
By now, you all should know about the all powerful Spellbook of Judgment and Elemental Dragons which come out in Taqchyon Galaxy. Today, I'm going to talk about some of my favorite cards from this upcoming set which aren't from the Prophecy archetype or the Elemental Dragons. Tachyon Galaxy as a whole is a very powerful set, with a bountiful amount of cards that have great potential.
The first 2 cards go hand in hand
Tridon, the Atlantean Emperor
Water/3/Sea Serpent/1600/800
You can Tribute this card and 1 other Sea Serpent-Type monster; Special Summon 1 "Poseidra, the Atlantean Dragon" from your hand or Deck, then all face-up monsters your opponent controls lose 300 ATK.
Fire King Avatar Garunix
Fire/3/Winged Beast/700/1700
If a face-up "Fire King" monster you control is destroyed by a card effect (except during the Damage Step): You can Special Summon this card from your hand. If 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 Special Summon 1 "Fire King Avatar" monster from your Deck.
So first of Tridon is level 3, meaning you're able to Special Summon him off of [ccProd]Deep Sea Diva[/ccProd]. This also means you will instantly be able to fulfill his effect conditions and can instantly summon a free 2800 attack monster from your deck (as well as decreasing your opponents monsters attack points). This card works great in some sort of Mono-Water deck using things like Tidal, the Water Elemental Dragon, and then the Water Nimble engine. I saw a deck with this concept awhile back and it looked very interesting and fun to play, so it's something to keep in mind in the future once Prophecy/E-Dragons get their power decreased.
Garunix Avatar though is my favorite simply because if its destroyed in anyway, you can Special Summon ANOTHER from your deck. This means you get to load up your Graveyard quickly with Fire monsters, or you can Special Summon a Barong (or in the future, Yaksha). It's a really great defensive card for Fire Kings as it allows you time to set up plays, as well as making your Blaster, the Fire Elemental Dragon summon-able.
While Mermail decks in the OCG have been pushed to the side in favor of Prophecy and Dragons (and to a lesser extent Evilswarm) here in the TCG they are in my opinion, the best deck. In LTGY they get a new tool in the form of
Abyss-scale of Mizuchi
Equip Spell
Equip only to a "Mermail" monster. It gains 800 ATK. When a Spell effect that was activated on your opponent's side of the field resolves, negate that effect, then send this card to the Graveyard.
Now this might not look like much, but against Prophecy shutting down at least 1 Spell card can put a damper on their plans, as many times they need all of their cards to resolve properly to make the best play.
Abyssgaios is a very powerful monster allowing you to possibly lock your opponent out of most of their plays, but of course its most common weakness is [ccProd]Dark Hole[/ccProd]. Mizuchi makes it so [ccProd]Dark Hole[/ccProd] becomes less relevant because it forces your opponent to have another Spell card PLUS their Dark Hole.
Finally, the biggest reason why I love this card so much? The 800 attack boost. What? 800 attack? Yes. Putting this on a Megalo puts it up to 3200 attack. Then if Megalo can attack twice, that means that's 6400 damage. With a Pike on field, that's 8000. So that give Mermails another way to OTK an opponent through a clear field (which can happen easily with Marksman/Infantry/Typhoons/Heavy Storm) since Megalo can just search this card via its effect (Yes, Megalo does not say search your deck for an Abyss Sphere or Abyss Squall).
Now then, the single most interesting card in this set to me is a Normal Trap card called
Pinpoint Guard
Normal Trap
When an opponent's monster declares an attack: Target 1 Level 4 or lower monster in your Graveyard; Special Summon it in face-up Defense Position. It cannot be destroyed by battle or by card effects this turn.
Many people I know saw this card as a worse [ccProd]Call of the Haunted[/ccProd], but that's very ignorant to think, it'svery narrow sighted. In a deck like Inzektors, this card is MUCH better then [ccProd]Call of the Haunted[/ccProd] in my opinion. It not only gets back your Inzektor Dragonfly or Centipede, but it also makes sure you dont DIE. The "immunity" clause put in your monster from Pinpoint Guard is what makes this card so good. The way the game is now, it's very easy to just go from 8000 to 0 in a few turns (even just 1 turn) so throwing up a jump blocker which cannot be destroyed by battle or card effects, and also a blocker which can wipe out your opponents entire field next turn, is nothing to mess around with.
Other decks this card might work well in are Elemental Heros, as you can of course abuse Stratos more, getting more searches, but you can also do cool little setups. For instance if you control an Elemental Hero and your opponent declares an attack, you can use Pinpoint to bring back your Stratos and since you control another E-Hero, you can trigger Stratos other ability to destroy Spell/Trap cards.
The final card I would like to talk about today is
Xyz Block
Counter Trap
When your opponent activates a monster effect: Detach 1 Xyz Material from a monster you control; negate the activation, and if you do, destroy it.
This card effectively turns any of your Xyz monsters into a psuedo [ccProd]Evolzar Dolkka[/ccProd]. This card can be splashed into a ton of decks, but especially something like Mermails where you can 1-2 card Xyz with many different combinations, like just summoning a Diva and making a Gachi for instance. You now have a Monster which will survive being destroyed, as well as having a card to negate any Monster effect you choose and destroy it. It's certainly a card to hold on to and keep in mind when new concepts come out.
Well, that just about covers things for now. Hopefully by next week all the TCG/OCG cards for this set will be revealed and I can give my opinion on what they bring to our game (and our Nationals format this year).
Until next time duelist, play hard or go home.
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