Sunday, July 24, 2011

Photon Shockwave Review 5

Overwound Spring
Normal Magic Card
Activate by selecting 1 "Mainspring" Monster in your Graveyard. Special Summon the selected monster in face-up Defense Position. The monster Special Summoned by this effect has its effects negated, and cannot be Released nor be used as Synchro Material Monster.


Only good for Xyz summons... Done here...




Extra Gate
Quick-Play Magic Card
Activate by declaring a number from 1 to 12. Your opponent remove from play 1 Monster with the same Level as the declared number from their Extra Deck. If their is no Monster with the same Level as the declared number in your opponent's Extra Deck, discard 1 card from your hand.

Interesting effect but the function has an incredibly narrow scope unless your opponent has a tuner and material active and you need to stop a specific synchro. Just the same you could always use warning book of moon or solemn to a much greater effect.


Fragment of Greed
Continuous Magic Card
During each of your Draw Phases when you conduct your Normal Draw, put 1 Greed Counter on this card. Send this card with 2 or more Greed Counter to the Graveyard to draw 2 cards from your deck.


Wonderful card, especially good in control builds. It may catch a few mst's or net +1's for decks that usually don't have many recovery options.


Forest's Rustle
Normal Magic Card
Select 1 face-up Monster your opponent controls and change it to face-down Defense Position. Afterwards, you can return 1 Field Magic Card on the field to its owner's hand.


I could only really see this card seeing play in crystal Beasts. It helps them overcome larger monsters while simultaneously allowing reuses of Rainbow Ruin's draw 1 ability.

Triwight Zone
Normal Magic Card
Activate by selecting 3 Level 2 or lower Normal Monster in your Graveard. Special Summon the selected monster from the Graveyard.


This could mean great news for my favorite rogues deck of all time "Law of the Normal" but can also see great play as a recovery mechanism for Ojamas. Definatley not the card to take either deck to the edge but the builds continue to get better each generation.

Temporary Truce
Normal Magic Card
Both players draw 1 card. Until the end of your opponent's next turn, all Damage any player takes becomes 0.

Exodia, Final Countdown, this card is sick! Pair this with fader and some like minded cards ,throw in appropriate and exodia may be making a comeback.





Space Cyclone
Quick-Play Magic Card
Remove 1 Exceeds Material Monster on the field.

Definitely an asset in sealed but since no one really cares about sealed this card sucks.






Deadly Wind
Continuous Magic Card
While this card is on the field, neither player can Special Summon WIND monster. Also, all face-up WIND monster on the field loses 500 ATK.


Really? A continuous just for tengu? This card can hamper any wind deck but only really effects a few monsters as far as the current meta.




ANYWAY!!! Pictures will be upped tomorrow evening before my next review.

2 comments:

  1. I'm the guy who said the stuff with Plasma Ball, and I'm here to apologize.

    It seems Plasma Ball's effect dictates that unlike B.E.S. and Scrap Worm, it destroys itself during the damage step, which means Trigger effect of Granel cannot be activated.

    ...yes, you can hit me over the head with a giant hammer now, I sincerely apologize for not noticing the ruling earlier, I'm still not completely sure about this, but if Plasma destroys itself during damage step, yeah, think Granel can't activate.

    ...which is to say, trading out 3 Balls for 3 Worms seems to work, just Granel can't smash straight through the opponent.

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  2. That's interesting to note I'll just switch out the Plasma Balls then (They were LIGHT though was so epic).

    Thanks for coming back to correct yourself and apologize though you didn't have to but that just means you are a good person because people on the internet normally don't do that.

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