A Storm is Coming…(Part 2)

frazierToday, I’m going to follow up on my last article with a second installment of interesting cards coming out of Dragons of Legend. The cards detailed in this article are not quite as broken as Soul Charge and Kuribandit, but they are definitely sleeper picks that I see making an impact in unique strategies down the road. Since ARGCS Richmond, VA is this weekend, you may get to see some of them being played on the livestream! So, let’s get right to it, shall we?

Carboneddon

EARTH/Dinosaur

Level 3

800/600

If this card battles a FIRE monster, during damage calculation: This card gains 1000 ATK during damage calculation only. You can banish this card from your Graveyard; Special Summon 1 Level 7 Dragon-Type Normal Monster from your hand or Deck in face-up Defense Position. You can only use this effect of “Carboneddon” once per turn.

The first effect of this card is a rant, so I’m going to skip right to the good part. Carboneddon can fetch a couple things from your deck, such as [ccProd]Labradorite Dragon[/ccProd], [ccProd]Flamvell Guard[/ccProd], or [ccProd]Red-Eyes Black Dragon[/ccProd]. Imagine being able to play Blue-Eyes and Red-Eyes in the same deck—not to mention that Red-Eyes can overlay with any Dragon Ruler to make Rank 7s. This means Carboneddon will certainly be picked up in some future combo deck. Also, it’s a target for Mathematician, meaning you can gain instant access to its effect on the first turn, and maybe combo with [ccProd]Emergency Teleport[/ccProd] afterwards to make [ccProd]Naturia Beast[/ccProd], [ccProd]Naturia Barkion[/ccProd], or [ccProd]Meliae of the Trees[/ccProd]. Everything is earth, too, so Grandsoil becomes viable again, which is easily one of my favorite underrated cards, and the best Elemental Lord, in my opinion. Lastly, since Cardoneddon is a level 3 monster, it can be brought back by the great effect of [ccProd]Crane Crane[/ccProd], who’s also sure to see play real soon. I think we’re reaching a point where it will be hard to get decks down to 40 cards; imagine that.

Train Signal Red

EARTH/Machine

Level 3

1000/1300

When an opponent’s monster declares an attack: You can Special Summon this card from your hand, and if you do, change the attack target to this card, and proceed to damage calculation. This card cannot be destroyed by battle.

This card is pretty insane actually. It covers a gap that cards like [ccProd]Battle Fader[/ccProd], [ccProd]Swift Scarecrow[/ccProd], [ccProd]Ghostrick Jack Frost[/ccProd], [ccProd]Hedge Guard[/ccProd],[ccProd]Gorz, the Emissary of Darkness[/ccProd] and [ccProd]Tragoedia[/ccProd] cannot. It can be used to both save your monster from dying in battle, and to give you a body on the field. [ccProd]Gear Gigant X[/ccProd] can search it since it is a machine, and it’s earth--of course--so you can do all of the cool stuff mentioned above with [ccProd]Emergency Teleport[/ccProd]. I actually can’t believe this card exists because it’s so unrealistically good. It blatantly soaks up an attack--both directly or on a monster--and it pretty much ends the battle phase. You can even throw out some [ccProd]Crimson Blader[/ccProd] bait, like [ccProd]Card Trooper[/ccProd] or Mathematician, and then protect it with this guy. Then, if you’re feeling really stylish that day, you can overlay for a Rank 3 and continue the shenanigans. The stats aren’t so bad, either, and you don’t have much to fear by turning it to attack position and getting a few pokes in. Believe me when I say that “every 1000 counts now,” if you catch my drift. The only obvious, notable shortcoming on Train Signal Red is that it loses out to [ccProd]Fossil Dyna Pachycephalo[/ccProd] and [ccProd]Vanity’s Emptiness[/ccProd], but it’s at least better than Battle Fader in many decks since it’s earth and level 3. I’d have to say that Train Signal Red is definitely a sleeper pick in this set.

Flash Fusion

Quick-Play Spell Card

Fusion Summon 1 Fusion Monster from your Extra Deck using monsters you control as the Fusion Materials. Destroy it during the End Phase.

This card is pretty degenerate, and here’s why. Have you ever heard of [ccProd]De-Fusion[/ccProd]? Yes, well, they made the opposite of it, meaning you can just have an endless battle phase with Heroes or [ccProd]Cyber Dragon[/ccProd]s. I can see someone swinging on an open field with 2 or 3 Heroes, then playing Flash Fusion while still in the battle phase to make one of those huge fusions that you probably have lying around in a tin somewhere, attacking with it, then using De-fusion to bring out all the guys again and attack for game. That is not okay. I am more than 100% sure there is some type of legitimate OTK deck waiting to happen, too. Maybe you’ll figure it out. Maybe you already have.

Hopefully, no one will fall victim to such tactics, except in fun duels. Remember, all is fair in fun duels.

Ayers Rock Sunrise

Normal Spell Card

Target 1 Beast-Type monster in your Graveyard; Special Summon that target, and if you do, all monsters your opponent currently controls lose 200 ATK for each Beast, Plant and Winged-Beast-Type monster currently in your Graveyard. You can only activate 1 “Ayers Rock Sunrise” per turn.

