Birds of a feather really do flock together I guess. Hello Pojo Readers, Crunch$G here to tell you everything you need to know about the final core Yu-Gi-Oh booster set of 2022, Darkwing Blast. As the name might give away, this set features new Blackwing support front and center with their new, upgraded Black-Winged Dragon. We also see the contunation of the Albaz and Visas Starfrost lores with both new archetypes and support for old archetypes in the lores. Several old archetypes also make a return, and we finish off the Ghoti archetype in terms of TCG exclusives go. There’s a few generic cards in here as well that are nice, some of which even go to these archetypes, yet everyone wants to play them. As always, there’s a ton to break down in this set, so let’s get into everything and see what we got.

The Starlight Rares

We start off with the five Starlight Rares inside the set, the four that were already part of the main set itself and the one added on as a reprint. Blazing Cartesia, the Vrituous starts off the Starlights and continues the Ecclesia line getting the Starlight Rare treatment. Ninjas get a Starlight in this set, as Mitsu the Insect Ninja gets the Starlight treatment. Labrynth gets another high rarity card with Lady Labrynth of the Silver Castle coming in Starlight Rare. Finally for the main set Starlights, Tearlaments get their due in this set with their new Fusion, Tearlaments Rulkallos, getting the upgrade. Finally, for the bonus Starlight, Black-Winged Dragon comes alongside the Blackwing support that came in this set and gets a Starlight Rare to join Stardust Dragon and Black Rose Dragon from last year.

Blackwings Soar

Now for all the archetypes in this set, we start with the return of the Blackwing archetype that’s featured on the front of the pack, as they receive 10 brand new cards in this set. Blackwing – Vata the Emblem of Wandering is a Level 2 DARK Winged Beast Tuner who can be Special Summoned from the hand if you control a Blackwing monster that isn’t another Vata, plus during the Main Phase you get to send this card on the field to the graveyard alongside Blackwing non-Tuners from the Deck whose combined Levels alongside this equal 8 in order to Special Summon a Black-Winged Dragon from your Extra Deck, but you can only summon DARK monsters from the Extra Deck for the rest of the turn. Blackwing – Shamal the Sandstorm is a Level 4 DARK Winged Beast Tuner who can be sent from the hand or field to the graveyard to place a Black Feather Whirlwind directly from your Deck face-up in your Spell & Trap Zone, also you can banish this card from the graveyard if you Special Summon a Blackwing Synchro Monster or a Black-Winged Dragon in order to add a Blackwing monster from your graveyard to your hand and then you take 700 damage. Blackwing – Chinook the Snow Blast is a Level 2 DARK Winged Beast who can be sent from the hand or field to the graveyard alongside a Blackwing Synchro Monster or a Black-Winged Dragon in your Extra Deck to target a face-up monster the opponent controls and have that monster lose 700 ATK and have its effects negated for the turn, with this effect being a Quick Effect if you control a DARK Synchro Monster. Blackwing – Sudri the Phantom Glimmer is a Level 4 DARK Winged Beast who on Normal Summon lets you add any card that mentions Black-Winged Dragon in its text from your Deck to your hand besides another Sudri, also you can tribute a monster to summon a Phantom Glimmer Token (Winged Beast/Tuner/DARK/Level 2/ATK 700/DEF 700) and then you take 700 damage, also you can only summon Synchro Monsters from the Extra Deck the turn you use this effect. Blackwing – Zonda the Dusk is a Level 6 DARK Winged Beast who only lets you summon Synchro Monsters from the Extra Deck while you control it, can target and return a monster on the field to the hand on Normal or Special Summon, and can be banished from the graveyard to summon a Level 5 or higher Blackwing from your hand or Deck, then you take damage equal to that monster’s ATK. Black-Winged Assault Dragon is a Level 10 DARK Dragon Synchro who needs any Synchro Tuner and any non-Tuner(s) to summon, must either be Synchro Summoned or Special Summoned from the Extra Deck by banishing a Synchro Tuner and a Black-Winged Dragon from your field or graveyard, gains a Black Feather Counter and burns the opponent for 700 damage each time they activate a monster effect, and it can be tributed with 4 more more Black Feather Counters on it as a Quick Effect on the opponent’s turn to destroy all cards on the field. Blackwing – Boreastorm the Wicked Wind is a Level 6 DARK Winged Beast Synchro Tuner that needs any DARK Tuner and any non-Tuner(s) to summon, can send a Blackwing monster from your Deck to the graveyard on Synchro Summon to change this card’s Level to that of the sent monster’s, and when it destroys a monster in battle and sends it to the graveyard, you can banish a Blackwing monster from your graveyard or face-up field to summon the destroyed monster in Defense Position to your field. Black Feather Whirlwind is a Continuous Spell where once per turn, if you Special Summon a DARK Synchro Monster from the Extra Deck, you can target a Blackwing monster or Black-Winged Dragon that’s banished or in your graveyard with equal or lower ATK than the summoned monster and Special Summon the target to your field, also once per turn if a DARK monster you control would be destroyed by battle or card effect, you can remove a Black Feather Counter from your field instead. Blackwing – Twin Shadow is a Normal Trap that shuffles 2 Blackwing monsters (1 Tuner and 1 non-Tuner) that’s banished or in your graveyard into the Deck in order to Special Summon a Blackwing Synchro or a Black-Winged Dragon whose Level equals the combined Levels of the returned monsters with it being treated as a Synchro Summon, also you can activate this card from the hand if you control 2 or more Blackwing monsters. Finally, Black Shadow Squall is a Counter Trap where when a Spell/Trap Card is activated, you can remove a Black Feather Counter from your field to negate the activation and destroy that card, also if you control a Black-Winged Dragon, you can set this card from the graveyard, but it’s banished when it leaves the field.

