Welcome to Wednesday of SpaceTime Showdown Week.Today we look at what is, probably, the best
card in the new deck.
Initially, this card surprised me.Especially as I was looking at my Fire Kings.I was able to trigger this card's effect on
my opponents turn and mine!But then again, for other decks, it might not
be so good.Let's look at Evilswarms for example.They're going to want to focus their effort
on going into Rank-4's, protecting their strong
monsters and setting floodgate traps.Supply Squad might give them some draw power,
but it would make them lose focus and lacks a place
in decks like that where space is tight.
Rules of thumb:
1. If your deck likes its monsters to be destroyed to trigger
effect (i.e. Gustos and Zombies), use this card.
2. If you summon valuable monsters that matter and aren't
counting on them to be destroyed (i.e. Six Samurai
and Mecha Phantom Beasts), don't use this card.
3. Decks typically run 3 or 0 of this card.
Power – 4/5 ; The power factor on this card will ultimately be a
balance of the spotty versatility versus the easy
accessibility and the monstrous card advantage
versus the relatively slow speed.
Versatility – 3/5 ; This is
where this card will take a little hit.Much of the time you would want this card,
but its also a weak dead draw mid to late game if
you need something defensive or aggressive.
4/5 ; This card is costless and can be activated
Card Advantage –
5/5 ; If kept alive for more than 1 turn, its a +1.It's a 1-for-1 at the very least usually, but
you can even net 2 or 3 cards off of it too.The advantage you get when you combine two or
three of these cards is ridiculous.If the opponent gets rid of it, it often will
be after you plussed from it.
Speed – 3/5 ; At best, you wait until the middle of your turn.At worst, you wait until your opponent's
This card is a draw machine but it takes some time
for the gusher to come on.This is why having 3 on the field at once can
sometimes be harmful.While you are waiting for a chance to
activate your effect to +3, your opponent could be
making a deadly setup you have no cards to prevent.
Traditional – 2/5 ; The
speed factor, as mentioned above, is what hurts this
Traditional Format is lightning-fast.
Advanced – 4/5 ; Strong draw power,
especially in the form of Spell Cards, has been
absent for a while.And now its back.
Mechanic Design – 2/5 ; Its a card that many
decks can make use of.It smartly learned from Card of Safe
Return to make a "once per turn" limit.However, you can still spam three of them.
– 3/5 ; The drama created by the fire blasts is a
nice addition, though the typical portrayal of
goblins has lost its humor by now.
Excellent draw option for a number of decks.Get this card.
Supply Squad is a unique draw power-centric card
that boosts the speed of decks which thrive off of
destruction. The best decks to utilize this card
currently are Fire Kings and Scraps. Both of these
archetypes get beneficial effects when their cards
are destroyed, so getting to draw an additional card
from the deck just speeds up the entire engine over
Another new archetype which gains effects when being
destroyed are the Yang Zing monsters, which debut in
Duelist Alliance. However, there has been a mixed
reception on whether to include Supply Squad in the
deck because drawing into the Yang Zing monsters is
something you want to avoid as their effects include
special summoning from the deck when they are
destroyed and sent to the graveyard. Supply Squad
can actually make this archetype less consistent
Supply Squad is a powerful card and effect but works
best if you are able to set it up early game. You
need to be able to resolve the effect at least once
just to break even in card resource advantage, and
you need multiple destruction in order to actually +
in card advantage. This could be a problem if you
draw into the card later game, after several of your
monsters have already been destroyed without it
being active on the field. Also, top decking this
card later on is not going to benefit you if you are
already losing the battle.
For this reason, Supply Squad is not nearly as
useful, fast, or consistent as it may seem to appear
on the surface when first reading the effect.
Certain decks will find use for it, while most decks
will need to avoid it entirely.
Mechanic Design-4/5 (Solid effect that encourages
thoughtful planning in order gain advantage from the
activation. Combos nicely with certain decks)
This cards effect is all in all pretty basic and
easy to understand, once per turn when a monster of
yours is destroyed you draw 1 card.
The great thing about this effect is that the
destroyed monster doesn’t have to go to the
graveyard and it can even be a token, and given that
the monster can be destroyed by battle or any card
effect means that it’s conditions are going to be
pretty easy to fulfil.
Being that Supply Squad’s effect is mandatory, the
first time a monster of yours is destroyed (per
turn) you are going to be drawing a card. Also this
card could allow you to draw a card during your
opponents turn also, something that I find a good
redeeming factor for this card.
Although this card does at first glance seem as
though it is going to easily and quickly generate
large advantage the real truth is that this card
essentially offsets the loss of you losing a
monster, and combined with it’s once per turn effect
basically means that decks that can generate huge
fields quickly will (IMO) have very little real use
for this card.
Personally I feel that it will help to boost lower
tier decks, and this is something that really isn’t
going to be all that bad of a result on the game.
