damage to them. It's also worth mentioning that if an effect restricts Vassal from inflicting Battle Damage, such as Union Attack, then Vassal would still inflict Effect Damage to your opponent. For example, if Phantom of Chaos copied Vassal's effect, then you could damage your opponent with Phantom, even though it can't inflict any Battle Damage.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And another missing Gravekeeper is Gravekeeper's Watcher:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>When your opponent activates an effect whereby your opponent discards a card(s) from his/her hand, you can send this card from your hand to the Graveyard to negate the activation of the effect and destroy it.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Watcher has an Optional Quick Effect. Sending this Card from the Hand to the Graveyard is a cost, so the effect can't be activated if Macro Cosmos is active. It negates the activation of an effect that includes the effect of discarding Cards from your opponent's Hand. Since effects are not costs, it cannot negate Cards like Raigeki Break or Phoenix Wing Wind Blast (more importantly, your opponent would have already discarded the Cards already). Also, since it negates activations, it doesn't target. It cannot negate the effects of an already-active S/T Card like Depth Amulet.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Back to the Deck, the last of the PGD batch of Gravekeepers is Gravekeeper's Chief:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>You can only control 1 "Gravekeeper's Chief". Cards in your Graveyard are unaffected by "Necrovalley". When this card is Tribute Summoned, you can select 1 "Gravekeeper's" monster from your Graveyard and Special Summon it.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">The first line is a highlander clause, which we have already reviewed before. Then, it has a Continuous Effect that stops Necrovalley from affecting your Graveyard. We'll deal with Necrovalley in a minute, but pretty much it means exactly that: Everything that Necrovalley stops doesn't count for your Graveyard. The last sentence is an Optional Trigger Effect activated upon this Card's successful Tribute Summon, so it can be negated by Pulling the Rug. It targets a Gravekeeper in your Graveyard.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Straying from the Deck once again, we have two monsters that are related to Necrovalley that are also from PGD, one being A Cat of Ill Omen and the other being An Owl of Luck:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>FLIP: Select 1 Trap Card from your Deck and place it on top of your Deck. If "Necrovalley" is active on the field, you can add the selected card to your hand instead.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: center;"><i>FLIP: Select 1 Field Spell Card from your Deck and place it on top of your Deck. If "Necrovalley" is active on the field, you can add the selected Field Spell Card to your hand instead.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Both Cards work exactly the same rulings-wise. Both have a Flip Effect that helps you getting a specific Card from your Deck faster, and they only differ in which Card they can search. This effect doesn't target. The effect only requires "Necrovalley" to be on the Field to add the Card to the Hand, it doesn't need to have its effect active. So even if Gravekeeper's Chief or Imperial Order are disrupting Necrovalley's effect, you can choose to add the Card to the Hand. If Thunder King Rai-Oh is face-up, the Card must be placed on top of your Deck. You are unable to choose in that case.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
We also have Charm of Shabti:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Discard this card from your hand. Until the End Phase, make the Battle Damage to monsters that include "Gravekeeper's" in their card name 0.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Charm has an Optional Quick Effect. Discarding it is a cost. While its wording is a little ambiguous, it means that your Gravekeeper monsters are not destroyed in battle, but you still take any necessary Battle Damage. This effect doesn't target, and it will affect Graveekeper monsters that were Summoned after the effect resolves or that were face-down. Note that the effect also affects your opponent's Gravekeepers.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">As for some old Gravekeeper Spell Cards, we have Gravekeeper's Servant:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Your opponent cannot declare an attack unless they send 1 card from the top of their Deck to the Graveyard.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Servant is an interesting Card. By itself, it doesn't mean much to today's Cards' standards, but it has two funny rulings. The first one is that, despite being a Continuous Spell Card, it counts as a Gravekeeper Card due to its name, and if you Summon it with Magical Hats, it can benefit from the Gravekeeper support Cards. This was one of the first Cards with this loophole, even though nowadays it's a little more common. The other ruling involves more about the Card's effect. Basically, Servant places a cost on declaring an attack. This doesn't use the chain, and is required to start declaring an attack. If your opponent doesn't have enough Cards in the Deck, s/he can't declare any attacks. The other funny ruling comes here. If Macro Cosmos is active, then the cost to declare an attack cannot be paid, as the Cards cannot be sent to the Graveyard, and so, if both Macro Cosmos and this Card are active, the opponent can't declare any attacks no matter how many Cards are left in his Deck.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">We also have Royal Tribute:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Activate only when you control "Necrovalley". Both players discard all Monster Cards in their hands.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Controlling Necrovalley is only an activation requirement, so even if it is destroyed, the effect still resolves properly. If activated via Diamond Dude, you don't need to control Necrovalley. At least 1 player must control Cards in his/her Hand in order to activate Royal Tribute, but you can activate it with no Monster Cards in your Hand or no Cards at all. Both players must also reveal their Hand to verify that there are no more Monster Cards in their Hand.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And to finish with the nostalgia, the last PGD Card for Gravekeeper's is Rite of Spirit:</div><br />
<div style="text-align: center;"><i>Select and Special Summon 1 "Gravekeeper's" monster from your Graveyard. This effect cannot be negated by the effect of "Necrovalley".</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Rite of Spirit targets a Gravekeeper in your Graveyard. It's only bonus is that it's not negated by Necrovalley.<br />
<br />
A few years later, we have Gravekeeper's Commandant:<br />
<br />
<div style="text-align: center;"><i>You can discard this card to the Graveyard to add 1 "Necrovalley" from your Deck to your hand.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Commandant has an Ignition Effect. Discarding it to the Graveyard is a cost, so if Macro Cosmos is active, the effect can't be activated. It adds a Necrovalley to your Hand, and it doesn't target. If Thunder King Rai-Oh is face-up, you can't activate this effect.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And back to 2010, we have Gravekeeper's Priestess:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>The field is treated as "Necrovalley". If there is a face-up Field Spell Card, this effect is not applied. All face-up "Gravekeeper's" Monsters gain 200 ATK and DEF.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Priestess has two Continuous Effects. The first one treats the Field as if Necrovalley was active. Note that you don't get ANY of Necrovalley's effects by merely controlling Priestess, so your Gravekeeper's won't gain 500 ATK/DEF and the Graveyards are NOT protected, ironically. The purpose of this effect is to "pretend" that there is a face-up Necrovalley Card, so that Cards like Gravekeeper's Assailant and An Owl of Luck can benefit from it. The restriction while there is a Field Spell Card refers to this effect, not the second one. The second effect is simply an ATK/DEF increase.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Gravekeeper's Descendant:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>You can Tribute 1 face-up "Gravekeeper's" monster you control, except this card, to destroy 1 card your opponent controls.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Descendant has an Ignition Effect.Tributing a Gravekeeper is a cost, and the effect targets an opponent's Card.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The last Gravekeeper monster is Gravekeeper's Visionary:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>You can Normal Summon this card by Tributing 1 "Gravekeeper's" monster. This card gains 200 ATK for each "Gravekeeper's" monster in your Graveyard. If this face-up card on the field would be destroyed, you can discard 1 "Gravekeeper's" monster instead.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Visionary has a Summoning Condition that allows you to Summon it with only one tribute. Then, it has a Continuous Effect that provides it with an ATK increase. Finally, the last effect is a substitution effect. It's a Continuous Effect that discards a Gravekeeper monster when Visionary would be destroyed (when the effect that destroys it resolve, or during the Damage Step if it's about to be destroyed in battle).</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The last support Card before reviewing Necrovalley is Gravekeeper's Stele:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Select 2 "Gravekeeper's" monsters in your Graveyard and add them to your hand. This effect cannot be negated by the effect of "Necrovalley".</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Stele targets two Gravekeepers in your Graveyard. If one of the targets is no longer in the Graveyard by the time the effect resolves, you still add the remaining one to the Hand. It also has the bonus of being unaffected by Necrovalley.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And finally, we have the most infamous Spell Card, Necrovalley:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>All "Gravekeeper's" monsters gain 500 ATK and DEF. Cards in either player's Graveyard cannot be removed from play. Cards in either player's Graveyard cannot be affected by card effects, except for their own effects.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Necrovalley has three Continuous Effects. The first one is an evident ATK/DEF increase which isn't exactly problematic.<br />
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The second effect prevents Cards in the Graveyard from being Removed from Play. This covers every possible way to do this, be it an effect, or a cost. If it involves Removing Cards from Play, then the Card cannot be activated, and if it's necessary to perform a Summoning Condition, then the Summon cannot be initiated. This means that effects like D.D. Crow, Spore, or Gladiator Beast Retiari cannot be activated, Cards like Soul Release or Book of Life cannot be activated, and monsters like Chaos Sorcerer's or Enishi, Shien's Chancellor cannot be Special Summoned by their Inherent Special Summon. If Gravekeeper's Chief is face-up, you can Special Summon these monsters, but your opponent can Remove from Play Cards from your Graveyard as well. </div><div style="text-align: left;"><br />
</div><div style="text-align: left;">However, the last effect is more meaningful. Through the years, this effect's rulings have been reversed back and forth just too many times. Thanks to the last reversal caused by its reprint in the Marik Structure Deck, Necrovalley has returned to its actual glory, and most importantly, can be summed up briefly.</div><div style="text-align: left;"><br />
</div>The third effect negates the effects of Cards that affect Cards in the Graveyard. What does "affect" cover here? It involves effects that try to take out Cards out of the Graveyard other than Removing them from Play (which the second effect already covers). That is to say, this effect negates effects that Special Summon monsters from the Graveyard (Monster Reborn), effects that add Cards from the Graveyard to the Hand (Salvage, Gladiator Beast Equeste), effects that return Cards from the Graveyard to the Deck or Extra Deck (Pot of Avarice), and other effects that simply try to take a Card out of the Graveyard. A key exception to this is mentioned in the text, and that is a Card whose own effect moves it out of the Graveyard. For example, effects like Stardust Dragon's Trigger Effect, Plaguespreader Zombie's effect, or Sinister Serpent's effect.<br />