Branded in the Abyss

Next we look at the world of Albaz and see how that lore is going, with this set debuting the new Bystial archetype to this lore alongside offering support for Spright, Springans, and Tri-Brigade. Bystial Magnamhut is a Level 6 DARK Dragon who can be Special Summoned from the hand by banishing a LIGHT or DARK monster from the graveyard, with this becoming a Quick Effect if the opponent controls a monster, also upon Special Summon you can activate the effect to add any Dragon monster, besides another Magnamhut, from Deck to hand during your End Phase. Bystial Sainor is a Level 6 DARK Dragon who can be Special Summoned from the hand by banishing a LIGHT or DARK monster from the graveyard, with this becoming a Quick Effect if the opponent controls a monster, and upon being sent to the graveyard can let you send any Bystial monster or Branded Spell/Trap from your Deck to the graveyard. Bystial Druiswurm is a Level 6 DARK Dragon who can be Special Summoned from the hand by banishing a LIGHT or DARK monster from the graveyard, with this becoming a Quick Effect if the opponent controls a monster, and upon being sent from the field to the graveyard can let you target and send an opponent’s Special Summoned monster from the field to the graveyard. The Bystial Lubellion is a Level 8 LIGHT Dragon who cannot be Normal Summoned or Set and must be Special Summoned from the hand or graveyard by tributing a Level 6 or higher DARK Dragon, can be sent from the hand to the graveyard to add any Bystial monster from Deck to hand besides another Lubellion, also during your Main Phase you can place a Branded Continuous Spell/Trap from your Deck face-up in your Spell & Trap Zone. The Bystial Alba Los is a Level 12 LIGHT Dragon who cannot be Normal Summoned or Set and must be Special Summoned from the hand or graveyard by tributing 2 Bystial monsters you control, while summoned this way and in the Monster Zone negates the effects of all face-up Ritual, Fusion, Synchro, Xyz, and Link monsters on the field, and if this face-up card in its owner’s control leaves the field by an opponent’s card effect, you can banish all face-down cards in the Extra Deck face-up until the opponent’s End Phase. Blazing Cartesia, the Virtuous is a Level 4 LIGHT Spellcaster Tuner who can be Special Summoned from the hand if you control Fallen of Albaz or he’s in your graveyard, during the Main Phase as a Quick Effect can let you Fusion Summon any Level 8 or higher Fusion Monster using monsters you control and in your hand as material, also if this card is in the graveyard during the End Phase of a turn a Fusion Monster was sent there, you can add this card back to your hand. Spright Sprind is a Link-2 FIRE Thunder with arrows pointing Upper-Right and Bottom-Left, needs any 2 monsters, including a Level/Rank/Link 2 monster, to summon, cannot be used as Link Material the turn it is Link Summoned, upon being Link Summoned can let you send any Level 2 monster from your Deck to the graveyard, also if another monster is Special Summoned while this card is on the field, except during the Damage Step, you can detach a material from an Xyz Monster you control to target a monster on the field and return it to the hand. Branded Regained is a Continuous Spell where if a LIGHT or DARK monster(s) is banished, except during the Damage Step, you can target one of those monsters and return it to the bottom of the owner’s Deck to draw a card, also once per turn if the opponent Normal or Special Summons a monster, you can target a Bystial monster in your graveyard and Special Summon it. Decisive Battle of Golgonda is a Continuous Spell that’s treated as Great Sand Sea – Gold Golgonda while on the field or in the graveyard, can once per turn send a Fusion Monster that mentions Fallen of Albaz as material from the Extra Deck to the graveyard instead if a card(s) you control would be destroyed by battle or card effect, also during the End Phase while you have Fallen of Albaz or a Fusion Monster that mentions it as material in the graveyard, you can Special Summon a Springans monster from your hand or Deck. Tri-Brigade Showdown is a Continuous Spell where if a Beast, Beast-Warrior, or Winged Beast monster is Special Summoned to your field, you can target a banished Tri-Brigade monster and add it to your hand, also after damage calculation if your Tri-Brigade monster battled an opponent’s monster, you can return the opponent’s monster to the hand. Branded Beast is a Continuous Trap where once per turn, during the Main Phase, if you control a Bystial monster, you can tribute a Dragon monster you control to target a card the opponent controls and destroy it, also during the End Phase you can target a Branded Continuous Spell/Trap in your graveyard and place it face-up on your field. Finally, Spright Double Cross is a Normal Trap that lets you target a monster on the field or in either graveyard and apply an appropirate effect to either attach the targeted monster to a Rank 2 monster you control as material, place the targeted monster your opponent controls into a zone a Link-2 monster points to and take control of it, or Special Summon the targeted monster from either graveyard to your zone a Link-2 monster points to.