This card certainly received some hype when news of
it’s release was first discussed, however overall
the impact this will have on the game will be
minimal… That is unless the game becomes far slower
than it is currently, and that isn’t something that
I’m expecting to see any time soon.
Traditional: 1. Format is too fast, and advantage
needs to be gained immediately, not over several
Advanced: 3. Considering that tier decks really
don’t have anything to truly gain from this card
means that it will not see so much play… Although I
do expect some initial “Hype” playing of this card.
Hello Pojo Fans,
Supply Squad is a fun card that can help generate
slight advantage for its user. Draw a card once per
turn if a monster you control is destroyed in any
fashion. Simple effect, mandatory, and can generate
a slight advantage if you break even off field
destruction cards like Dark Hole and Torrential
Tribute. Protect this card and you could be drawing
each turn. Cards like Scrap Dragon and Fire ore Ice
Hand will +1 with this card. This card does balance
out any loss of a monster you could sustain via your
opponents turn, and though you could end up drawing
each turn for multiple turns, it may not be worth a
slot in the deck. If you could draw multiple times
in one turn from this card it would be a better
Until Next Time
"Screw Supply Squad"
Yes, the thought of anyone ever staring down one,
two or even three copies on the opponent's field.
You know what the biggest fear with playing cards
is? Them getting destroyed, and not the life points
you may lose. Supply Unit effectively removes that
fear because you losing monsters makes you lose no
card advantage with just one up. In fact, if your
opponent destroys one of your monsters with a trap
or spell, you essentially get a plus one in card
advantage since they used up a card to deal with
yours, and then you got a draw. Curiously, Supply
Squad doesn't restrict you from having multiples on
your field or activating multiples in one turn, so
should you ever open 2 or more, your opponent likely
isn't going to be winning the duel.
Try putting this in Fire Kings or Scraps (this with
Golem and the Field is recognized as a war crime in
multiple nations). Or, heck, anything. Any deck can
make use of this card. As long as battle is part of
yugioh mechanics, as long as "destroy" is printed on
cards, you can use this card, and you can use it
In truth, this card is designed to not be anything
less than a +0. If your opponent Typhoons/any other
applicable card it, you break even.
If there was a reason to buy the 2014 Starter deck,
THIS was it. Sadly I'm seeing no real play in recent
events. People thought scraps would totally take off
and they haven't...yet. Mermails could totally have
some fun running this in my opinion. Realistically
it can fit in ANYTHING(except Draw Exodia that only
runs Scarecrows) and I think Supply Squad will have
it's day in the near future. I mean, FREE 1/1 draw
or depending on the card used easy +1s makes it a no
brainer, just gotta find the deck that can support
it and has the room, right?
Traditional - 1.75/5 - Sooo much monster
destruction...sadly so much more s/t destruction
Advanced 3/5 - Right now without seeing any success
I can't give it a higher score, though personally it
deserves it. If you can get these cheap, then do it.
Otherwise it's gonna be like Foolish, Hysteric Party
and a number of other Starter/Structure Deck
exclusive commons everyone will want and nobody will
have extra of to unload.
Supply Squad is one of the most, if not the most,
talked about cards coming out of Super Starter:
Space-Time Showdown. More seasoned players may
recognize it as being comparable to the
long-Forbidden Card of Safe Return, with some
differences; this one triggers upon a card’s
destruction and is restricted to once per turn,
meaning it’s much less broken.
The card built up a considerable amount of hype when
it was announced, with several quickly calling for
its limitation. And on paper, it does seem
incredible; a free draw upon your monster’s
destruction (and it doesn’t matter how it happened
or where the monster goes) turns your first lost
monster into a +0, and in Decks that have effects
that trigger off of destruction (such as Fire
Kings), it turns into an advantage. Those extra
cards can build up over time.
So, what holds Supply Squad back? Well, honestly it
just doesn’t fit well into a lot of Decks currently;
the two Decks that come to mind when thinking of
where to include it are the aforementioned Fire King
and Scrap, as their strategies revolve around
destroying your own monsters. However, neither of
these Decks are seen often at high levels of play.
Some Decks, such as HAT, T.G., and the upcoming Yang
Zing can net advantage when their floaters are
destroyed, but they don’t really rely on that
destruction, and sometimes the extra draw power
doesn’t really benefit them. At first glance the
card may seem helpful in Mermail, as they rely on
having hand advantage and destroy Linde through
Abyss-sphere, but most of the time you’ll be
summoning Pike or Turge off of her, and Supply Squad
being a mandatory effect causes them to miss timing,
thus making the card pretty useless in that Deck
Despite this, Supply Squad does have a lot of
untapped potential. This is a card that may end
being very powerful, but just needs to find its
niche, kind of like what happened with Dragon
Traditional: 1/5 (you really don’t need the draw
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