Thursday, April 19, 2012

Return of the Duelist Review Final Trap Palooza

I'm gonna power through this tonight some reviews may be a little inadequate where I have little to say about the card but meh. no frivolity but pure business. You will notice that I won't be as excited sounding in my posts and I will try to give off a slightly more professional air if thats fine with you all... needs to practice after all.


FIRST CARD:
Gagaga Rush
Trap Card
Activate only if a "Gagaga" Monster you control becomes the target of an opponent monster's effect. Negate the effect and destroy that opponent's monster. Afterwards, inflict Damage to your opponent's Life Points equal to the destroyed monster's ATK or DEF (whichever is higher).

REVIEW: This card is a counter trap with the speed of a normal trap. So you can divine wrath any monster that targets your Gagaga monster and deal free damage... This card would be nice as a side deck against something like hmm I don't quite know.

I can see this card being useful in some really random situation but Inzektors ignore this card as Hornet would still trigger Dragonfly and they would take no damage. This card can stop a Black Luster Soldier - Envoy of the Beginning but it cannot stop something like Trishula, bless its soul. This card in general is just bad compared to Gagaga Shield and to a lesser extent Gagaga Guard.

NEXT CARD:
Heroic Revenge Sword
Trap Card
After activation this card is treated as Equip Card and equipped to 1 "Heroic" Monster you control. Battle Damage to your Life Points as a result of a Battle involving the equipped monster is inflicted to your opponent's Life Points as well. Also, an opponent's monster that battled with the equipped monster is destroyed after Damage Calculation.

REVIEW: I like this card it gives Heroics a bit of a boon sadly it cannot be activated during the Damage Step but thats not too bad. It also makes sure the battled monster is destroyed no matter what. Meaning you have a Spartas on the field. Your opponent tries to attack your Spartas for game. Revenge Sword... if your opponent would lose from the damage you would get an official both life to 0 tie. This card though is quite nice as it essentially is Michizure but only for the attacking monster and deals a bit of damage on the side.

NEXT CARD:
Stonehenge Method
Trap Card
Activate only when a "OOPArts" Monster is destroyed by battle or a card effect and sent to the Graveyard. Special Summon 1 Level 4 or lower "OOPArts" Monster from your Deck into face-up Defense Position. The monster Special Summoned by this effect cannot change its Battle Position.

REVIEW: A slightly less restrictive Hero Signal for OOPArts. This card has its uses but at the same time suffers from the fact that you activating this card doesn't give you immediate advantage and your targets are paltry at best. This card will never be used to any good effect in OOPArts.








NEXT CARD:
Madolce Manners
Trap Card
Select and return 1 "Madolce" Monster in your Graveyard to your Deck, and have all "Madolce" Monster you control gain 800 ATK and DEF. Afterwards, you can select a monster in your Graveyard and return it to the deck.

REVIEW: I love the art on this card it is just so cutely drawn and Puddincess's expression is priceless especially as Butlerusk is trying to teach her manners. The card itself though is quite fun but is more of a card for the paranoid. Rarely will you have a Madolce in grave and when you do Chateau will fix that. I can see this being useful in a kind of Madolce Turbo deck... Set Manners and Ultimate Offering. Offering for Majoleine for Majoleine for Majoleine for Puddincess. Tribute Majoleine for Puddincess. 1400+1400+1000 activate Manners. 2200+2200+2600 throw in a Chateau afterwards for 2700+2700+3100 amazing is it not. This card though will be more than likely relegated to side deck usage unless your build requires you to get non Madolce monsters out of your graveyard. If you run things like Marshmallon or make an Xyz Summon I can see Manners being very useful to get Puddincess and Teaparty at full power.

NEXT CARD: 10 to go
Madolce Waltz
Continuous Trap Card
After Damage Calculation when a "Madolce" Monster you control battled, inflict 300 Damage to your opponent's Life Points.

REVIEW: Petty burn damage is always funny. This card though activates only when your Madolce battle the opponent. It can be useful if you have 3 active then your opponent will be taking 900 every time he battles. With just one of the field though the damage is of little consequence until extremely late game when any damage counts. This is something I'd side in for End of Match Procedure to have that extra Madolce burn alongside two Marshmallon to force that first damage change by simply setting a monster and Waltz the opponent cannot attack to get that damage out of fear of Marshmallon or Waltz to decide the duel. Otherwise though this card is just somewhat useless.



NEXT CARD:
Madolce Teabreak
Counter Trap Card
Activate only if you have no monster in your Graveyard. Negate the activation of a Magic or Trap Card, and return that card to its owner's hand. If you control a "Madolce Puddincess", you can also select 1 card your opponent controls and destroy it.

REVIEW: You may be thinking why would I use a card that lets my opponent just play Dark Hole again?!? Well one thing that makes this card nice is if you control Puddincess and they activate Solemn Warning or Judgment you can negate it and destroy a card they control sure they get that Judgment or Warning back but the negation was free. This card would be definitely sided in 2's and mained as a 1 off. Especially when playing against a deck with cards that have steep costs. The art on this card makes me laugh as Puddincess gives 0 fucks about Majoleine barging into the room expecting attention. She just sips her tea like a boss. Whoops, I slipped there I've been trying to keep this facade so I'll muscle on. This card is free destruction essentially if you can negate a card with a major cost.