The Sixth World Opens

Now we look into the world of Visas Starfrost and see what’s going on in that lore as we get the debut of the Kashtira archetype while continuning support for both Tearlaments and Scareclaws. Kashtira Fenrir is a Level 7 EARTH Psychic who can be Special Summoned from the hand if you control no monsters, can let you add a Kashtira monster from your Deck to your hand while it’s on the field, and can target a face-up card the opponent controls and banish it face-down if this card declares an attack or the opponent activates a monster effect. Kashtira Unicorn is a Level 7 WIND Psychic who can be Special Summoned from the hand if you control no monsters, can let you add a Kashtira Spell from your Deck to your hand while it’s on the field, and can let you look at the opponent’s Extra Deck and banish a card from it face-down if this card declares an attack or the opponent activates a monster effect. Kashtira Ogreis a Level 7 WATER Psychic who can be Special Summoned from the hand if you control no monsters, can let you add a Kashtira Trap from your Deck to your hand while it’s on the field, and can let you look at the top 5 cards of the opponent’s and banish a card from there face-down if this card declares an attack or the opponent activates a monster effect, while the remaining cards return to the top of the Deck in the same order they were in. Tearlaments Rulkallos is a Level 8 WATER Aqua Fusion that needs Tearlaments Kitkallos and any Tearlaments monster to summon, prevents other Aqua monsters you control from being destroyed in battle, has a Quick Effect when the opponent activates a card or effect that would Special Summon a monster to let you negate the activation and destroy that card and then makes you send a Tearlaments card from your hand or face-up field to the graveyard, also if this Fusion Summoned card is sent to the graveyard by a card effect, you can Special Summon this card. Kashtira Shangri-Ira is a Rank 7 FIRE Psychic Xyz that needs 2+ Level 7 monsters to summon, lets you Special Summon a Kashtira monster from your Deck during each Standby Phase, each time a card(s) your opponent owns and possesses is banished face-down, except during the Damage Step, you can choose an unused Main Monster Zone or Spell & Trap Zone and that zone cannot be used while this card is face-up on the field, also if this card on the field would be destroyed by battle or card effect, you can detach a material from this card instead. Tearlaments Grief is a Normal Spell that lets you Special Summon a Tearlaments monster or Visas Starfrost from your Deck and then makes you send a monster you control with the same Type or Attribute to the graveyard, also upon being sent to the graveyard by a card effect it can let you target and add a banished Tearlaments Trap to your hand. Tearlaments Heartbeat is a Quick-Play Spell that lets you target a Spell/Trap Card on the field, or 2 if you control Visas Starfrost, and shuffle them into the Deck and then you send a card from your hand to the graveyard, also if this card is sent to the graveyard by a card effect, you can target a Tearlaments Trap in your graveyard and add it to your hand. Tearlaments Scream is a Continuous Spell where if a monster(s) is Normal or Special Summoned, you can send the top 3 cards of your Deck to the graveyard, also for the rest of this turn all monsters the opponent controls lose 500 ATK, also if this card is sent to the graveyard by a card effect, you can add a Tearlaments Trap from your Deck to your hand. Scareclaw Decline is a Normal Spell that lets you target a Primitive Planet Reichphobia you control or in your graveyard and add it to your hand, then if you control Visas Starfrost you can change a face-up monster the opponent controls to face-down Defnese Position. Kashtira Birth is a Continuous Spell that lets you Normal Summon any Level 7 monsters without tributing, can let you summon a non-Xyz Kashtira monster that’s banished or in your graveyard, and when the opponent activates a Spell Card or effect while you control a Kashtira monster, you can target 3 cards in the opponent’s graveyard and banish them face-down. Scareclaw Twinsaw is a Normal Trap that lets you tribute a Scareclaw monster to target and destroy 2 cards the opponent controls, then if you control Visas Starfrost you can banish those cards instead of sending them to the graveyard, also if a Link-3 or higher monster is on the field, you can banish this card from the graveyard to prevent either player from activating the effects of Link Monsters on the field for the rest of the turn. Finally, Kashtira Preparations is a Normal Trap that during either player’s turn lets you summon a Kashtira monster that’s banished or in your hand, also if your opponent activates a Trap Card or effect while you control a Kashtira monster, you can look at the opponent’s hand and banish a card from it face-down.