<div style="text-align: left;"><br />
</div><div style="text-align: left;">Notice how the third effect only deals with effects, not costs, so you can take out Cards out of the Graveyard as a cost. This means you can activate the effect of Scrap Recycler by returning Cards from the Graveyard to the Deck, and you can also Special Summon Exodius the Ultimate Forbidden Lord by its Summoning Condition.<br />
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Finally, the third effect is only restricted to taking Cards <i>out</i> of the Graveyard. If an effect only counts or refers to Cards in the Graveyard, Necrovalley won't negate it. For example, Necrovalley will not negate the effects of Gravekeeper's Visionary or Totem Dragon, even though they need to know if certain Cards are in the Graveyard. Similarly, Necrovalley will not negate the effects of Tragoedia or The Tyrant Neptune, even though they target a monster in the Graveyard to modify some of their statistics. None of these effects try to take Cards out of the Graveyard.<br />
<br />
<br />
Well, that's all for the Gravekeeper monsters and the dreaded Necrovalley. Stay tuned for the final batch of Cards of the Marik Structure Deck.</div></div>ness00http://www.blogger.com/profile/06188979259804404088noreply@blogger.com5tag:blogger.com,1999:blog-8825550950309132126.post-58424040810538956512010-10-23T04:05:00.002-03:002010-10-23T04:06:40.909-03:00SDMA Part 1: The Mummy: Spikey HairOne of the most classic characters from the original Yu-Gi-Oh! anime makes a return in the form of a Structure Deck. The Structure Deck: Marik contains the Gravekeeper monsters and some Cards used by the character of that name. Let's take a look at Marik's monsters.<br />
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We start off with Mystic Tomato:<br />
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<div style="text-align: center;"><i>When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 DARK monster with 1500 or less ATK from your Deck in face-up Attack Position.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Tomato is your average recruiter monster, which we have mentioned many times. It has an Optional Trigger Effect that you activate at the End of the Damage Step. It doesn't target. It cannot Special Summon monsters with "?" ATK.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Viser Des:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>When this card is Normal Summoned, select 1 monster your opponent controls. Destroy that monster during your 3rd Standby Phase after the Summon. This card cannot be destroyed by battle until this effect is resolved.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Viser Des's first effect is Mandatory Trigger Effect activated upon its Normal Summon, meaning you can use Pulling the Rug against it. This effect targets. This effect will also destroy the target monster a few turns later, but since it won't do so when it resolves, effects like Stardust Dragon cannot negate this effect. The destruction also doesn't use the chain either. Furthermore, until these turns pass, Viser Des cannot be destroyed in battle. If either Viser Des or the target are Removed from the Field, the target won't be destroyed and Viser Des is no longer protected from being destroyed in battle. If Viser Des is flipped face-down, the target won't be destroyed either. If Skill Drain is activated and is later destroyed, then Viser Des will keep targeting the monster, so once Skill Drain is gone, it will still be protected from battle and will still destroy the monster at the third Standby Phase.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Moving on, we have Legendary Fiend:<br />
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<div style="text-align: center;"><i>During each of your Standby Phases, this card gains 700 ATK.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Legendary Fiend has a Mandatory Trigger Effect. If Fiend is flipped face-down, Removed from the Field, or has its effects negated, it will lose all the ATK gained through the turns.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Dark Jeroid:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>When this card is Normal Summoned, Flip Summoned, or Special Summoned successfully, select 1 face-up monster on the field. As long as the monster remains face-up on the field, decrease its ATK by 800 points.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Dark Jeroid has a Mandatory Trigger Effect activated upon its Summon (so it can be negated by Pulling the Rug or Swallow Flip accordingly). This effect targets, and if Dark Jeroid is Summoned while no other monster is face-up, it must reduce its own ATK. The ATK reduction does not depend on Jeroid's existence on the Field.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">We also have Newdoria:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>When this card is destroyed by battle and sent to the Graveyard, destroy 1 monster on the field.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Newdoria has a Mandatory Trigger Effect that you activate at the End of the Damage Step. It targets a monster.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then have Drillago:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>When there are only face-up monsters with ATK 1600 or more on your opponent's side of the field, this monster can attack your opponent's Life Points directly.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Drillago has a Continuous Effect that allows it to attack directly. The only Cards that your opponent must control are face-up monsters with high enough ATK.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Moving on, we have Bowganian:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>During each of your Standby Phases, inflict 600 points of damage to your opponent's Life Points.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Bowganian has a Mandatory Trigger Effect. Not much else to say.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And finally, we arrive to the most emblematic monster used by Marik, other than the illegal The Winged Dragon of Ra: Lava Golem:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>This card cannot be Normal Summoned or Set. This card can only be Special Summoned to your opponent's side of the field by Tributing 2 monsters they control. You cannot Normal Summon or Set the turn you Special Summon this card. The controller of this card takes 1000 points of damage during each of his/her Standby Phases.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Lava Golem is Special Summoned through an Inherent Special Summon. It's Summoning Condition is one of the few times in this game in which you can use your opponent's Cards to pay your own tributes. Lava Golem is considered to be Summoned by the player that holds it in his/her Hand, and it's Summoned to the opposite player's side of the Field. This means that the opposite player can activate Bottomless Trap Hole, even though the monster is on his/her own side of the Field, because it was the other player who Summoned Lava Golem. Other than that, its effect to inflict damage is a Mandatory Trigger Effect.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">That's all for this first part of the review of Marik's Structure Deck. Stay tuned for some Gravekeepers!</div></div>ness00http://www.blogger.com/profile/06188979259804404088noreply@blogger.com2tag:blogger.com,1999:blog-8825550950309132126.post-86405671651619840232010-10-16T02:30:00.001-03:002011-01-10T18:39:06.971-03:00DREV Part 8: Delaying The Inevitable Uprise*Deep sigh*<br />
<br />
Once again, a few technical difficulties. Sorry about that. Aside from time issues, rulings have been quite convoluted lately, mainly with Cards from the set we are currently reviewing. So let's get down to business and finish this set.<br />
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Let' start with the monsters, the first one being Earthquake Giant:<br />
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<div style="text-align: center;"><i>Once per turn, when the battle position of this card is changed, you can select 1 monster your opponent controls and change its battle position.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Giant has an Optional Trigger Effect. Don't let the "once per turn" wording confuse you, it's only there to restrict how many times you can activate the Trigger Effect. This effect targets an opponent's monster, and it will activate if Giant's position is changed manually or by a Card effect (even if you Flip Summon it).</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Effect Veiler:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>During your opponent's Main Phase, you can send this card from your hand to the Graveyard to select 1 face-up Effect Monster your opponent controls. Negate the effect(s) of that monster until the End Phase.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Effect Veiler has an Optional Quick Effect which targets an opponent's monster. The effect negation is similar to Junk Synchron's, negating effects that activate or apply on the Field, even if the monster generating it is no longer on the Field. Flipping the monster face-down and then face-up will prevent its effects from being negated.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">You can chain Effect Veiler's effect to the activation of the effect itself, providing the target is still on the Field after activation. So if your opponent Normal Summons Infernity Mirage, and tributes it as a cost to activate its effect, Effect Veiler's effect can't be chained to it, because the target is no longer on the Field. Regarding the expiration of the effect, it involves rules of priority, so it depends how you are and your opponent pass priority to each other during the End Phase.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Moving on, we have Dash Warrior:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>If this card attacks, it gains 1200 ATK during the Damage Step only.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Dash Warrior's effect is Continuous. It begins applying as soon as you move into the Damage Step.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Damage Eater:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>During your opponent's turn, when your opponent activates a card or effect that would inflict damage, you can remove from play this card in your Graveyard to change that effect so it increases Life Points by the same amount instead.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Damage Eater has an Optional Quick Effect. You chain it directly to an effect that would inflict Effect Damage, and Removing it from Play is a cost. The effect cannot be activated during the Damage Step. The effect must be guaranteed to inflict Effect Damage, so you cannot chain this effect to Dice Jar or similar. The effect must also use the chain, so you cannot respond to effects like Skull Invitation. In the strange case in which Bad Reaction to Simochi is active, and an effect that would cause you to gain Life Points is activated, you cannot respond with Damage Eater's effect, because it can't resolve properly (damage cannot be converted to Life Point gain due to Simochi).</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">We also have A/D Changer:</div><div style="text-align: center;"><i>You can remove from play this card in your Graveyard to select 1 monster on the field. Change its battle position.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">A/D Changer has an Ignition Effect. It targets, and Removing it from Play is a cost. If you target a face-down Defense Position monster, it is flipped to face-up Attack Position. Do note that this is an Ignition Effect, so it cannot be activated during the opponent's turn.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, let's look at Stronghold Guardian:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>If a Defense Position monster you control is attacked, during the Damage Step, you can send this card from your hand to the Graveyard to have that monster gain 1500 DEF until the End Phase.