Monday, January 30, 2012

Iron Call

So you may all be wondering once again... Why in the world am I reviewing this card. It's uses are so obvious it isn't funny. I'm reviewing it once again because I want to review it. This card can quite easily make Card Trooper quite a good card, first off it lets you pay the cost for Card Trooper's mill and in the End Phase destroys the Trooper netting you a draw 1, making it not a minus in the End Phase. Does anyone remember Morphtronic's favorite way of OTKing? Junk Box? This card is Junk Box except it negates the effect but for any Level 4 or lower Machine in the game as long as you control a Machine. So without further ado press Read More for the Full Review.


Iron Call
Spell Card
If you control a face-up Machine-Type monster: Target 1 Level 4 or lower Machine-Type monster in your Graveyard; Special Summon the target. Negate its effect(s), and destroy it during the End Phase.

This card is quite possibly the best Machine support in a while. It's essentially Monster Reborn number 5 6 and 7 for Morphtronics. and Monster Reborn number 2 3 and 4 for Karakuri. But it also as mentioned above can act as a mini Upstart Goblin but only for the End Phase if used with Card Trooper. In most situations though this is an Extra monster on the field you wouldn't have had otherwise. And in most Machine based decks opens up a nice little Synchroability. Gadgets can use this to reuse spent Machine Tuners like drumroll please!!!!! Karakuri Tuner X!!! or any other Machine that just happened to be in Grave for an instant Rank 4 Xyz. Still a minus 1 to make the Xyz but it's less of a hefty cost than wasting a Monster Reborn on the same play.

This card also allows Machines to save their Monster Reborn for more useful things than to continue a combo. This also in a Quasar OTK deck can let you reuse your Machine Tuner named Unkown Synchron or if you are adventurous Fluer Synchron. Both of which work fine in differing variations of the same deck.

Quite a simple card with a lot of power. Allows any Machine Based deck to synchro or Xyz far easier than they used to be able to.

11 comments:

  1. It would have been better if Iron Draw was made as a legit OCG card too. Think of all the draw power we could have!

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  2. Oh yeah, how many would you run in Machine decks? For example, the Karakuri-Pure variant or the Karakuri-Machiners-Plant variant?

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  3. In Pure Kuri I'd run 1-2 as it really isn't necessary just helpful. In the Machiner Plant version I'd run 1 to 0 because you already have enough recurrsion to make easy syncs. It's best in a Morphtronic Variant of Karakuri... 7 Reborns in one deck was amazing.

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  4. That is why I still stuck to machines throughout the whole history. Ironically, I wish for such a card during my new years resolution and it came true :P

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  5. http://wdf-academy.blogspot.com/

    Visit as,

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  6. Hmmm, can you suggest a basic skeleton decklist for Deformer/Morphtronic Karakuri?

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  7. 3x Scopen
    3x Boomboxen
    2x Staplen
    3x Ninishi
    3x Kuick
    3x Nisamu
    x other karakuri

    3x Junk Box
    x Staples
    3x Iron Call

    x Traps

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  8. So it's like:

    20 Monsters
    10 Spells
    10 Traps

    Is that and okay ratio for a Deformer-Karakuri hybrid deck?

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  9. it's an ok ratio as long as you fit the general skeleton into the deck.

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  10. I'm having trouble making this deck. Can you show a build? With specific numbers of cards? The skeleton build isn't working for me.

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    Replies
    1. I'll do a build as the blog post for tonight if that'd help you (I don't like putting builds into comments). It may be slightly different in build than the skeleton as the format has changed and so has the card pool.

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