Remastering the Ninjitsu Arts

Now we look at some more legacy support in this set, starting with the first appearance of the Ninja archetype since Shadows in Valhalla. This wave of support takes the archetype in a new direction, giving them monsters with several different Attributes and even Types now to help perform Fusion Summons. Tobari the Sky Ninja is a Level 1 EARTH Winged Beast who cannot be destroyed by battle or card effects the turn it is Special Summoned or flipped face-up, can be sent from the hand to the graveyard to Special Summon a Ninja from your hand in face-up or face-down Defense Position, and has a Quick Effect during the opponent’s Main or Battle Phase to Fusion Summon a Ninja monster from your Extra Deck by using materials from your hand or field. Mitsu the Insect Ninja is a Level 2 WATER Insect who can be Special Summoned from the hand if you control a Ninja monster or face-down Defense Position monster, has a Quick Effect when the opponent activates a monster effect to change a face-down Defense Position monster to face-up and change this card to face-down Defense Position, then you can negate the activated effect if the monster you flipped face-up was a Ninja monster besides another Mitsu. Baku the Beast Ninja is a Level 3 WIND Beast who can be Special Summoned from the hand if added there, except by drawing it, and upon being Special Summoned or flipped face-up can let you target a Ninja or Ninjitsu Art card from your graveyard or face-up Spell & Trap Zone and return it to the hand. Kagero the Cannon Ninja is a Level 4 FIRE Warrior who when Normal or Special Summoned or flipped face-up can let you summon a Ninja monster from your hand or graveyard in face-down Defense Position, besides another Kagero, and it can also be Special Summoned from the graveyard as a Quick Effect if the opponent targets a Ninja or face-down monster for their card effect, then the targeted card returns to the hand. Meizen the Battle Ninja is a Level 5 DARK Warrior Fusion that needs 2 Ninja monsters with different Types to summon, must either be Fusion Summoned or Special Summoned by tributing the Fusion Materials you control, lets your Ninja monsters attack directly, cannot be targeted for attacks while you control a face-down Defense Position monster, and has a Quick Effect when the opponent activates a card or effect to let you Special Summon a Ninja monster from your Deck in face-up or face-down Defense Position. Ninjitsu Art Notebook of Mystery is a Quick-Play Spell where if the opponent controls a card, you can set a Ninja monster and a Ninjitsu Art Spell/Trap, besides another Notebook of Mystery, from your Deck and graveyard, with only 1 being able to come from each, also if this set card on the field is sent to the graveyard, you can target a monster on the field and change it to face-down Defense Position. Ninjitsu Art Tool – Iron Digger is an Equip Spell that gives the equipped monster 500 ATK and treats it as a Ninja monster, can let you banish a Ninja from the graveyard to target a card on the field and destroy it, and if sent from the field to the graveyard can let you take a banished Ninja monster and either add it to your hand or Special Summon it in face-down Defense Position. Finally, Ninjitsu Art of Dancing Leaves is a Continuous Trap that can be activated by targeting a Ninja monster or face-down Defense Position monster on the field and tributes it to Special Summon a Ninja from your Deck, with that monster going to the graveyard if this card leaves the field, also you can target a Ninjitsu Art Continuous Spell/Trap in your Spell & Trap Zone and return it to your hand.