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Guardian has an Optional Quick Effect, which does not target. Sending it to the Graveyard is a cost, so it can't be activated while Macro Cosmos is active. It's similar to Honest, only that it increases the DEF of a monster. The monster must be in Defense Position when the effect is activated and when it resolves. However, the monster doesn't need to be in Defense Position at the time the attack is declared. So if your opponent attacks one of your monsters that has a lot of ATK but little DEF, and uses Book of Moon to exploit this, once you are within the Damage Step you can use the effect of Stronghold Guardian. This effect can be activated from the Start up to Damage Calculation included.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Moving on, we have Trident Warrior:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>When this card is Normal Summoned, you can Special Summon 1 Level 3 monster from your hand.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Trident has an Optional Trigger Effect activated upon its Normal Summon. It can be negated by Pulling the Rug. The effect doesn't target, but you must have a valid monster to Special Summon.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Delta Flyer:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Once per turn, you can select 1 other face-up monster you control and increase its Level by 1.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Flyer has an Ignition Effect. It targets, and the Level increase remains as long as the target remains face-up on the Field. This is not related to Delta Flyer's existence on the Field.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The last monster from this set is Ambitious Gofer:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Once per turn, you select up to 2 monsters your opponent controls. Your opponent can reveal 1 monster in their hand to negate this card's effect. If they do not, destroy the selected monsters.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Ambitious Gofer has an Ignition Effect. It targets up to 2 monsters. The opponent cna choose to negate it when the effect starts resolving</div><div style="text-align: left;"></div><div style="text-align: left;">Now, let's look at the Spell Cards, starting with Blind Spot Strike:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Select 1 face-up Defense Position monster your opponent controls and 1 face-up Attack Position monster you control. The monster you control gains ATK equal to the opponent's monster's DEF, until the End Phase.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Strike targets both monsters. It can be activated during the Damage Step before Damage Calculation.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Double Cyclone:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Select 1 Spell/Trap Card you control and 1 Spell/Trap Card your opponent controls. Destroy the selected card(s).</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Double Cyclone targets both Cards. It cannot target itself. If one of the targets is missing, the other one is still destroyed. You can chain Double Cyclone to a S/T Card and choose that Card as one of its targets, even though it was already activated.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">We then have some Equip Cards, one being Pestilence:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Equip only to a Warrior-Type, Beast-Warrior-Type, or Spellcaster-Type monster. Its ATK becomes 0. During each of your Standby Phases, inflict 500 damage to the controller of the equipped monster.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Pestilence has a similar effect to Shrink, or even better, Megamorph, due to its Equip Spell Card status. It forces a value into the ATK, to which you later apply all other necessary modifiers. Pestilence also has a Mandatory Trigger-like effect that inflicts damage.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The other Equip Spell Card is Cursed Armaments:</div><i></i><br />
<div style="text-align: center;"><i>The equipped monster loses 600 ATK for each monster you control. When this card is sent from the field to the Graveyard, you can select 1 face-up monster your opponent controls and equip it with this card.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Cursed Armaments has an ATK reduction effect, but its most important effect is the second one. This one is an Optional Trigger-like effect. You can activate it if Armaments is sent to the Graveyard because it was sent there by a Card effect, or if the monster it was equipped to is no longer face-up. This second effect targets.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Note that this effect does not provide Spell Counters to Royal Magical Library, as only the Spell Card's effect is being activated, not the Spell Card itself. This means that you cannot get infinite Spell Counters by equipping this Card into an opponent's Gearfried the Iron Knight over and over.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">We than have Wiseman's Chalice:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>If you control no monsters, Select 1 monster in your opponent's Graveyard. Special Summon it. During the End Phase of this turn, give control of that Special Summoned monster to your opponent. The monster cannot be Tributed, or used as a Synchro Material Monster, while it is face-up on the field.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Chalice targets an opponent's monster in the Graveyard. Then, two conditions are set on the monster: It will return to the opponent, and it has certain restrictions on what it can be used for. If the monster is flipped face-down or Removed from the Field, the restrictions are gone. Note that the restrictions don't expire at some point, not even when the monster returns to the opponent. If you activate this Card's effect via Diamond Dude, you can activate the effect while you control a monster, but the conditions will still be placed on the Summoned monster.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">We then have Summoning Curse:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>When a monster is Special Summoned, the controller of that monster chooses 1 card in their hand and removes it from play. During each of your End Phases, pay 500 Life Points or destroy this card.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Curse has a Mandatory Trigger-like effect, which doesn't target. The controller of the monster is determined when this Trigger-like effect resolves, so if a player chains Enemy Controller to this Card's effect, that player must Remove a Card from Play. If multiple monsters are Summoned to the same side of the Field, that player only Removes from Play 1 Card, and if multiple monsters are Summoned to both sides of the Field, each player Removes from Play 1 Card. Since Summoning Curse needs to know who is controlling the monster, if the monster is Removed from the Field before Curse's effect resolves, Curse resolves without effect. Paying 500 Life Points is a Maintenance Cost.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The last Spell Card is definitely the most special Card of the set: Pot of Duality:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Reveal the top 3 cards of your Deck, add 1 of them to your hand, then shuffle the rest back into your Deck. You can only activate 1 "Pot of Duality" per turn. You cannot Special Summon a monster(s) during the turn you activate this card.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Pot of Duality reveals 3 Cards as part of its effect. The Cards are revealed even when you decide which one to add to your Hand and which ones to shuffle in the Deck. Pot cannot be activated if Thunder King Rai-Oh is face-up, and if it appears on the Field before Pot resolves, the Card that would go to your Hand is sent to the Graveyard instead. During the turn in which you activate Duality, you cannot perform a Special Summon before or after activating Pot, or in a chain to Pot of Duality. If you activate an effect that would perform a Special Summon and it is negated, Pot can be activated. However, if you initiate an Inherent Special Summon (such as Cyber Dragon or Machina Fortress) and it is negated, it will count as a Special Summon for Pot of Duality, much like how a negated Normal Summon counts as your Normal Summon for that turn. If you activate this Card's effect via Diamond Dude, you can activate another Pot of Duality and you can Special Summon monsters during the turn.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The first Trap Card left is Parallel Selection:</div><div style="text-align: left;"></div><div style="text-align: center;"><i>Activate only when a Synchro Monster you control is destroyed by your opponent (either by battle or by card effect) and sent to the Graveyard. Select 1 of your removed from play Spell Cards and add it to your hand.</i></div><div style="text-align: left;"></div><div style="text-align: left;">Parallel Selection targets a Removed from Play Spell Card. The Synchro monster must be face-up when destroyed by a Card effect in order to activate Parallel Selection.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Reanimation Wave:</div><div style="text-align: left;"></div><div style="text-align: center;"><i>Activate only when your opponent's monster declares a direct attack. Select 1 Synchro Monster in your Graveyard with a Level less than or equal to the attacking monster's. The Battle Damage you take from that attack is halved. At the end of the Damage Step, Special Summon the selected Synchro Monster from the Graveyard.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Reanimation Wave is activated upon Attack Declaration. It targets a Synchro Monster in your Graveyard. Then, it sets two conditions, one that will halve Battle Damage, and one that will Special Summon the Synchro Monster. In order to Summon the Synchro, the attack must proceed until the Damage Step, even if you don't take Battle Damage. The Special Summon doesn't use the chain. If a Card prevents you from Special Summoning (such as Archlord Krystia), you can still activate this Card to reduce the Battle Damage. Furthermore, Royal Oppression cannot negate this Card's effect, as it will not perform a Special Summon when it resolves, nor does the effect to Special Summon start a chain (even though it would be within the Damage Step).</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">We then have Barrier Wave:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Activate by Tributing 1 Synchro Monster you control when your opponent declares an attack with a monster. Change all Attack Position monsters your opponent controls to Defense Position. Afterwards, inflict damage to your opponent's Life Points equal to the DEF of the monster the attack was declared with.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">This Card is activated upon Attack Declaration. Tributing a Synchro Monster is a cost. This Card does not target. You can only inflict damage if the attacking monster is still face-up, and if a monster was changed to Defense Position.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Moving on, we have Chain Whirlwind:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Activate only when a card on the field is destroyed by a card effect. Select 2 Spell/Trap Cards on the field and destroy them.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Whirlwind responds to the destruction of any Card on the Field by a Card Effect. Note that you don't chain it to a destructive effect itself. If Chain Whirlwind is about to be destroyed, there's nothing you can do. It targets 2 S/T Cards on the Field. It cannot target itself. It cannot be activated during the Damage Step.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">As for another popular Card, we have Solemn Warning:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Pay 2000 Life Points. Negate the Summon of a monster OR the activation of a Spell Card, Trap Card, or Effect Monster's effect that includes an effect that Special Summons a monster(s), and destroy that card.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Paying Life Points is a cost. Warning can negate either:</div><div style="text-align: left;">-A Normal, Flip, or an Inherent Special Summon.</div><div style="text-align: left;">-The activation of a Spell/Trap Card or the activation of a Monster Effect that might Special Summon a monster.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The first situation is no different from Horn of Heaven. The second one is the one that confuses people the most. Solemn Warning can only negate the activation of a S/T Card (placing it face-up on the Field) if it will Special Summon a monster when it resolves. Not later, only <i>at that time</i>. For example, it can negate the activation of Call of the Haunted, because it will Special Summon a monster when it resolves, but it can't negate the activation of Geartown, Infernity Launcher, Supervise, etc. It also cannot negate Ignition-like, Trigger-like, or Quick-like effects of already-active S/T Cards. Being a Counter Trap Card, it can be activated during the Damage Step to negate effects like Mystic Tomato or Gorz the Emissary of Darkness.