I feel like Konami said, “You know what deck doesn’t have enough support? Beasts, that’s who. Let’s give ‘em a [ccProd]Monster Reborn[/ccProd] to go with that Soul Charge and [ccProd]Obedience Schooled[/ccProd]. Oh yeah, and let’s have it lower the opponent’s attack, too, because why not?” This card is simple, sweet, and to the point. The only restriction on it is that you can only play it once per turn. You can attack, Synchro, Xyz, Tribute, or throw it at someone (just kidding, don’t do that. Seriously. Don’t). You can bring back a fallen [ccProd]Naturia Beast[/ccProd] so that your opponent may never be able to consistently play a whole color of his deck, or you can just make up your own combos with Obedience Schooled. I actually don’t mind this being around, though. It’s not outrageously broken or degenerate, and it honestly helps a deck that’s been crawling to relevance for years. This brings it one step closer.

Rank-Up Magic – Quick Chaos

Quick-Play Spell Card

Target 1 “Number” Xyz Monster you control, except a “Number C” monster; Special Summon from your Extra Deck, 1 “Number C” monster with the same number in its name as that target but 1 Rank higher, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.)

This card didn’t jump off the page to me at first, until I realized how simple it was. With just one card, you can turn a [ccProd]Number 101: Silent Honor ARK[/ccProd] into its Chaos form, which has the following effect:

Number C101: Silent Honor DARK

WATER/ Aqua

Rank 5

2800/1500

3 Level 5 monsters

Once per turn: You can target 1 Special Summoned monster your opponent controls; attach it to this card as a face-up Xyz Material. When this card is destroyed and sent to the Graveyard while it has Xyz Material: You can Special Summon this card from your Graveyard, then gain Life Points equal to the original ATK of this card. "Number 101: Silent Honor ARK" must be in your Graveyard to activate and to resolve this effect. If this card is Special Summoned this way, it cannot attack for the rest of this turn.

C101 will come back immediately after being destroyed. This means cards like [ccProd]Black Rose Dragon[/ccProd] and [ccProd]Mirror Force[/ccProd] cannot correctly deal with it without a proper follow-up. His effect is also insane; constantly snatching special summoned monsters and gaining 2800 when he revives. The only requirement is that you have a normal 101 in the grave, which you obviously should, since it’s required to summon it with Rank-Up-Magic Quick Chaos. The card is also a quickplay, meaning you can attack first, and then activate it to deal more damage. It seems that surprise additional attacks are a recurring theme as of late.

Wiretap

Counter Trap

When a Trap Card is activated: Negate the activation, and if you do, shuffle that card into the Deck.

Here we have another simple card with a good effect. Wiretap makes [ccProd]Seven Tools of the Bandit[/ccProd] obsolete in the same way that [ccProd]Dimensional Prison[/ccProd] made [ccProd]Sakuretsu Armor[/ccProd] obsolete. Not only is it costless, but it also has the added bonus of returning the card to the owner’s deck. Some players were under the illusion that returning a powerful trap card to the deck, like [ccProd]Solemn Warning[/ccProd], [ccProd]Torrential Tribute[/ccProd], or [ccProd]Bottomless Trap Hole[/ccProd], would somehow be a bad thing for the controller of Wiretap, when in reality, it’s the exact opposite. Trap cards are meant to stop plays from going through, but once that window has closed they tend to become pretty bad. Think about it, do you really want to draw Torrential, Bottomless, or Warning after your opponent has established a field? Probably not. In all honesty, there’s a good chance that the trap card returned will not be seen again in the same game, but even if it does, I highly doubt it will be a good thing. Wiretap is also strictly better against Artifacts because of their powerful, splashable, nuisance of a trap known as Artifact Sanctum. The effect is as follows:

Artifact Sanctum

Normal Trap

Special Summon 1 "Artifact" monster from your Deck. You can only activate 1 "Artifact Sanctum" per turn. You cannot conduct your Battle Phase the turn you activate this card. If this card in its owner's possession is destroyed by an opponent's card: You can target 1 card on the field; destroy that target.

If you Seven Tools this card, you will pay the price. Its effect will trigger and destroy something on your field, unless you have nothing—in which case you’re going to lose anyways. Wiretap bypasses this by simply returning it to the deck where it shall do no harm. Ironically, Sanctum is one of the few trap cards that your opponent wouldn’t mind drawing again, though. It’s so unrealistically good that you can expect to be seeing a lot of it in the future. There’s also other cards that you would rather see put back into the deck than into the grave, such as [ccProd]Breakthrough Skill[/ccProd] and [ccProd]Skill Prisoner[/ccProd]. Wiretap will deal with those would-be future nuisances as well.

Until next time, duelists! Play Hard or Go Home! The Circuit Series comes to Richmond, VA on April 26-27, 2014! Click the picture below for all the juicy details!

-Frazier Smith

-The Dark Magician

ARG_pngTONY

Frazier Smith

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