Showing posts with label DREV. Show all posts
Showing posts with label DREV. Show all posts

Saturday, October 16, 2010

DREV Part 8: Delaying The Inevitable Uprise

*Deep sigh*

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.

Let' start with the monsters, the first one being Earthquake Giant:

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.

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).

Next, we have Effect Veiler:

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.

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.

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.

Moving on, we have Dash Warrior:

If this card attacks, it gains 1200 ATK during the Damage Step only.

Dash Warrior's effect is Continuous. It begins applying as soon as you move into the Damage Step.

Then, we have Damage Eater:

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.

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).

We also have A/D Changer:
You can remove from play this card in your Graveyard to select 1 monster on the field. Change its battle position.

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.

Next, let's look at Stronghold Guardian:

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.

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.

Moving on, we have Trident Warrior:

When this card is Normal Summoned, you can Special Summon 1 Level 3 monster from your hand.

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.

Then, we have Delta Flyer:

Once per turn, you can select 1 other face-up monster you control and increase its Level by 1.

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.

The last monster from this set is Ambitious Gofer:

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.

Ambitious Gofer has an Ignition Effect. It targets up to 2 monsters. The opponent cna choose to negate it when the effect starts resolving
Now, let's look at the Spell Cards, starting with Blind Spot Strike:

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.

Strike targets both monsters. It can be activated during the Damage Step before Damage Calculation.

Then, we have Double Cyclone:

Select 1 Spell/Trap Card you control and 1 Spell/Trap Card your opponent controls. Destroy the selected card(s).

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.

We then have some Equip Cards, one being Pestilence:

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.

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.

The other Equip Spell Card is Cursed Armaments:

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.

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.

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.

We than have Wiseman's Chalice:

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.

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.

We then have Summoning Curse:

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.

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.

The last Spell Card is definitely the most special Card of the set: Pot of Duality:

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.

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.

The first Trap Card left is Parallel Selection:
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.
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.

Next, we have Reanimation Wave:
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.

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).

We then have Barrier Wave:

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.

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.

Moving on, we have Chain Whirlwind:

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.

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.

As for another popular Card, we have Solemn Warning:

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.

Paying Life Points is a cost. Warning can negate either:
-A Normal, Flip, or an Inherent Special Summon.
-The activation of a Spell/Trap Card or the activation of a Monster Effect that might Special Summon a monster.

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 at that time. 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.

We then have Anti-Magic Prism:

Activate only when your opponent activates a Quick-Play Spell Card. Select 1 card on the field and destroy it.

Prism responds to the activation of a Quick-Play Spell Card. It targets a Card on the Field. Not much else to say.

And for another Counter Trap Card, we have Chivalry:

Activate only during the Battle Phase, when the effect of an opponent's Effect Monster is activated. Negate the activation and destroy that card.

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).

And finally the last Card is Light of Destruction:

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.

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).


Well, that finally covers Duelist Revolution. Sorry for the long delay, guys Q_Q

Wednesday, September 22, 2010

DREV Part 7: Importing revolts

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


The first one being D.D. Destroyer:


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


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

As for the imports, we have Fabled Raven:

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

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

Next, we have Ally of Justice Cyclone Creator:

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

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

We also have Stygian Street Patrol:

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

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

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

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

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

Next, we have Flamvell Archer:

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

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

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

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

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

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

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

The other Genex is Genex Power Planner:

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

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

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

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

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

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

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

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

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

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

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

Thursday, September 16, 2010

DREV Part 6: Two Brains Are Better Than One

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

First, we have Synchro Fusionist:

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

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

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

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

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

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

Fusion Monsters also get the Trap Card Paradox Fusion:

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

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

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

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

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



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

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

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

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

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

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

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

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

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

Wednesday, September 8, 2010

DREV Part 5: Bolshevik Nature

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

The first one is Naturia Mosquito:

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

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

Next, we have Naturia Beans:

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

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

Moving on, we have Naturia Bamboo Shoot:

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

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

As for Spell Cards, we have Naturia Forest:

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

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

And we also have Landoise's Luminous Moss:

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

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

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

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

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

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

Friday, September 3, 2010

DREV Part 4: Always I Want To Be With You

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

Let's start with Playful Possum:

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

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

Next, we have Egotistical Ape:

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

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

Moving on, we have Uni-Horned Familliar:

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

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

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

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

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

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

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

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

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

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

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

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

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

Next, we have Mine Mole:

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

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

We also have Rhinotaurus:

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

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

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

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

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

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

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

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

We also have Elephun:

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

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

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

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

As for Spell Cards, we have Unicorn Beacon:

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

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

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

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

As for Trap Cards, we have Battle Instinct:

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

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

Next, we have Howl of the Wild:

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

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

Moving on, we have Beast Rising:

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

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

The last Trap Card is Horn of the Phantom Beast:

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

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

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

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

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

Next, we have Voltic Bicorn:

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

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

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

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



Again, long articles Q_Q

Sunday, August 29, 2010

DREV Part 3: Revolt Tackle

Watt monsters return in Duelist Revolution to support their low-ATK Thunder Monster archtype. Let's take a look starting with Wattbetta:

When this card inflicts Battle Damage to your opponent by a direct attack, your opponent discards 1 card of their choice.