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">We then have Anti-Magic Prism:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Activate only when your opponent activates a Quick-Play Spell Card. Select 1 card on the field and destroy it.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Prism responds to the activation of a Quick-Play Spell Card. It targets a Card on the Field. Not much else to say.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And for another Counter Trap Card, we have Chivalry:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Activate only during the Battle Phase, when the effect of an opponent's Effect Monster is activated. Negate the activation and destroy that card.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Chivalry is chained directly to a Monster Effect that activates, much like Divine Wrath. It can be activated at any point of the Battle Phase, from the Start Step to the End Step, including within the Damage Step. This means it can negate effects like Exarion Universe (Battle Step), Mystic Tomato (Damage Step), and the tag-out effect of Gladiator Beast Monsters (End Step).</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And finally the last Card is Light of Destruction:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>When an opponent's card effect sends a card(s) from their Deck to the Graveyard, send the top 3 cards of their Deck to the Graveyard.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Light of Destruction has a Mandatory Trigger-like effect. It will always send 3 Cards no matter how many Cards are sent by your opponent in the first place. If Macro Cosmos is active after your opponent sends Cards to the Graveyard, the Cards sent by Light of Destruction are Removed from Play. Note that Light of Destruction won't activate its effect if the Cards are sent to the Graveyard as a cost (such as with Card Trooper).</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Well, that finally covers Duelist Revolution. Sorry for the long delay, guys Q_Q</div>ness00http://www.blogger.com/profile/06188979259804404088noreply@blogger.com5tag:blogger.com,1999:blog-8825550950309132126.post-290918452297187282010-09-22T04:40:00.000-03:002010-09-22T04:40:34.204-03:00DREV Part 7: Importing revoltsAs 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.<br />
<br />
<br />
The first one being D.D. Destroyer:<br />
<br />
<br />
<div style="text-align: center;"><i>When this card on the field is removed from play, you can select 1 face-up card your opponent controls and destroy it.</i></div><br />
<br />
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.<br />
<br />
As for the imports, we have Fabled Raven:<br />
<br />
<div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Ally of Justice Cyclone Creator:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">We also have Stygian Street Patrol:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">There's a new batch of Flamvell Monsters, the first one being Flamvell Poun:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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 <i>exactly</i> 200 DEF, not lower.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Flamvell Archer:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The last Flamvell monster is Flamvell Fiend:</div><div style="text-align: left;"> </div><div style="text-align: center;"> <i>When this card inflicts Battle Damage to your opponent, inflict 200 damage to your opponent for each Pyro-Type monster in your Graveyard.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">We also have some Genex support. One being Genex Worker:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>You can Tribute this card to Special Summon 1 "Genex" monster from your hand.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Worker has a simple Ignition Effect. It doesn't target. There's not much else to say about it.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The other Genex is Genex Power Planner:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>When this card is Normal Summoned, you can add 1 Level 3 "Genex" Effect Monster from your Deck to your hand.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">We also have some Trap Cards, the first one being Miracle's Wake:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>Select 1 monster that was destroyed by battle and sent to your Graveyard during this turn. Special Summon it.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And finally, we have one of the most infamous Cards. That being Mystical Refpanel:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">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).</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Well, that's all for the exclusives of this set Q_Q</div>ness00http://www.blogger.com/profile/06188979259804404088noreply@blogger.com0tag:blogger.com,1999:blog-8825550950309132126.post-50754698772119651542010-09-16T13:46:00.001-03:002010-09-21T23:52:21.806-03:00DREV Part 6: Two Brains Are Better Than OneDuelist 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.<br />
<br />
First, we have Synchro Fusionist:<br />
<div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>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".</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have the fusing Card itself, Miracle Synchro Fusion:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">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 <i>named</i> 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 <i>named</i> after a Synchro, like copying one of the white monsters using Phantom of Chaos or Neo-Spacian Dark Panther.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Fusion Monsters also get the Trap Card Paradox Fusion:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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 <i>activations</i>, 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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And of course, the cover Card is a prime example of these new Fusions. It's name is Dragon Knight Draco-Equiste:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>1 Dragon-Type Synchro Monster + 1 Warrior-Type Monster.<br />
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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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".</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Psychic monsters have a new monster, being Final Psychic Ogre:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">As mentioned, they have a Fusion Monster that uses a Synchro: Ultimate Axon Kicker:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>1 Psychic-Type Synchro Monster + 1 Psychic-Type monster.<br />
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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.<br />
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Finally, Psychics received an exclusive Synchro Monster, Psychic Nightmare:<br />
<br />
<div style="text-align: center;"><i> 1 Tuner + 1 or more non-Tuner Psychic-Type monsters<br />
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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Nightmare has an Ignition Effect. It doesn't target. Not much else to say.</div><div style="text-align: left;"><i> </i></div><div style="text-align: left;"><i> </i></div><div style="text-align: left;">Well, that covers another chunk of DREV. See you next time!<i><br />
</i></div></div>ness00http://www.blogger.com/profile/06188979259804404088noreply@blogger.com0tag:blogger.com,1999:blog-8825550950309132126.post-35284479927555280902010-09-08T18:08:00.000-03:002010-09-08T18:08:38.846-03:00DREV Part 5: Bolshevik NatureNaturia 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.<br />
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The first one is Naturia Mosquito:<br />
<br />
<div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Naturia Beans:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Moving on, we have Naturia Bamboo Shoot:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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 <i>Cards</i>, 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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">As for Spell Cards, we have Naturia Forest:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: left;"><br />
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 <i>activation</i>, so Cards like Skill Drain or Starlight Road won't allow you to activate this effect.<br />
<br />
</div><div style="text-align: left;">And we also have Landoise's Luminous Moss:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Activate only if you control a face-up "Naturia" monster. The opponent's Effect Monsters cannot activate their effects this turn.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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. </div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Finally, Naturias have a TCG exclusive monster, Naturia Pineapple:<br />
<br />
<div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Well, that covers the DREV Naturia Monsters, at least Q_Q</div></div>ness00http://www.blogger.com/profile/06188979259804404088noreply@blogger.com0tag:blogger.com,1999:blog-8825550950309132126.post-12948026847918458372010-09-03T01:38:00.001-03:002010-09-03T01:38:58.035-03:00DREV Part 4: Always I Want To Be With YouOne 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.<br />
<br />
Let's start with Playful Possum:<br />
<br />
<div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Egotistical Ape:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Moving on, we have Uni-Horned Familliar:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">We also have Monoceros:</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">While not exactly a Beast, we also have D.D. Unicorn Knight:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Reaching the domain of Winged-Beasts, we have Unibird:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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).</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Back to Beast-type monsters, we have Bicorn Re'em:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Mine Mole:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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).</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">We also have Rhinotaurus:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And finally, we have the mighty Hypnocorn. OBEY THE HYPNOCORN: </div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: left;"><br />
</div><div style="text-align: left;">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).</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">As for non-anime Cards, we have Lock Cat:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">We also have Elephun:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Elephun has an Optional Trigger Effect, much like a recruiter. It targets a Removed from Play monster.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Beasts have an exclusive monster: Dark Desertapir:</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">As for Spell Cards, we have Unicorn Beacon:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And we also have Beast Rage:</div><div style="text-align: center;"><i>All monsters you control gain 200 ATK for each of your removed from play Beast-Type and Winged Beast-Type monsters.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">As for Trap Cards, we have Battle Instinct:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Howl of the Wild:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Moving on, we have Beast Rising:</div><div style="text-align: center;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The last Trap Card is Horn of the Phantom Beast:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The last Beast Cards are the Synchro Monsters, starting with Thunder Unicorn:</div><br />
<div style="text-align: center;"><i>1 Beast-Type Tuner + 1 or more non-Tuner Monsters<br />
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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Voltic Bicorn:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>1 Beast-Type Tuner + 1 or more non-Tuner monsters<br />