Underworld Prediction

We get to smaller waves of archetype support for a bit as we start with 3 brand new Prediction Princess cards. Prediction Princess Bibliomuse is a Level 9 EARTH Fairy Flip monster with a FLIP effect to add a Prediction Princess monster that isn’t another Bibliomuse alongside a Ritual Spell from your Deck to your hand, can be Special Summoned from the graveyard in face-down Defense Position if tributed, also while you control this monster, your opponent cannot target your Ritual Monsters for card effects or destroy them with card effects. Prediction Princess Tarotreith is a Level 9 DARK Fairy Ritual Flip monster that can be Ritual Summoned with Underworld Ritual of Prediction, must be Ritual Summoned or Special Summoned by the effect of Prediction Princess Tarotrei, has a Quick Effect to either flip all your face-up monsters to face-down Defense Position or flip all your face-down Defense Position monsters to face-up Defense Position, and finally it has a FLIP effect to Special Summon any Flip monster from your Deck in face-down Defense Position. Finally, Underworld Ritual of Prediction is a Ritual Spell that can be used to Ritual Summon any Prediction Princess Ritual from your hand or graveyard in face-up Attack Position or face-down Defense Position, makes you tribute monsters from your hand or field whose combined Levels equal or exceed that of the Ritual Monster, and during the Standby Phase if you control a Prediction Princess monster, you can banish this card from the graveyard to Special Summon a non-Ritual Prediction Princess monster from your Deck in face-down Defense Position.

Naturia’s Calling

Next up we continue the legacy of the Duel Terminal lore as the Naturia archetype makes a return with 3 brand new cards. Naturia Mole Cricket is a Level 1 EARTH Insect with a Quick Effect during the Main Phase to tribute this card to Special Summon a Naturia monster from your Deck, or you can Special Summon 2 Naturia monsters instead if the opponent controls a monster with the highest ATK (even if tied), also if your opponent Special Summons a monster(s) from the Extra Deck or you Special Summon a Naturia monster(s) from your Extra Deck while this card is in your graveyard, you can Special Summon this card. Naturia Camellia is a Level 4 EARTH Plant Tuner who upon Normal or Special Summon can let you send a Naturia card from your Deck to the graveyard, lets you send the top 2 cards of your Deck to the graveyard instead if you would tribute a monster(s) to activate a Naturia monster’s effect, also if your opponent Normal or Special Summons a monster, except during the Damage Step, you can Special Summon a Naturia monster from your graveyard. Finally, Naturia Blessing is a Quick-Play Spell that can either let you Special Summon a Naturia monster from your hand or graveyard, immediately let you Synchro Summon a Naturia monsters by using monsters you control as material, or let you Fusion Summon a Naturia monster using monsters you control as material, including a Naturia monster.

