Sunday, February 26, 2012

Galactic Overload Review 8 and 9: Final Evolution!

Yessir I'm back so in retrospect trip was quite nearly a complete waste. I didn't place in the event which sucked hard but at the same time I'm actually happy I didn't place because if I did I'd have to have even more stress... This also means only 3 major events left until I can kick back. First we have Final Round 15 and then we have Prom and finally Graduation.... nothing else is really major lol. Well this review will be interesting and relatively long. It'll contain the second set of Spell cards and the First set of Trap cards. I dare say I can't wait to review them. This post will be very very late and I'm sorry in advance but I've had many things to do.


FIRST CARD:
Varied Evolution
Spell Card
Normal
Add 1 "Evoldo" or "Evoldar" Monster from your deck to your hand. You can only activate 1 "Varied Evolution" per turn.

OMG... Evols just got consistent... So now you can search for your Najasho or Westlo. Sure you can only use one of these per turn but that's not a big deal you shouldn't need more than one a turn anyway... This means your Evo-Force/Enemy Controller Plays got just that much better... Also you can search an Evolsaur to hand and use Odonto to summon it... Suddenly they become a very very nice toolbox and I can see them taking more top tables than they do now. I'll be thoroughly testing Evols for my March posts.



NEXT CARD:
Compensation of Evolution
Spell Card
Continuous
If a Monster is Special Summoned by the effect of an "Evoldo" monster, you can select 1 card on the field and destroy it. This effect can only be used once per turn.

So you may be wondering why Evols have such a large assortment of Continuous spells... Well think about it like this... You play all these Continuous Spells... they can all trigger at once... this one is quite good though... As just for using Westlo you get a free destruction... Meaning your opponents prime MST target will be this card. Now I am aware that it cannot activate during the damage step so if your Westlo is attacked you don't get that free kill. Which would be amazing but this card like Wind-up Factory allows multiple ones to be used at once. Properly used you can get a field wipe for attempting to summon Laggia or Dolkka in a pure Evol deck. Best part is that it is not mandatory to destroy anything but it cannot miss timing.

NEXT CARD:
Final Inzektion
Spell Card
Normal
Activate by sending 5 face-up "Inzecter" Cards you control to the Graveyard. Destroy all cards your opponent controls. During this turn's Battle Phase, your opponent cannot activate effects of Effect Monster's in their hand or their Graveyard.

So this card is quite terrible I've heard from Inzektor players. I also believe this card is bad in a competitive sense but from a fun standpoint pulling this off is a great accomplishment and often can lead to wins possibly in a pure Equip Inzektor build. Beyond that though I don't see a use for this card when Inzektors do it's effect better and for nearly free.



NEXT CARD:
Inzektors Demonic Bow  Zektarrow
Spell Card
Equip
Equip only to a "Inzecter" Monster. The equipped monster gains 500 ATK. Your opponent cannot activate the effects of Magic, Trap or Effect Monster Cards in response to the activation of the equipped monster's effect.

Very interesting piece of tech for Inzektor builds. Normal a Dragonfly... and don't retain priority to use it's effect (or in OCG skip that step lol)... If your opponent doesn't Veiler at that point you can equip this to your Dragonfly... if they still don't Veiler you get to go to town... most opponents want to wait for the Hornet to be equipped before they Veiler so they can be sure nothing's going to happen. Now suddenly that waiting just cost them a field... They also can no longer use even Safe Zone to stop the Hornet play because Dragonfly activates right after Hornet is activated... so Dragonfly would be the last thing to resolve... your opponent can no longer chain because of Zektarrow... (You could also use Hornet on the Zektarrow and Special Summon 2 monsters from your deck and spell doom for your opponent because he tried to play smart.)

NEXT CARD:
Xyz Unit
Spell Card
Equip
Equip only to a Xyz Monster. The equipped monster gains 200 ATK x its Rank. If the Xyz Monster removes a Xyz Material(s) for the activtion of an effect, you can remove this card for 1 of them instead.

Unnecessary Xyz Support that may possibly be useful in some awkward OTK... Blade Armor Ninja hits 3000 with it... Laggia and Dolkka become beaters... Laggia with 2 of these gets an extra activation and becomes a 4000 beater. Utopia Ray hits 4800 at maximum with one of these... But in all truthfulness the only card that really gains from this card would be Dolkka/Zennmaines and Gantetsu...



NEXT CARD:
Rampaging Magic Power
Spell Card
Normal
Activate by removing from play all Magic Cards in your Graveyard. Destroy all face-up Monster your opponent controls with equal to or lower DEF than the number of Magic Cards removed x 300.

Nice generic removal for Spell Counter decks. It's at it's best when you have a ton of Spells in grave though which may be difficult normally. It's a really nice card though and I like it wholeheartedly.







NEXT CARD:
Sacred Belt
Spell Card
Continuous
While this card is face-up on the field, the activation of LIGHT Monster's effects cannot be negated.

Very nice card for LIGHT based decks that hate Veiler... like Sacreds lol. Suddenly all your Sacred effects are completely safe from negation. Your opponent can no longer use Warning on your Venus's effect and only the summon... Your opponent cannot stop you from activating any LIGHT effects...