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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And the very last of them all is Lightning Tricorn:</div><div style="text-align: center;"><i>1 Tuner + 1 or more non-Tuner Beast-Type monsters<br />
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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">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.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Again, long articles Q_Q</div>ness00http://www.blogger.com/profile/06188979259804404088noreply@blogger.com5tag:blogger.com,1999:blog-8825550950309132126.post-24200347517128656342010-08-29T18:57:00.001-03:002010-09-01T20:59:57.709-03:00DREV Part 3: Revolt TackleWatt monsters return in Duelist Revolution to support their low-ATK Thunder Monster archtype. Let's take a look starting with Wattbetta:<br />
<br />
<div style="text-align: center;"><i>When this card inflicts Battle Damage to your opponent by a direct attack, your opponent discards 1 card of their choice.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Betta has a Mandatory Trigger Effect that you activate at the After Damage Calculation Sub-Step. Notice some small details in the text: The attack must be a direct attack (much like Spirit reaper or X-Saber Airbellum), and it is your opponent who chooses which Card to discard.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Wattlemur:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>If this card is destroyed by your opponent's card (either by battle or by card effect), they cannot conduct their Battle Phase during their next turn.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Lemur has a Mandatory Trigger Effect, with a similar requirement to Wattfox. Not much else to say Q_Q</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Moving on, we have Wattpheasant:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>This card can attack your opponent directly. When this card inflicts Battle Damage to your opponent by a direct attack, select 1 face-up monster on the field and remove it from play until the End Phase of this turn.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Pheasant has a Continuous Effect that allows it to attack directly. It also has a Mandatory Trigger Effect with a similar requirement to Wattbetta. This effect targets a face-up monster, and that monster is Removed from Play, where a Condition is set on it to return to the Field at the End Phase. Note that if Wattpheasant is the only monster on the Field, it must Remove itself from Play.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The only Watt Spell Card in this set is Wattcure:</div><div style="text-align: center;"><i>When a Thunder-Type monster you control inflicts Battle Damage to your opponent, gain Life Points equal to the damage inflicted.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Wattcure has a Trigger-like effect that is activated at the "After Damage Calculation" Sub-Step. Once again, not much else to say Q_Q</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The only Watt Trap Card in the set is Wattcannon:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Once per turn, when a Level 4 or lowe Thunder-Type monster(s) is Normal or Special Summoned to the field, inflict 600 damage to your opponent.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">The last Watt Card in the set is the mandatory Synchro Monster, Wattchimera:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>1 "Watt" Tuner + 1 or more non-Tuner Thunder-Type monsters.<br />
This card can attack your opponent directly. When this card inflicts Battle Damage to your opponent by a direct attack, place 1 random card from your opponent's hand on top of their Deck.</i> </div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Chimera is similar to Wattpheasant: It has a Continuous Effect that allows it to attack directly, and a Mandatory Trigger Effect that is activated upon a successful direct attack. The effect now places an opponent's Card on top of the Deck.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And that's all for Watts in this set. Who wouldn't love all Cards were this simple?</div>ness00http://www.blogger.com/profile/06188979259804404088noreply@blogger.com2tag:blogger.com,1999:blog-8825550950309132126.post-20693821726241978042010-08-28T04:29:00.001-03:002010-08-29T16:46:36.331-03:00DREV Part 2: Crushed PelvisAmazoness were introduced back in Magician's Force. That's...around when I began playing, and they sure do bring memories. Duelist Revolution has now brought them back to life, with Gold Series 2 reprinting the old amazons from several years ago. Amazoness are also based around the EARTH Attribute, with most monsters being of Warrior-type, and most of their effects are related to or used for battling.<br />
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The first Amazoness wasn't actually named by the theme's name and was simply known as "Amazon Archer". It has now been renamed to Amazoness Archer since Gold Series 2:<br />
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<div style="text-align: center;"><i>You can Tribute 2 monsters you control to inflict 1200 damage to your opponent.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">A simple Ignition Effect. Tributing two monsters is a cost, and you can tribute Archer itself.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">We then go into Magician's Force and find Amazoness Blowpiper:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Select 1 face-up monster your opponent controls during each of your Standby Phases. It loses 500 ATK until the end of this turn.</i></div><br />
Blowpiper has a Mandatory Trigger Effect that activates upon your Standby Phase. It targets an opponent's monster. The ATK reduction does not depend on the existence of Blowpiper on the Field.<br />
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Next, we have Amazoness Fighter:<br />
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<div style="text-align: center;"><i>You take no Battle Damage from battles involving this card.</i></div><br />
This is a Continuous Effect that you would apply immedialy before taking Battle Damage. We have reviewed many similar Cards already, but back in the day, this wasn't such a common effect. And since errata seems to chase the amazons all around, some copies of the MFC Amazoness Fighter read that it has 1300 ATK, when its ATK is actually 1500. They even issued a ruling about it Q_Q<br />
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Moving on, we have Amazoness Paladin:<br />
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<div style="text-align: center;"><i>This card gains 100 ATK for each "Amazoness" monster you control.</i></div>A simple ATK gain effect that is a Continuous Effect. The only thing one can add is that Paladin counts itself for its effect.<br />
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And finally, we have Amazoness Swords Woman:<br />
<div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>Your opponent takes all Battle Damage that you would have taken from a battle involving this card.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">This is also a Continuous Effect, similar to Amazoness Fighter's effect. Instead of reducing the Battle Damage to zero, the damage you take is inflicted to the opponent. This effect is different from Relinquished's: It redirects the Battle Damage you <i>would</i> take. So if you were to take 1000 points of Battle Damage and lose the Duel, those 1000 points are inflicted to the opponent instead, and you take no damage (with Relinquished, you would lose the Duel). It is also important to stress that this is Battle Damage, so Cards like Dragon Knight Draco-Equiste won't prevent it.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Magician's Force also provided the only non-Warrior Amazoness monster: Amazoness Tiger:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>You can only control 1 "Amazoness Tiger". This card gains 400 ATK for each "Amazoness" monster you control. Your opponent cannot attack another "Amazoness" monster.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Tiger has three effects. The first one is a "Highlander Clause", which we have mentioned a few times. The second is a Continuous Effect, being an ATK increase. Much like Amazoness Paladin, Amazoness Tiger counts itself for its effect. The third effect is similar to Dupe Frog's effect. Your opponent can still attack face-down monsters (even if they are Amazoness monsters), or attack directly with a monster that can do so like an Earthbound Immortal.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">As expected of Magician's Force, we also have a Normal Spell Card as support, being Amazoness Spellcaster:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Until the end of this turn, switch the original ATK of 1 face-up monster on your side of field that includes "Amazoness" in its card name or is named "Amazon Archer", with the original ATK of 1 face-up monster on your opponent's side of the field.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Spellcaster targets two monsters on the Field.They both need to be face-up when it resolves. A key note here is that, unlike Shrink, Spellcaster <b>does</b> actually modify the Original ATK of the monsters. For example, if you target King of the Skull Servants, your Amazoness' Original ATK will be the pile of Skull Servants in the opponent's Graveyard, while the King's Original ATK will be reduced to a mere 1500 or so.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have two Trap Cards, the first one being Dramatic Rescue:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>You can only activate this card when a card is activated that targets a monster on the field that includes "Amazoness" in its card name, or is named "Amazon Archer". Return the targeted monster to its owner's hand and Special Summon 1 other monster from your hand.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Rescue itself doesn't target the Amazoness monster. It is the owner of the returned monster that Special Summons a new monster, and the Amazoness monster must return in succeeding in order to perform the Special Summon. Note that the text asks you for "1 <i>other</i> monster", so you cannot Special Summon the same monster that you just returned to the Hand (and this also means you must have a valid monster to Special Summon in order to activate this Card in the first place).</div><div style="text-align: left;"></div><div style="text-align: left;"></div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The last Card from Magician's Force is Amazoness Archers:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Activate only when your opponent declares an attack while you control an "Amazoness" monster. All monsters your opponent controls are changed to face-up Attack Position (Flip effects are not activated), and lose 500 ATK as long as they remain face-up on the field. Your opponent must attack with all of their monsters.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Archers does not target any monsters. Face-down monsters are flipped face-up, as hinted. The prevention of FLIP Effects does not affect monsters like Snowman Eater. The effect that forces all monsters to attack is similar to Battle Mania, which we just reviewed (or at least tried to) not long ago.</div><br />
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Many years later, we recieved Amazoness Chain Master as the first Sneak Preview Promo Card:<br />
<br />
<div style="text-align: center;"><i>When this card is destroyed by battle and sent to the Graveyard, you can pay 1500 Life Points to look at your opponent's hand, select 1 Monster Card in it, and add that card to your hand.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Chain Master has an Optional Trigger Effect that you activate at the End of the Damage Step. Paying 1500 Life Points is a cost, and it does not target. You can use the stolen monster for any purpose. Once it is sent to the Graveyard, it will go to the opponent's Graveyard, much like any Card that takes control of the other player's Cards.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">We finally reach the Duelist Revolution Cards, the first one being Amazoness Sage:</div><br />
