Sunday, February 26, 2012

Galactic Overload Review FINAL: Silver Moon Crystal Power Kiss

Well time for the final review of GAOV. Thanks for reading all these reviews, Last Night was sure tiring but today will be short sweet and to the point if that is ok as most of these cards need little explanation.
FIRST CARD:
Zekt Conversion
Trap Card
Normal
Activate only when a "Inzecter" Monster you control is selected as attack target. Equip the attacked monster as Equip Card to the attacking monster. While the "Inzecter" Monster is equipped by this effect, gain control over the equipped monster.

So Inzektors get their own kind of Mirror Gate. This is a nice support card albeit not really necessary as it's far easier to just Fiendish Chain or Dimensional Prison the attacker. It can be game changing though. It's just not really useful when you can run better chainable or overall more effective cards.




NEXT CARD:
Inzektor's Gauntlet
Trap Card
Normal
After activation this card becomes an Equip Card to 1 "Inzecter" monster you control and increases the DEF of that monster by 1000. The equipped monster cannot be destroyed by opponent's card effects.

So now we have a chainable protection card for Inzektors... that also acts as an equipped card... oh... oh.... oh.... well you see Dragonfly in defense mode becomes a 2800 Wall that can't be destroyed by effects... and if they destroy this card you get to use Dragonfly outside of your own turn... Possibly allowing extra activations of Dragonfly. It's just an interesting tech card for Inzektors decks to try out especially if Night Shot never becomes a major card.


NEXT CARD:
Sending Back
Trap Card
Normal
Activate only when your opponent adds a card(s) from their Graveyard to the hand. Your opponent returns 1 of those card(s) added to their hand to their deck.

So a card meant solely to stop graveyard searching on a temporary one card basis... It's just not useful... Opponent uses Warrior Returning Alive and you use this... it's a 1 for 1 slight disruption... if it worked for any searching it'd be useful...






NEXT CARD:
Dimension Slide
Trap Card
Normal
Activate only when you successfully Special Summon a monster(s) to your field. Remove from play 1 face-up monster your opponent controls. If the Special Summon was an Xyz Summon, you can activate this card during the turn you set it.

So an Xyz Energy that banishes... It's a cool card I guess but rather bad and once again useless. Would be useful if we didn't have better alternatives... Like most every trap card in this entire set...






NEXT CARD:
Light Spiritual Art - "Hijiri" 
Trap Card
Normal
Activate by Releasing 1 LIGHT Monter you control, and selecting 1 Monster that is removed from play. Your opponent can reveal a Trap Card in their hand to negate this effect. If not, Special Summon the selected monster to your field.

Nice card is nice... Unlike "Greed" your opponents odds of leaving a Trap card in hand are far slimmer. This card also lets you Leviair any monster thats banished but unlike Leviair doesn't care for Level... you can use this to revive an opponents Shooting Star Dragon after it's negated an attack if you wanted. This card has some interesting Applications in Chaos but the tribute cost hurts a bit as LIGHT doesn't tribute well though in Chaos Dragon you can tribute Eclipse Wyvern to special a banished REDMD or something. So this card has a ton of good uses...
NEXT CARD:
Thunder Evading Seal Art
Trap Card
Continuous
Once per turn, you can return 1 face-up WIND Monster you control to the bottom of the deck to select up to 2 cards in your opponent's Graveyard and remove them from play.

So um putting monsters to the bottom of deck to stop Infernity Launcher seems like a good trade actually. But unlike the picture suggests you can use Dandylion Tokens for the effect. Tengu wouldn't get it's effect and monsters don't like being sent to the bottom never to be seen again... So this is one of the less playable Seal Arts. but if you wanted a fun ninja deck this would be necessary to complete the playset.



NEXT CARD:
Reverse Soul Technique of the Ritual Water Mirror
Trap Card
Normal
Select and return 1 WATER Monster you control to the deck, and add 2 WATER Monster from your Graveyard to your hand.

This card is essentially Salvage with a cost but a broader scope. Returning WATER's to deck isn't a big deal as that could easily be a Gishki Ritual which can then be searched or even a Gishki Abyss on the chain. There are a lot of uses for this card... mostly the fact that it allows a reverse toolbox of sorts for a WATER deck... It's a very nicely designed card and I can see it having use.





FINAL CARD
Doubled Reversal
Trap Card
Continuous
Activate only when you take 1000 or more Damage by an opponent's card effect. Afterwards, place 1 Double Counter on this card for each 1000 Points of Damage you took. During the End Phase of your opponent's next turn, destroy this card and inflict 2000 Damage to your opponent's Life Points for each Double Counter that was on this card.

The necessary generic continuous trap that deals with a select part of the Meta... this one deals with Burn decks such as Chain Burn. This against Chain Burn turn 1 is good game most times as they try to deal a total of 4000 damage on the chain... stack this as the 6th or 7th card on the chain so that when you take damage from the opponent say you take a total of 1200 for Secret Barrel, 500 for Detonation, 1200 on a second Barrel, and your opponent draws 2 from Accumulated fortune then Chain Strikes that's a total of 4700 damage... but now they have one turn left to kill you or they lose... they got their Detonation back... and drew 2 cards... so have a 5 card hand again... but once they set those cards the duel is over...

Final Review of GAOV is final thank you all for viewing and keeping my spirits up... I came down with a slight cold while writing this but oh well not a big deal.

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