NEXT CARD:
Storm

Spell Card
Normal
Destroy all Magic and Trap Cards you control. Afterwards, destroy a same number of Magic and Trap Cards your opponent controls.

This card is a full scale Double Cyclone... Not much else past that really as I have nothing to say more than that really.









NEXT CARD:
Clever Scheme
Trap Card
Normal
Activate by discarding 1 Monster from your hand, and selecting 1 face-up Monster on the field. The selected monster loses ATK equal to the original ATK of the discarded Monster.

Heh... Hilarious art is Hilarious... But bad card is bad in most any situation... it's a minus 2 unless you kill the selected monster... In other words used on the defense... but wouldn't you rather just Dimensional Prison?






NEXT CARD:
Recklessness
Trap Card
Normal
Activate only when a Defense Position Monster you control is selected as Attack Target. The Batle Position of that Monster is changed to face-up Attack Position. Furthermore, when the attacking monster is destroyed and sent to a Graveyard as a result of that battle, inflict Damage to your opponent's Life Points equal to the original ATK of that Monster.

Interesting card... It's best used with monsters with higher ATK than DEF... especially ones with effects that activate when flipped face-up. That way your monster gets it's effect and kills an opposing monster... but it's quite hard to use... It's at it's most useful with the Photon Sanctuary Tokens... those are 2000 beaters that can't attack... opponent swings in with a weak monster... runs into a 2000 beater and takes the full 2000 damage and lost their monster. Still Dimensional Prison or Magic Cylinder is often better.

NEXT CARD:
Baton of Sword
Trap Card
Normal

Activate only during your opponent's Draw Phase when your opponent performs their Normal Draw per turn. Both players confirm the drawn card, and if that card is a Magic or Trap Card, select and apply 1 of the following effects:
● The drawn card is discarded.
● Select and destroy 1 Magic or Trap Card your opponent controls.

Nice card is nice... It's like Drop Off but for Magic and Trap Cards only. But unlike drop off if you don't want to discard the card you can also just pop a backrow. Nice card is nice and one of the better traps in the set.



NEXT CARD:
Bouncer Guard
Trap Card
Normal






Activate only by selecting 1 "Bouncer" Monster you control. During this turn, the selected monster cannot become the target of card effects nor be destroyed by battle. During this turn, if an opponent's monster attacks, it must have the selected
monster as attack target.

So Bouncer's get their own searchable (remember that Bouncer monster I reviewed earlier that searches 2 "Bouncer" cards?) protection... but also it protects every other monster you control from attacking while protecting the one Bouncer monster from destruction by battle or targeting and that monster must be attacked... But I can't really review this card as it's sorta obvious that you have to run 3 in a Bouncer deck just because it's searchable chainable protection.

NEXT CARD:
Scales of Subordination
Trap Card
Normal
Activate only when your opponent declares an attack with a monster. The attacking Monster is changed to Defense Position, and that 1 monster is equipped with this card. Also, once per turn, you can activate this effect during your Main Phase or the Battle Phase. Change the Battle Position of the equipped monster.

So this card is meant for mostly just Phantom Butterfly decks... as it makes Morpho able to reduce any monster by 1000 ATK and DEF allowing it to kill things on your turn. This card also activates on your opponents turn so Morpho would activate then and afterwards when you use the Scales effect to put their monster back in ATK Morpho lowers them another 1000 ATK and DEF. This card can have uses elsewhere but I don't plan on using it much anyway so I won't research that you can though lol.

NEXT CARD:
Hieroglyphic Seal of Erasure
Trap Card
Normal
Activate by Releasing 1 "Hieroglyph" Monster you control. Select 1 card your opponent controls and remove it from play.

Triggers Hieroglyph monsters... and free banish of any card opponent controls... essentially Icarus attack with one less target but the hieroglyph replaces itself. Such a nasty card... It's almost as painful as the last card I review today but this card is just wrong... Tour>Sangan flip this tribute w/e summon out Hieroglyphic Seal of the God Dragon in Defense... Banish Sangan... opponent left with a Guide... Card has a ton of disruptive uses especially on cards that can't be destroyed... just banish their Zenmaines or Gantetsu... Banish that Stardust and so on if you can't kill something with Nephtys or Shu just banish it... Banish their Wind-up Hunter. Banish their Dragonfly on chain to it's effect for funsies. Banish their backrow if it's a threat... Banish their Light-Imprisoning Mirror... But lots of what this card stops is stopped even more concretely by the next card.

LAST CARD:
Hieroglyphic Seal of Reflection
Trap Card
Counter
Activate by Releasing 1 "Hieroglyph" Monster you control. Negate the activation of a Magic or Trap Card, or the Effect of a monster and destroy it.

Hieroglyphs get an Infernity Barrier... it isn't searchable but it's more unpredictable... it also triggers most Hieroglyph monsters single-handedly while not just disrupting the opponent but outright shuts them down. It's just a really really needed card for Hieroglyphs as now their comboes are harder to stop and they can actually stop the opponent from completing comboes becoming like Infernities in that they aim to OTK but can also play a duel with you if necessary.



I'll stop here like planned for review 9. last Review will be tomorrow putting us back on track. Thank you for your support during my stressful time. Sorry for this review being more than 5 hours late. Tomorrow's last review will be on time for sure.

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