<div style="text-align: center;"><i>If this card attacks, select 1 Spell or Trap Card your opponent controls and destroy it at the end of the Damage Step.</i></div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Sage has a Mandatory Trigger Effect that you activate at the End of the Damage Step, and it targets the S/T Card. Its requirements, however, are a little confusing. First, Amazoness Sage must be the attacking monster. It must enter the Damage Step, and survive through the entire Damage Step in order to destroy the S/T Card. It is not necessary for it to be involved in Damage Calculation, but it won't activate if Sage is destroyed before it can activate its effect.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Amazoness Trainee:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Monsters destroyed by battle with this card are returned to the bottom of the owner's Deck instead of going to the Graveyard. If this card destroys an opponent's monster by battle, this card gains 200 ATK.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">The first effect is a Continuous Effect. Since it doesn't use the chain, monsters are never sent to the Graveyard, so a monster like Sangan can't activate its effect. Even if Macro Cosmos is active, the monster is still sent to the Deck. The second effect is a Mandatory Trigger Effect. It activates at the End of the Damage Step. Trainee doesn't need to send the destroyed monster to the Graveyard in order to activate this effect (hint hint: Otherwise its two effects would conflict with each other).</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And then, we have the main monster: Amazoness Queen:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>"Amazoness" monsters you control cannot be destroyed by battle.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Simple enough, Queen has a Continuous Effect that prevents destruction in battle. Much like other effects we have mentioned, Queen also affects itself with its effect.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The TCG received an exclusive Monster Card, being Amazoness Scouts:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>During either player's turn, you can Tribute this card. If you do, during this turn, face-up "Amazoness" monsters you control cannot be targeted by Effect Monsters' effects and cannot be destroyed by the effects of Spells, Traps or Effect Monsters.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Scouts has a Quick Effect. It doesn't target, and it will only affect the Amazoness monsters that are face-up when the effect resolves. Note that if you chain the effect to a Monster Effect that targets, the amazon has already been targeted, so Scouts' effect won't prevent the targeting. It will, however, prevent destruction.<i> </i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Let's move into the Spell Cards, starting with the Field Spell Card Amazoness Village:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>All face-up "Amazoness" monsters on the field gain 200 ATK. Once per turn, when an "Amazoness" monster is destroyed by battle or by a card effect and is sent to the Graveyard, you can Special Summon 1 "Amazoness" monster from your Deck with a Level less than or equal to that of the destroyed "Amazoness".</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">The first effect is a Continuous Effect, and it is applied to every face-up Amazoness on the Field. The second effect is a Trigger-like effect that can only be activated by the player that controls Village itself, and it doesn't target. It can be activated during the Damage Step too. The monster is checked on the Graveyard, so you refer to its Original Level, and if a monster like Phantom of Chaos gained the name of an amazon, the effect can't be activated, because it would have lost the name by them. Note how it doesn't require that the Amazoness monster is on the Field, so if it has its Summon negated by Solemn Warning, or it is destroyed in the Hand by Deck Devastation Virus, you can still activate Village's effect.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Amazoness Fighting Spirit:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>If an "Amazoness" monster attacks a monster with higher ATK, the attacking monster gains 1000 ATK during damage calculation only.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Fighting Spirit's text is highly unreliable for almost everything it does Q_Q First, it only applies to its controller's Amazoness, despite the text suggesting that it works for both players (much like Skyscraper). Also, controlling more than one copy of it will NOT increase the ATK by 1000 points again. The effect itself is a Continuous Effect that will be applied immediatly when the opponent's monster has higher ATK than the amazon.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">There's also a TCG exclusive Spell Card, Amazoness Heirloom:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Equip only to an "Amazoness" monster. Once per turn, that monster cannot be destroyed by battle. When the equipped monster attacks, after damage calculation, destroy the attack target.</i></div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Heirloom is restricted only to Amazoness monsters. The first effect is a Continuous Effect. You don't get to choose when to apply it, so the first time the Amazon would be destroyed in battle, it won't be destroyed (if, for any reason, you wanted to destroy it). The second effect is a Trigger-like effect, similar to Red Dragon Archfiend/Assault Mode's effect. </div><div style="text-align: left;"><br />
</div><div style="text-align: left;">While not exactly an Amazoness Card, Duelist Revolution brings Desperate Tag Change:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>During damage calculation, when a face-up Attack Position monster on your side of the field is destroyed by battle, the Battle Damage you receive from that battle becomes 0, and at the end of the Damage Step you can Special Summon 1 Level 4 or lower Warrior-Type monster from your hand.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Tag Change has a Trigger-like Effect that you activate at Damage Calculation, after deciding if you would take Battle Damage, but before actually taking it. In order to activate the effect, you must be able to perform both actions.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Back to Amazoness, their first Trap Card in DREV is Amazoness Willpower:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Select 1 "Amazoness" monster in your Graveyard and Special Summon it in Attack Position. It cannot change its battle position and must attack if able. When this card is removed from the field, destroy that monster. When that monster is destroyed, destroy this card.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Willpower is very similar to Call the Haunted: It targets, and keeps targeting. If the monster is flipped face-down, all the conditions are gone (remember that it is only forbidden from changing its position manually). The "must attack" part is exactly the same as the Battle Mania issue in the previous article.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Queen's Pawn:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>Activate only when an "Amazoness" monster you control destroys a monster by battle and sends it to the Graveyard. Special Summon 1 Level 4 or lower "Amazoness" monster from your Deck.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">A simple effect. You activate this Trap Card at the End of the Damage Step, and Summon an amazon from your Deck. This effect doesn't target.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The last Trap Card for today is the TCG exclusive Amazoness Shamanism:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Destroy all face-up "Amazoness" monsters you control. Then, you can Special Summon any number of Level 4 or below "Amazoness" monsters from your Graveyard in face-up Defense Position up to the number of monsters destroyed by this effect.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Destroying your monsters is not a cost, and this effect doesn't target. Special Summoning is optional, and you can activate this Card even if you had no monsters to Summon by its effect in the first place. So, for example, if your opponent targets 3 of your amazons with Mist Wurm, you can chain this Card to destroy the targeted amazons, and Summon them back in Defense Position. Count the monsters to Summon after this Card succeeds in destroying them.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Well, this covers all Amazoness Cards Q_Q </div>ness00http://www.blogger.com/profile/06188979259804404088noreply@blogger.com3tag:blogger.com,1999:blog-8825550950309132126.post-11462124659514071542010-08-25T02:49:00.000-03:002010-08-25T02:49:26.168-03:00DREV Part 1: That Metal SheetThe recently released set Duelist Revolution introduces the Scrap theme, which is based around on EARTH Monsters that recycle themselves and promote bad puns related to feces.<br />
<br />
Let's start with Scrap Chimera:<br />
<br />
<div style="text-align: center;"><i>This card cannot be used as a Synchro Material Monster, except for the Synchro Summon of a "Scrap" monster, and all the other Synchro Material Monsters must also be "Scrap" monsters. When this card is Normal Summoned, you can select 1 "Scrap" Tuner monster in your Graveyard and Special Summon it.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Chimera has a Condition that restricts its use as a Synchro Material. This Condition cannot be negated, similar to Debris Dragon. It also has an Optional Trigger Effect that activates upon its Normal Summon (which means it can be negated by Pulling the Rug). This effect targets a monster in your Graveyard.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Scrap Goblin:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>This card cannot be destroyed by battle. 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 Goblin", and add it to your hand.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: center;">The first effect is your usual battle immunity, a Continuous Effect. Next we have a Mandatory Trigger Effect that destroys Scrap Goblin at the End of the Battle Phase in which it's chosen as an attack target. As long as Goblin was chosen as the target, it will be destroyed, even if the attack is negated (Magic Cylinder, Necro Gardna, etc.) or stopped (Gravity Bind, Enemy Controller). If you switch the attack target to a different monster, such as with Dreamsprite or Shift, Goblin won't destroy itself. More importantly, Goblin has to remain face-up until the End of the Battle Phase in order to activate this effect, so if you flip it face-down before it activates, it won't activate. If your opponent attacks Goblin with a few Gladiator Beasts, the opponent can activate the effect of the Gladiator Beasts before you activate Goblin (so that s/he has a legal target for Murmillo or any other excuse). The third effect is an Optional Trigger Effect that can't miss the timing. It targets a monster in the Graveyard, and of course, being destroyed by the second effect can trigger the third one, as Scrap Goblin is a Scrap Card itself.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And very close to Goblin, we have Scrap Beast:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>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 Beast", and add it to your hand.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Needless to say, Scrap Beast has the same two effects as Scrap Goblin, so it works exactly the same Q_Q</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Scrap Hunter:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Once per turn, you can select 1 face-up "Scrap" monster you control, except this card. Destroy it and send 1 Tuner monster from your Deck to your Graveyard.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Scrap Hunter has an Ignition Effect which targets. At resolution, it is destroyed and you send a monster from the Deck to the Graveyard. The target must be face-up when it resolves. This effect can be activated if Macro Cosmos is active. The destruction and the dumping are considered to be simultaneous, so you can activate something like Chain Whirlwind after this Card resolves. If you fail to destroy the target, then you do not send a monster to the Graveyard.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Moving on, we have Scrap Golem:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Once per turn, you can select 1 Level 4 or lower "Scrap" monster in your Graveyard and Special Summon it to either player's side of the field.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Scrap Golem has an Ignition Effect, which targets. And as its rulings point out already, the decision on the side of the Field is performed when it resolves. Not much else to say, it's a simple effect.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Speaking of simple Cards, let's begin with the Spell Cards with the simple Scrapyard:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>Add 1 "Scrap" Tuner monster from your Deck to your hand.