Now that most of the World Premier cards have been shown (All except 2 as I write this) I can finally start to sort out the good and bad, and start preparing for Nationals. Today I will be going through some of the World Premier cards, and giving my opinion on each of them, so lets get started.
First up I'm going to start with the Noble Knights. Over the past year, Noble Knights have slowly been gaining support, and by all means none of the support has been terrible. This time around they get 1 Effect Monster and 1 Equip Card
Noble Knight Gwalchavad
This card is treated as a Normal Monster while face-up on the field. While equipped with a "Noble Arms" Equip Spell Card, this card becomes an Effect Monster with this effect.
● You can target 1 "Noble Knight" monster in your Graveyard; add it to your hand, and if you do, destroy 1 "Noble Arms" Equip Spell Card you control. You can only use this effect of "Noble Knight Gwalchavad" once per turn.
Like Medraut, Gwalchavad is a Normal Monster while face-up on the field, so he works great with Gawayn and Lancelot. But once equipped with a Noble Arms card, you can start returning your fallen allies back to your hand to be used again. This is especially good with Medraut, as Medraut is the heart and soul of the Noble Knight deck, so being able to reuse Medraut is extremely welcomed. The Noble Knight deck is great for making Rank 4 and 5 Xyz Monsters, and of course Xyz take 2+ Monsters to make, so Gwalchavad helps mitigate the card loss from the Xyz Summons. Overall, Gwalchavad is an extremely solid card.
Noble Arms of Destiny
You can only control 1 face-up "Noble Arms of Destiny". Equip only to a Warrior-Type monster. Once per turn, the equipped monster cannot be destroyed by battle or by card effects. If this face-up card on the field is destroyed and sent to the Graveyard: You can target 1 Warrior-Type "Noble Knight" monster you control; equip this card to that target. You can only use this effect of "Noble Arms of Destiny" once per turn.
Noble Arms of Destiny helps protect your Noble Knights, and works especially well with Medraut and Gwalchavad. Play Medraut alongside a Noble Arms of Destiny, Special Summon a Noble Knight with Medraut, and then wait till next turn, protecting your Medraut via Destiny, and then use Medraut's effect again. It's certainly the 2nd best of all the swords (maybe even first, I haven't quite decided yet). Destiny is a very straight forward, but effective card, and again super solid for the Noble Knight archetype.
My final thoughts on these cards are that although they are SOLID cards (they are pretty good don't get me wrong) they are not enough to push Noble Knights onto the same Tier level as Prophecy, Elemental Dragons, or Mermails.
Brotherhood of the Fire Fist - Coyote
If you control a "Fire Formation" Spell/Trap Card, and no monsters, you can Special Summon this card (from your hand).
Okay...? Well, the card is extremely simplistic, like the rest of the Fire Fist deck. It's a pseudo [ccProd]Cyber Dragon[/ccProd], but the problem is the fact the card is Level 5. While there is another Level 5 Fire Fist, he's not good either. If this card was Level 4 now, that would be an entirely different story. They could have even gave him lower attack points and the same ability and I'm sure he would be used in the Fire Fist deck. All in all, the Fire Fist don't need larger monsters, as they easily deal with their threats via Bear. Card isn't very good and won't see any play.
You can discard 4 other "Mermail" monsters to the Graveyard; Special Summon this card from your hand. When you do: Target cards your opponent controls, up to the number of "Mermail" monsters in your Graveyard (if possible); this card gains 500 ATK, and if it does, destroy those targets (if any). You can Tribute 1 other face-up Attack Position "Mermail" monster; this card gains the following effect this turn.
● At the start of the Damage Step, if this card battles a Defense Position monster: Destroy that monster.
As most of you know, I love the Mermail deck, so I was super excited to see another Mermail exclusive. But then I read it. Discarding 4 (specifically) Mermail monsters is just unrealistic. If it was Water monsters, I might have given this guy a shot, but even that's a stretch. You have to destroy 4 cards to break even with this guys effect, so that's disheartening. His second effect is fine, but underwhelming, it still nets you no advantage after dropping 4 cards to Summon this guy. So once again, not a very good card. Had potential if things were worded slightly different.
Spellbook of Miracles
Target 1 Spellcaster-Type Xyz Monster in your Graveyard and up to 2 of your banished "Spellbook" Spell Cards; Special Summon that monster, and if you do, attach the targeted "Spellbook" Spell Card(s) to it as Xyz Material. You can only activate 1 "Spellbook of Miracles" per turn.
When I first heard that there was a Spellbook exclusive, I almost crapped my pants. Luckily this one isn't anything to worry about. The best Spellcaster Xyz Monster is obviously Big Eye, but he's not exactly something that is constantly brought out in the Prophecy deck, like many others tend to do. [ccProd]Empress of Prophecy[/ccProd] is almost impossible to make, even though her effect is great if you get her out. So she's out of the question. The easiest things for Prophecy to make would be [ccProd]Slacker Magician[/ccProd], or [ccProd]Shine Elf[/ccProd], which are both very... passive cards. They don't really help you "do" anything, so while this card is kind of unique, again it's not very good. Which is perfectly fine because the last thing Prophecy needed was MORE cards.
All in all, the TCG cards this time around didn't really affect anything, although this could change once the last 2 cards are announced, but the ones released up until now, are all decent to pretty mediocre. I'm actually kind of sad there aren't any cards for me to work my magic with. Oh well, maybe next time.
Until next time duelist, play hard or go home.