That’s right, duelists, a storm is coming! And I’m not talking about Tempest, either! As I’m sure you already know, the next set, Dragons of Legend, contains some absolutely broken cards in it. Konami has been slowly revealing them one day at a time, and social media has been all the rage ever since. It seems this was their plan all along; this is why the banlist did not really do too much. Between Dragons of Legend and Primal Origins, we don’t actually need a full banlist to change the meta—that will be happening soon enough. Innovation is back, ladies and kaibamen! Let us all welcome the next tier 0 format!
The first real bombshell revealed in the set was none other than Kuribandit. Here is a breakdown of what it does:
During the End Phase, if this card was Normal Summoned this turn: You can Tribute this card; excavate the top 5 cards of your Deck, you can add 1 excavated Spell/Trap Card to your hand, also send the remaining cards to the Graveyard.
The card is so outrageously good that I’ve been doing nothing but thinking of how many decks I can throw it in to get full value. The first things that come to mind are Zombies, Lightsworn, and Sylvans, but I’m sure there are tons more. You can summon it from your hand or deck with [ccProd]Tour Guide from the Underworld[/ccProd] to make Rank 3 Xyz(s), or you can just normal summon it to get its actual effect. Since the effect is optional and takes place during the End Phase, Kuribandit is completely immune to [ccProd]Effect Veiler[/ccProd]. It’s exactly like Justice of Prophecy, actually…except splashable…in EVERYTHING! The effecr excavates so all Sylvans will trigger, which can make for some nasty swings in card advantage. I have no idea why this card also adds a spell/trap to your hand, but that is just the icing on the cake. Think of how much faster you can grab [ccProd]Solar Recharge[/ccProd], or [ccProd]Destiny Draw[/ccProd], or [ccProd]Soul Charge[/ccProd] (we’ll get to that one later).
Kuribandit is basically a better [ccProd]Cardcar D[/ccProd] for most decks. It accelerates anything that plays it so much that I can’t imagine foregoing a full playset. Resolving it on the first turn will be one of the best openings you can ask for in the very near future.
Next on our list is the walking [ccProd]Foolish Burial[/ccProd], also known as Mathematician:
When this card is Normal Summoned: You can send 1 Level 4 or lower monster from your Deck to the Graveyard. When this card is destroyed by battle and sent to the Graveyard: You can draw 1 card.
This card is simply good. I have no complaints regarding its effects. It carries one of the most powerful abilities seen in any card game, which is sending monsters directly from the deck to the grave, and it has nice stats. The fact that it is Earth makes it able to combo with [ccProd]Crane Crane[/ccProd] and [ccProd]Emergency Teleport[/ccProd] to bring out [ccProd]Meliae of Trees[/ccProd] (courtesty of Plant Enthusiast and fellow ARG member, Jeff Jones). This means you can summon it, send [ccProd]Lonefire Blossom[/ccProd] to the grave, then use Emergency Teleport to bring out [ccProd]Psychic Commander[/ccProd], Overlay for Meliae, detach a material to bring back Lonefire, then summon any plant you want. This combo can be extended even further if you have something like Soul Charge in hand, but I’ll let you figure that one out yourself.
The other cool aspect of Mathematician is that he happens to be self-replacing, just in case something actually did happen to him. I’m sure players will want to Veiler it upon summon, but that’s fine since he will draw a card when destroyed by battle, anyways. This [ccProd]Card Trooper[/ccProd]-esque effect makes it a nice floater, and with 1500 attack he can be quite the beater, too.
Next up are my favorite reveals from the set thus far: Fire Hand and Ice Hand. Words cannot express how much I love these cards. It may have something to do with the fact that they resemble one of my favorite blasts from the past, [ccProd]Reborn Tengu[/ccProd]. They read as follows:
When this card in your possession is destroyed by your opponent's card (either by battle, or by card effect) and sent to your Graveyard: You can target 1 monster they control; destroy that target, then you can Special Summon 1 "Ice Hand" from your Deck.
Water/ Aqua/4 Stars
When this card in your possession is destroyed by your opponent's card (either by battle, or by card effect) and sent to your Graveyard: You can target 1 Spell/Trap Card they control; destroy that target, then you can Special Summon 1 "Fire Hand" from your Deck.
Yes, you read them correctly. No, they are not fake. They are actually just the realest. I don’t even have to state the reasons why these cards are good, you should just know, but for this article’s sake, I shall. For starters, these cards work a lot like Inzektors and Fire Fists in the sense that they punish your opponent for putting cards on the field. Since these guys aren’t once per turn, they can actually wipe down an entire field in one fell swoop. Imagine your opponent summons [ccProd]Bujin Yamato[/ccProd], sets 2 backrows, and sends [ccProd]Bujingi Hare[/ccProd] to the grave on the End Phase. If you summon one of the Hands, you can just wipe down their board by simply crashing into Yamato until everything is gone. These cards also make Evilswarm decks irrelevant because they can be sided as a 6-card engine to completely devastate the anti-meta nuisance. Everything short of [ccProd]Banisher of the Radiance[/ccProd] and [ccProd]Abyss Dweller[/ccProd] will become minuses in the face of the Fire and Ice Hands. They can also fuel [ccProd]Pot of Dichotomy[/ccProd] and [ccProd]Daigusto Emeral[/ccProd] pretty quickly as well. I feel as thought these cards will be a huge nuisance eventually, though maybe not immediately because of how fast I predict the format to be.
Last but not least is Soul Charge, the most powerful card revealed in the set so far. In case you’ve been living under a Redox, here is what it does:
Target any number of monsters in your Graveyard; Special Summon them, and if you do, you lose 1000 Life Points for each monster Special Summoned by this effect. You cannot conduct your Battle Phase the turn you activate this card. You can only activate 1 "Soul Charge" per turn.
I have no idea why this card was created. The only thing I can tell you is, if you aren’t playing it, just stay home. Soul Charge is much like Rekindling, but for everyone. In the coming months, you will see so many combos develop from this one card, and I’m sure many of them will be quite degenerate. Youtube videos have gone up that display its overwhelming strength, such as first turn [ccProd]Shooting Quasar Dragon[/ccProd], and [ccProd]Trishula, Dragon of the Ice Barrier[/ccProd] loops for the OCG. The card will spark so much innovation in the game, which is something needed right now, because Loki knows it’s boring at the moment. Most people know the obvious plays are with Lonefire Blossom or [ccProd]Dragon Shrine[/ccProd], but you can be sure there’s much more on the horizon. Maybe you could be the one to win with something crazy! The set drops as early as next Friday, which is exactly one day before ARGCS Richmond. I definitely can’t wait to try out one of my homebrews there! Click the pic of the dragon below for all the information on ARGCS Richmond!
Until next time, duelists! Play Hard or Go Home!
-The Dark Magician