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Your average Reinforcement of the Army clone. As usual, this effect doesn't target, and you can't activate if Thunder King Rai-Oh is face-up.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">We then have Scrapstorm:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Select 1 face-up "Scrap" monster you control. Send 1 "Scrap" monster from your Deck to the Graveyard, then draw 1 card. Then, destroy the selected monster.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Scrapstorm targets a monster on your side of the Field. The three other actions are not considered to be simultaneous, so for example, your opponent can't respond with Drastic Drop Off to it. The actions are dependant of each other, so if you can't send a monster to the Graveyard (because of Dimension Fortress Weapon), you don't get to draw or destroy your monster. However, if you can't destroy your monster, you can still dump a monster and draw a Card.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And the last original Spell Card was Scrap Sheen:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Select 1 face-up "Scrap" monster you control and destroy it. All face-up "Scrap" monsters you control gain 1000 ATK until the End Phase.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Sheen targets a monster you control, which is destroyed at resolution. The ATK gain does not target. The ATK gain is a consequence of the destruction, but they are considered to happen simultaneously. Since the ATK gain depends on the destruction, you cannot activate this Card during the Damage Step.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">A TCG exclusive Spell Card was introduced for this theme: Guts of Steel:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Select 3 "Scrap" monsters in your Graveyard. Your opponent picks 1 of them, you Special Summon it to either player's side of the field, and remove the others from play.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Guts targets 3 monsters in your Graveyard. The opponent selects one when the effect resolves, and this selection does not target. Much like Scrap Golem, you choose which side of the Field to place the monster on when the effect resolves.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The only Trap Card in this set for Scraps is Scrap Rage:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Activate during damage calculation if a face-up Defense Position "Scrap" monster on the field is attacked. The attacked "Scrap" monster gains 2000 DEF, and is destroyed at the end of the Battle Phase.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">As the description points out, Rage can be activated during the elusive Damage Calculation Sub-Step. It does not target the attacked monster. If the monster stops being face-up, it won't be destroyed at the End of the Battle Phase, but it would lose the gained DEF. It also follows the same rules as Goblin regarding the destruction (Gladiator Beasts and the like). You can choose to destroy Goblin or Beast by their own effect or by this Card's effect, as you like.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">And finally, we have the mandatory Synchro Monster: Scrap Dragon:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>1 Tuner + 1 or more non-Tuner monsters<br />
Once per turn, you can select 1 card you control and 1 card your opponent controls. Destroy them. 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.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Dragon has an Ignition Effect that targets two Cards. If one of the targets cannot be destroyed for any reason, the other one is still destroyed. Its second effect is a Mandatory Trigger Effect that activates when Scrap Dragon is destroyed (even if it has its Summon negated). This one targets too. Much like Vampire Lord, Scrap Dragon has to be controlled by its owner in order to account which Cards that destroy it are actually the opponent's Cards.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Well, that covers the Scrap monsters. Stay tuned for more Duelist Revolution Cards!</div>ness00http://www.blogger.com/profile/06188979259804404088noreply@blogger.com2tag:blogger.com,1999:blog-8825550950309132126.post-75822823298791208072010-08-21T20:20:00.002-03:002010-08-25T00:58:04.222-03:00Do Not Back UpIn case you were keeping track, last time we were talking about Yusei's Monster and Spell Cards. So let's move on into the Trap Cards, which are the largest type of Card used by him. Most of them are simple, but some have some annoying extra effects that cause some annoying rulings of course.<br />
<br />
Let's start with Defense Draw:<br />
<br />
<div style="text-align: center;"><i>Activate only during damage calculation during your opponent's turn. The Battle Damage you would receive becomes 0. Draw 1 card.</i></div><div style="text-align: center;"></div><div style="text-align: left;"><br />
In order to activate Defense Draw, you must be about to take Battle Damage, and you must be able to draw Cards. Defense Draw is activated at the "Damage Calculation" Sub-Step. In order to determine if you are going to take Battle Damage, Defense Draw is activated after comparing the ATK of the monsters battling (and determining the Battle Damage), but before inflicting the Damage and moving into the "After Damage Calculation" Sub-Step. This means that if your Tragoedia is attacked, activating Defense Draw won't increase its ATK and help it win the battle.<br />
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Next we have Remote Revenge:<br />
<br />
<div style="text-align: center;"><i>Activate only when a monster you control is targeted by a Spell, Trap, or Effect Monster's effect that destroys 1 monster on the field. Switch the target to an appropriate monster your opponent controls.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Remote Revenge basically re-targets a monster that is going to be affected by another effect. This, of course, means that Remote Revenge itself targets. Since Remote Revenge asks that the effect destroys "1" monster, the effect cannot target more than one Card (not even Spell and Trap Cards). An additional burden is that the target must be appropriate. For example, if your opponent uses Nobleman of Crossout on your face-down Defense Position monster, then you must target a face-down monster your opponent controls (because Nobleman can only destroy face-down monsters). Remote Revenge also cannot be activated during the Damage Step against effects like Man-Eater Bug.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">As a quick break, let's look at the simple Graceful Revival:</div><div style="text-align: center;"><br />
</div><div style="text-align: center;"><i>Select 1 Level 2 or lower monster from your Graveyard and Special Summon it in Attack Position. When this card is removed from the field, destroy that monster. When that monster is removed from the field, destroy this card.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Graceful Revival is very similar to Call of the Haunted: It targets a monster in the Graveyard, and continues targeting it once it has been successfully Summoned. It also has the classic "doom clauses" of Removing either Card from the Field will destroy the other one. Flipping the monster face-down will stop the targeting, so if one Card is gone, the other one will stay.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Now, let's take a look at Equip Shot:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Activate only during the Battle Phase. Select 1 Equip Card equipped to a face-up Attack Position monster you control, and select 1 face-up Attack Position monster your opponent controls. Equip that monster with the selected Equip Card. Then, conduct battle between your previously equipped monster and the selected monster (other effects cannot be activated during this battle).</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Equip Shot has many small details that may end up being overlooked. First, it can only be activated during the Battle Phase, but only outside of the Damage Step. You then target an Equip Card you control and an opponent's monster (which must be a legal target for the Equip Card). The Equip Card is re-targeted to the opponent's monster. You then have both monsters battle each other. </div><div style="text-align: left;"><br />
</div><div style="text-align: left;">This battle is not your usual attack. Instead, you immediately move into Damage Calculation and begin comparing the ATK of the monsters. This disrupts most effects that activate while battling (Ally of Justice Catastor, Mirror Force, etc.) because no monster is declaring an attack. This is also a loophole that allows you to attack while you can't declare an attack. For example, if you have just used the effect of Chaos Sorcerer, you can enter the Battle Phase, and use Equip Shot to have Chaos Sorcerer battle a monster. Additionally, since this doesn't count as declaring an attack, the monster can perform it's usual once-per-turn attack aside from this battle.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Next, we have Synchro Strike:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Target Synchro Summoned monster gains 500 ATK for each Synchro Material Monster used to Summon it, until the End Phase.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Synchro Strike targets a Synchro monster on the Field. It can be activated during the Damage Step, before Damage Calculation. If the Synchro monster stopped being face-up after it was Synchro Summoned, then it will "forget" how many Synchro Materials it has used, so you cannot use Synchro Strike on it. Also, note that if you use a Synchro Monster as a Synchro Material for a new Synchro, then Synchro Strike won't count the first materials for the ATK bonus. That is to say, if you use Junk Synchron and Speed Warrior for Junk Warrior, then use Junk Warrior and Nitro Synchron for Nitro Warrior, when you target Nitro Warrior with Synchro Strike you would only count two Synchro Materials: Junk Warrior and Nitro Synchron. Do not count Junk Synchron and Speed Warrior.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Moving on, we have Urgent Tuning:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Activate only during the Battle Phase. Synchro Summon 1 Synchro Monster. (Send the appropriate Synchro Material Monsters to the Graveyard.)</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Urgent Tuning is one of those Cards we all know and love: Short text, long implications. As its text suggests, you activate it during the Battle Phase (outside of the Damage Step) and then you Synchro Summon a Synchro monster. However, this follows all of the other rules of Synchro Summoning: You must use the appropriate Synchro Materials, they must be face-up, they are sent to the Graveyard, etc. The Synchro Summon is performed when Urgent Tuning resolves. If Urgent Tuning is link 2 or higher, then neither player can respond to the Summon with Cards like Torrential Tribute or Bottomless Trap Hole. Finally, since this is a proper Synchro Summon, the Synchro Monster can be Special Summoned later with effects like Monster Reborn and the like.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Now, let's look at Battle Mania:</div><div style="text-align: left;"></div><div style="text-align: center;"><i>Activate only during your opponent's Standby Phase. All face-up monsters your opponent controls are changed to Attack Position, and cannot change their battle positions this turn. All monsters your opponent currently controls must attack this turn, if able.</i><br />
<br />