NEXT CARD:
Xyz Soul
Trap Card
Activate by selecting 1 Xyz Monster in either player's Graveyard. All Monster you control gain ATK equal to the Rank of the selected Monster x 200 until the End Phase. Afterwards, you can return the selected Monster to the Extra Deck.

REVIEW: I really like this card. It first off can be activated during the Damage Step as it will increase ATK. It also lets you return Xyz monsters to the Extra deck. In some situations it can win duels on its own by making all your monsters bigger. In Hieratic you can give all your monsters 1200 ATK by putting a defeated Atums into the Graveyard or even an Exa-Beetle that killed itself for its effect. This card is still quite bad in most situations.





NEXT CARD:
Compulsory Withdrawal Device
Trap Card
Each Player selects 1 Monster they control, and shuffle them to their owner's deck.

REVIEW: This card is amazingly awesome. It also features Kozaky running away from an imminent explosion which would explain Gogiga Gagagigo's Compulsory Evacuation Device. This card though does yes give you negative advantage but at the same time gets rid of a threat for a good bit of time and it wouldn't have triggered Tengu. I don't have much else to say about this card.









NEXT CARD:
Attitude Reversal
Trap Card
Activate only if there is a Monster(s) face-up on the field whose Level is different from its original Level. Change all Monster on the field to face-down Defense Position.

REVIEW: First off this cards art finally tells us the end of the Tyrant's story he has finally been deposed and thrown out of the kingdom. This card though has nothing to do with that. It rather just flips all monsters face-down if an opponent changes levels... Meaning you can actually stop Inzektors with this. Equip Hornet... flip all monsters face-down as Hornet changes the level. This card also stops the opponent from changing levels for an Xyz Summon. I can see this card  having fun in the side deck of something like Worms or Dice Jar POTKH (Possible One Turn Kill Hopefully). I will build such a Dice Jar OTK 1/6 chance of getting a 6... 1/36 chance of you and your opponent getting a 6. but there is also a 5/6 chance of your opponent not getting a 6 meaning 5/36 chance of you getting a 6 and your opponent not getting a 6 lol. I just like Dice Jar lol.

NEXT CARD:
Purgatory Trap Hole
Normal Trap Card
Activate only when your opponent Special Summons a Monster with 2000 or more ATK. Negate the effect(s) of that 1 monster with 2000 or more ATK and destroy it.

REVIEW: Trap Hole for Special Summons of 2000 or more. This card can technically negate Laggia if you have another card for Laggia to negate first. This card serves it's use mostly in the TCG as it deals with Ignition Effects and robs them of resolving such effects. Chaos Sorcerer activates its effect thanks to the summoner retaining priority to do so. You can Purgatory Trap Hole to destroy Chaos Sorcerer and it will not be able to resolve its effect. I can see myself running this card besides the art is amazing. It depicts Trishula, Gungnir, and Brionac being resealed in the Mirror of the Ice Barrier.




NEXT CARD: 4 more to go
Three-Card
Trap Card
Activate only if you control 3 or more Non-Token Monster with the same name. Select 3 cards your opponent controls and destroy them.

REVIEW: What should have been made years ago to make it's art relevant. Cyber Dragon deck against Synchro Cat. This is the GG turn thanks to Three-Card. Destroy all their defenses and make Cyber End Dragon with 8000 ATK. Of course that isn't what really happens. All you need to do is control 3 copies of a card... that isn't hard... that isn't hard... that isn't hard... It is far harder than you'd think. To not only get three cards with the same name on the field all of which have to be monsters. But also have this set on the field as if you expected it to happen. They need to lift the token requirement for this card to be good. Scapegoat to destroy 3 cards wouldn't be broken it'd just be a reason to use Scapegoat or Tokens at all in this Xyz Generation.


NEXT CARD:
Soul Drain
Continuous Trap Card
Activate by Paying 1000 Life Points. While this card is face-up on the field, monsters that are removed from play or monsters in the Graveyard cannot activate their effect(s)

REVIEW: Skill Drain for the graveyard and banished piles. This card does not and I repeat DOES NOT negate Rescue Rabbit or any card like Rescue Rabbit. If a card as a cost tributes itself it is no longer on the field to be affected by Skill Drain even though the effect activated on the field. Soul Drain even though the monster is now on the grave/banished cannot negate it because the monster's effect Activated on the field. Effects Activate and Resolve in the Same Place!!! If you activate Rescue Rabbit it will Resolve on the Field. This card does though stop Sangan, Dandylion, Recruiters, any card that activates in the Graveyard. I think we need to errata Skill Drain to not just negate the effect but also prohibit the activation and then it'll be very powerful and also harder to work around for the user. This card also stops Necro Gardna, D.D. Scout Plane, D.D. Survivor, A/D Changer. This card covers all things that Skill Drain doesn't cover aside from Exceptions to the rule and Loopholes such as Rescue Rabbit and Lonefire Blossom or even using Book of Moon or Compulsory Evacuation Device to remove your monster from the field so its effect will resolve.