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.

Next, we have Wattlemur:

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.

Lemur has a Mandatory Trigger Effect, with a similar requirement to Wattfox. Not much else to say Q_Q

Moving on, we have Wattpheasant:

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.

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.

The only Watt Spell Card in this set is Wattcure:
When a Thunder-Type monster you control inflicts Battle Damage to your opponent, gain Life Points equal to the damage inflicted.

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

The only Watt Trap Card in the set is Wattcannon:

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.

The last Watt Card in the set is the mandatory Synchro Monster, Wattchimera:

1 "Watt" Tuner + 1 or more non-Tuner Thunder-Type monsters.
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.

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.


And that's all for Watts in this set. Who wouldn't love all Cards were this simple?

Saturday, August 28, 2010

DREV Part 2: Crushed Pelvis

Amazoness 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.

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:

You can Tribute 2 monsters you control to inflict 1200 damage to your opponent.

A simple Ignition Effect. Tributing two monsters is a cost, and you can tribute Archer itself.

We then go into Magician's Force and find Amazoness Blowpiper:

Select 1 face-up monster your opponent controls during each of your Standby Phases. It loses 500 ATK until the end of this turn.

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.

Next, we have Amazoness Fighter:

You take no Battle Damage from battles involving this card.

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

Moving on, we have Amazoness Paladin:

This card gains 100 ATK for each "Amazoness" monster you control.
A simple ATK gain effect that is a Continuous Effect. The only thing one can add is that Paladin counts itself for its effect.

And finally, we have Amazoness Swords Woman:

Your opponent takes all Battle Damage that you would have taken from a battle involving this card.

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 would 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.

Magician's Force also provided the only non-Warrior Amazoness monster: Amazoness Tiger:

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.

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.

As expected of Magician's Force, we also have a Normal Spell Card as support, being Amazoness Spellcaster:

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.

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 does 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.

Then, we have two Trap Cards, the first one being  Dramatic Rescue:

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.

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 other 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).

The last Card from Magician's Force is Amazoness Archers:

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.

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.


Many years later, we recieved Amazoness Chain Master as the first Sneak Preview Promo Card:

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.

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.

We finally reach the Duelist Revolution Cards, the first one being Amazoness Sage:

If this card attacks, select 1 Spell or Trap Card your opponent controls and destroy it at the end of the Damage Step.

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.

Next, we have Amazoness Trainee:

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.

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).

And then, we have the main monster: Amazoness Queen:

"Amazoness" monsters you control cannot be destroyed by battle.

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.

The TCG received an exclusive Monster Card, being Amazoness Scouts:

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.

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.

Let's move into the Spell Cards, starting with the Field Spell Card Amazoness Village:

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".

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.

Next, we have Amazoness Fighting Spirit:

If an "Amazoness" monster attacks a monster with higher ATK, the attacking monster gains 1000 ATK during damage calculation only.

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.

There's also a TCG exclusive Spell Card, Amazoness Heirloom:

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.

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. 

While not exactly an Amazoness Card, Duelist Revolution brings Desperate Tag Change:

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.

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.

Back to Amazoness, their first Trap Card in DREV is Amazoness Willpower:

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.

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.

Next, we have Queen's Pawn:

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.

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.

The last Trap Card for today is the TCG exclusive Amazoness Shamanism:

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.

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.

Well, this covers all Amazoness Cards Q_Q

Wednesday, August 25, 2010

DREV Part 1: That Metal Sheet

The 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.

Let's start with Scrap Chimera:

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.

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.

Next, we have Scrap Goblin:

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.

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.

And very close to Goblin, we have Scrap Beast:

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.

Needless to say, Scrap Beast has the same two effects as Scrap Goblin, so it works exactly the same Q_Q

Then, we have Scrap Hunter:

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.

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.

Moving on, we have Scrap Golem:

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.

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.

Speaking of simple Cards, let's begin with the Spell Cards with the simple Scrapyard:

Add 1 "Scrap" Tuner monster from your Deck to your hand.

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.

We then have Scrapstorm:

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.

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.

And the last original Spell Card was Scrap Sheen:

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.

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.

A TCG exclusive Spell Card was introduced for this theme: Guts of Steel:

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.

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.

The only Trap Card in this set for Scraps is Scrap Rage:

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.

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.

And finally, we have the mandatory Synchro Monster: Scrap Dragon:

1 Tuner + 1 or more non-Tuner monsters
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.

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.


Well, that covers the Scrap monsters. Stay tuned for more Duelist Revolution Cards!