<div style="text-align: left;">Battle Mania first switches your opponent's face-up monsters to Attack Position. Then, it sets a number of Conditions on them, forcing them to battle this turn and making them unable to switch positions (even if they already were in Attack Position). Monsters that appear face-up on the Field after Battle Mania resolves are not affected by it. If you control a monster affected by Battle Mania, it simply means that you cannot end your turn without attacking with it. If the monster is not able to attack (due to Swords of Revealing Light or similar), then this is void, of course. The monster's position can still be changed by Card effects.</div></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Then, we have Confusion Chaff:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Activate only when your opponent declares a second direct attack during the same Battle Phase. Conduct battle between the attacking monster and the first monster that attacked directly (other effects cannot be activated during this battle).</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Chaff is activated upon attack declaration. It forces two monsters to battle each other, similar to Equip Shot (moving into Damage Calculation immediately as well). If a monster has its attack negated, it is not considered to have attacked directly, but if the attack is stopped (Book of Moon, Gravity Bind, etc.), then the monster is eligible to battle with the other one.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Backtracking a lot, we have Scrap-Iron Scarecrow:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>Activate only when an opponent's monster declares an attack. Negate the attack, and Set this card face-down again instead of sending it to the Graveyard.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Scarecrow is activated upon Attack Declaration and it targets (because of its Japanese text). It negates an attack, and after activation, it sets itself on the Field again. Like all Trap Cards, it cannot be activated during the turn it is set on the Field, so you cannot activate the same copy of Scarecrow more than once per turn. In order to set itself on the Field, Scarecrow itself must remain on the Field until it resolves. If it is destroyed by Dust Tornado or similar, it will stay in the Graveyard.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Now, let's look at Give and Take:</div><div style="text-align: center;"><i><br />
</i></div><div style="text-align: center;"><i>Special Summon 1 monster from your Graveyard to your opponent's side of the field in Defense Position, and increase the Level of 1 monster you control by the Level of the Special Summoned monster, until the End Phase.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Give and Take targets two monsters, one in your Graveyard, and one on your side of the Field (which must be face-up). You Special Summon the one in the Graveyard, and increase the Level of the one on the Field, only if the Summon is successful. These two actions are considered to be simultaneous, so either player can respond to the Summon. The Summon is considered to be performed by the player activating Give and Take, so his/her opponent can use Bottomless Trap Hole on the Summoned monster, even if the Summoned monster is on the same side of the Field as BTH.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">We then have Limiter Overload:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>When this card is sent to your Graveyard, Special Summon "Speed Warrior" from your hand, Deck or Graveyard.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Overload has a Trigger-like effect that is activated at the Graveyard, when it's sent to the Graveyard by any means from any location. Overload itself cannot be "activated" like a regular Normal Trap Card. It must meet its trigger. This effect doesn't target, as it can Summon a Speed Warrior from the Hand and Deck. Overload cannot activate its effect under Cold Wave. Overload can activate its effect during the turn it is set, because you aren't activating the Trap Card itself (much like Dark Coffin).</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Let's go with CRMS now, starting with Shining Silver Force:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Activate only when your opponent activates a Trap Card that inflicts damage. Negate the activation of that card and destroy it and all face-up Spell and Trap Cards your opponent controls.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Force must be chained directly to the activation of a Trap Card that will inflict effect damage when it resolves. Its rulings list pretty much everything it cannot respond to (uncertain damage and no damage when it resolves). It also cannot negate the effect of an already-active Trap Card like Backfire. Silver Force can be activated during the Damage Step.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">We then have Spirit Force: </div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Activate only during damage calculation during your opponent's turn. You take no Battle Damage from that battle. Then, you can add 1 Warrior-Type Tuner monster with 1500 or less DEF from your Graveyard to your hand.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Spirit Force is very similar to Defense Draw, only that instead of drawing a Card, you search for a monster. This search is optional, so Force can be activated even if you can't perform it (such as if Thunder King Rai-Oh is face-up on the Field).</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Now, let's look at Descending Lost Star:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Select 1 Synchro Monster in your Graveyard and Special Summon it in face-up Defense Position. Its effect is negated, its Level is reduced by 1 and its DEF becomes 0. Its battle position cannot be changed.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Lost Star targets a Synchro Monster. Then, it sets a pile of conditions on the monster, negating any effects that activate or are applied while on the Field (much like Forbidden Chalice), reducing its Level, setting its DEF to 0, and preventing it from changing positions. Flipping it face-down or Removing it from the Field will get rid of all of these conditions.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
Raging Battle brings us Miracle Locus:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Select 1 face-up Attack Position monster you control. Your opponent draws 1 card. The selected monster gains 1000 ATK until the End Phase and can attack up to 2 monsters during this turn's Battle Phase. When it attacks or is attacked this turn, your opponent takes no Battle Damage.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Locus targets one of your monsters. When it resolves, your opponent draws a Card, your monster gains 1000 ATK, and the ability to attack two monsters, but becomes unable to inflict Battle Damage to your opponent. Locus can be activated during the Damage Step before Damage Calculation. Being able to attack two monsters is similar to the effect of Chimeratech Overdragon or Asura Priest: You can attack multiple monsters, but you cannot proceed to attack directly afterwards.<i> </i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Ancient Prophecy brings us Reinforce Truth:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Special Summon 1 Level 2 or lower Warrior-Type monster from your Deck. You cannot conduct your Battle Phase the turn you activate this card.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Reinforce Truth doesn't target. Other than that, you cannot "cheat" its activation requirement by conducting your Battle Phase and activating it later, as usual. You can, however, activate it during your opponent's turn.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then we have Skill Successor: </div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Select 1 face-up monster you control. It gains 400 ATK until the End Phase. You can remove from play this card in the Graveyard to give 1 face-up monster you control 800 ATK until the End Phase. This effect cannot be activated the turn this card is sent to the Graveyard, and can only be activated during your turn.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Both of these effects target and both can be activated during the Damage Step before Damage Calculation. The second effect is a Quick-like effect. If you are under the effect of Cold Wave, the second effect cannot be activated.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Stardust Overdrive brings us Slip Summon:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Activate only when your opponent Summons a monster. Special Summon 1 Level 4 or lower monster from your hand in face-up Defense Position. Return it to the owner's hand during the End Phase.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Slip Summon responds to the successful Summon of an opponent's monster. Then, it sets a condition on the monster that returns it to the Hand without using the chain. If the monster is no longer face-up, then it won't return to the Hand.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Then, we have Synchro Barrier:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Tribute 1 Synchro Monster you control. You do not take any damage until the End Phase of the next turn.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Synchro Barrier tributes a Synchro Monster as a cost. Then, you do not take any Battle Damage or Effect Damage for two turns. Other than that, this Card works very similarly to Hallowed Life Barrier.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The now not-so-recent Starter Deck brought us Wild Tornado:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Select 1 face-up card in the Spell & Trap Card Zones and destroy it. The controller of the destroyed card can then Set 1 Spell or Trap Card from their hand. If this Set card is destroyed and sent to the Graveyard, select and destroy 1 face-up card on the field.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">Both of Tornado's effect target. The first effect has an additional clause in which a player can set an additional S/T Card, which is completely optional. The second effect is a Trigger-like effect that will activate even if Tornado is destroyed during the turn it is set (much like Limiter Overload).</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Finally, the Duelist Pack Yusei 2 brings us two more Trap Cards. First we have Scrubbed Raid:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>During the Battle Phase, you can send 1 card you control to the Graveyard, except this card, to end the Battle Phase.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">This Continuous Trap Card has a Quick-like effect. Sending a Card to the Graveyard is a cost. You can send a Normal Trap Card or Quick-Play Spell Card that you have just activated to the Graveyard in order to activate Raid's effect. However, you cannot use a Card that cannot go to the Graveyard as a cost, such as a Battle Fader or Plaguespreader Zombie that were Summoned through their effects, or an Archlord Krystia. This obviously means that you cannot pay this effect's cost if Macro Cosmos is active. Being a Continuous Trap Card, Scrubbed Raid must remain face-up in order to resolve properly. Raid cannot activate its effect during the Damage Step, but it can be activated during either player's Battle Phase. If you end the Battle Phase in response to an attack, the attacking monster is no longer considered an attacking monster for the purpose of Cards like Dimensional Prison or Magic Cylinder (so it becomes an illegal target).</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">The last Card for today's article is Tuner's Barrier:</div><div style="text-align: left;"><br />
</div><div style="text-align: center;"><i>Select 1 face-up Tuner monster you control. That monster cannot be destroyed by battle or by card effects, until the End Phase of the next turn.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">A simple effect. It targets a Tuner monster, and that monster receives a condition that prevents its destruction for about two turns. If the monster is no longer face-up, this condition is removed. This protection does not save the monster from being destroyed by Game Mechanics such as not paying a Maintenance Cost.</div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Well, that's all for today. A very long article after a very long wait Q_Q</div></div>ness00http://www.blogger.com/profile/06188979259804404088noreply@blogger.com4tag:blogger.com,1999:blog-8825550950309132126.post-29146969197062442522010-08-21T16:38:00.000-03:002010-08-21T16:38:27.738-03:00Surviving The Different DimensionTurns out I'm actually still alive. Who knew?<br />
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So yeah, I know I promised I would be away for about a week, and I vanished for more than two months. I'm definately sorry about that. A lot of stuff piled up and I couldn't manage to find any regular intervals of free time to update this blog.<br />
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I'll start writing new articles again, even if I can't get them up as regularly as I wish Q_Qness00http://www.blogger.com/profile/06188979259804404088noreply@blogger.com3tag:blogger.com,1999:blog-8825550950309132126.post-8348391610399304202010-06-21T23:51:00.002-03:002010-06-21T23:51:51.571-03:00Removed From PlayI'll be away until July or so on a trip to Continentals...which sadly means that there won't be articles for a number of days Q_Qness00http://www.blogger.com/profile/06188979259804404088noreply@blogger.com0