NEXT CARD:
Re-Bound
Counter Trap Card
Activate only if an Effect is activate by your opponent that returns a card(s) on the field to the hand. Negate that effect, and select 1 card from your opponent's hand or field and send it to the Graveyard. Also, when this set card is destroyed by your opponent and sent to the Graveyard, draw 1 card.

REVIEW: This card's art is hilarious. Goblins playing basketball using a sleeping Sheep Token. The card itself though is somewhat awkward. It negates any form of Bouncing but that isn't a very common form of removal. If this card works though you plus instead of break even. It can even mess-up the opponent's hand. The icing on the cake is if your opponent uses MST on it you get to draw a card. Set 3 of these and two Snow Sniper and set Little Trooper... Opponent... Heavy Storms... draw 3 cards... during their End Phase two Snow Sniper hit the field destroying 2 cards and setting up next turn's free beatdown. If they attack Little Trooper you can grab Doppelwarrior and prepare to OTK with The A. Forces lol. Best usage of this card is to negate Brionac for massive plus depending on how bad you can troll your opponent into using the effect once for multiple cards.

FINAL CARD:
Lucky Punch
Continuous Trap Card
Once per turn, you can activate this effect when your opponent declares an attack with a monster. Toss a Coin 3 times, and if all 3 are Head, draw 3 cards. If all 3 are Tails, this card is destroyed. Also, if this face-up card on the field is destroyed, you lose 6000 Life Points.

REVIEW: Broken card the best card I've ever seen printed. Alright so if you control Rescue Rabbit you can destroy any monster on the field at will amazing. No that was a joke of course. This card gives you a 1/8 chance to draw 3 cards and a 1/8 chance to lose 6000 Life Points once per turn when your opponent declares an attack with a monster. Second Coin Toss would be necessary so you could try again in case you lost. Meaning you would set 3 of these and activate Second Coin Toss. Your opponent attacks. Activate all 3 Lucky Punch. 3/8 chance to draw 3 cards... 3/8 chance to lose 6000 Life Points... with Second Coin Toss though your chance of taking damage is essentially lowered as 6 tails in a row is far harder and your chance of drawing 3 cards is increased. Meaning with Second Coin Toss 1/4 chance to lose 6000 Life Points and a 1/2 chance to draw 3 cards. Now the chance of automatically losing the duel without Second Coin Toss and having 3 Lucky Punch is 1/32 chance to take 12000 damage (1/64 to take 12000 with just two but with a 3rd the chance doubles to 1/32). But you also have a 1/32 chance to draw 9 cards lol If you are a lucky bastard please use this card draw 9 after using Maxx C for 13 from Hieratic and defeat them with Exodia during their Battle Phase. (Yes Exodia is the perfect foil to Hieratic OTK... Turn 1... One day of Peace, Duality, Upstart Goblin as much as possible, Card Car D. Opponent won't go for it... Turn 2... draw 1 One day of Peace, Duality, Card Car D if possible... you have so far drawn 15-17 cards from your deck... then next turn set as many draw traps as you happen to have. Assume 3 Reckless Greed just for fun. activate them all on opponents Draw Phase. you have now drawn 22-24 cards from your deck. They go into their Hieratic nonsense... and take a few more special summons than normal... you get to draw a minimum of 13 cards from Maxx C meaning 35-37... if they summon more than necessary you get to draw possibly 15-16 cards... if 16. 37-39... if you haven't seen Exodia yet you weren't going to... this doesn't include thinning by way of Thunder Seahorse and Thunder Dragon and Toon Table of Contents. (Ideal turn 1 then would be Seahorse for two Seahorse and Thunder Dragon for two Dragon... Then Toon Table until grabbing Toon Cannon Soldier... Follow up with two Hand Destruction and Allure of Darkness... then One day, Duality, Upstarts, Card Car D... that way you'd have thinned 7 cards and drawn 6 that turn) Lol did I really just do that wow I need a life. But I'm happy this will be done at exactly 8 o'clock.


I'm finally finished my stupid reviews lol I'm very happy and I'll be doing more reviews shortly starting the day after tomorrow I'm taking a short day break













3 comments:

  1. Thanks for reviewing the new set. As someone who wants to be on the cutting edge of new strategies and archetypes I greatly appreciate it.

    ReplyDelete
    Replies
    1. If that is what you like you'll probably like the rest of this month as I have a ton of interesting strategies to show off. A few of the reviews will wind-up being more in depth reviews of cards I've done here. 10 more reviews until the month ends. I'm taking a break for tomorrow and I'll start doing more reviews the day after. Thank you very much for the thanks and you are most welcome.

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  2. This full review was really helpful ^^
    I haven't found a single other place that gives such interesting, useful news for duelists. Keep it up bro!

    ReplyDelete