Dracoslayers Combine

Next we have the classic Dracoslayer Pendulum archetype making a return with 4 new cards, 3 of which support Igknights, Majespecters, and Dinomists respectifully. Ignis Phoenix, the Dracoslayer is a Level 4 Scale 7 FIRE Warrior Pendulum that’s always treated as an Igknight card, has a Pendulum Effect during the Main Phase to shuffle a face-up Pendulum Monster from your Extra Deck to your Deck to let you add a non-Pendulum Dracoslayer or Igknight monster from your Deck to your hand, and has a Monster Effect where if it was destroyed while on the field, you can Special Summon a Dracoslayer or Igknight monster from your Deck, besides another Ignis Phoenix, and treat it as a Tuner. Majesty Pegasus, the Dracoslayer is a Level 4 Scale 2 WIND Spellcaster Pendulum that’s always treated as a Majespecter card, has a Pendulum Effect if you have another Dracoslayer or Majespecter card in your other Pendulum Zone to then let you add any Dracoslayer Pendulum Monster with a different original name from your Deck and then destroys a card in your Pendulum Zone, and it has two Monster Effects with the first being a Quick Effect to discard this card to prevent your opponent from targeting or destroying your Dracoslayer monsters for the turn, and the second effect upon being Special Summoned by a Dracoslayer card effect or Pendulum Summoned lets you add a Field Spell from your Deck to your hand and then makes you discard a card. Dinomight Powerload, the Dracoslayer is a Level 4 Scale 6 WATER Machine Pendulum who is always treated as a Dinomist card, has a Pendulum Effect to target a Dracoslayer or Dinomist in your other Pendulum Zone and Special Summon it, and has a Monster Effect if tributed to add a face-up Dracoslayer or Dinomist monster, besides Dinomight Powerload, from your Extra Deck to your hand. Finally, Dragonic Pendulum is a Field Spell that gives all Dracoslayer monsters a 300 ATK/DEF boost, can let you target a card on the field and destroy it if a Dragon Dracoslayer monster you control activates its effect, and upon destruction can let you add to your hand or Special Summon a Dracoslayer or Dracoverlord monster from your Deck.

Season of Vernusylph

Next up we continue the support for Vernusylph with 3 new cards to the archetype, including their boss monster finally coming. Vera the Vernusylph Goddess is a Level 8 EARTH Fairy who once per turn, when a monster effect is activated by the opponent while you control 5 or more EARTH monsters, you can negate that effect and destroy that card, also it can target a face-up monster your opponent controls and lets you take control of it as an EARTH monster, and finally it has a Quick Effect on the opponent’s turn to target an EARTH monster in your graveyard and Special Summon it. Vernusylph of the Mistling Seedlings is a Level 3 EARTH Fairy who makes all monsters on the field that aren’t Vernusylph monsters lose 600 ATK, also you can discard this card alongside another monster or Vernusylph card to let you add any EARTH Fairy monster from your Deck to your hand, besides another Mistling Seedlings, then you can Special Summon an EARTH monster from your graveyard, but you cannot activate the effects of non-EARTH monsters for the rest of the turn. Finally, Vernusylph in Full Bloom is a Field Spell that lets all monsters you control gain 1000 ATK if you control 5 or more EARTH monsters, can let you banish a Vernusylph and the Flower Buds from your hand or graveyard to Special Summon a Vera the Vernusylph Goddess from your Deck, and if a Vernusylph monster(s) is Special Summoned from the graveyard, you can target a monster on the field or in either graveyard and return it to the hand.

Space of the Ghoti

Now we continue our most recent TCG exclusive archetype with the second and last TCG exclusive wave of Ghoti support for the moment with another 7 new cards. Zep, Ruby of the Ghoti is a Level 2 WATER Fish Tuner who can be banished from your hand to banish a Fish monster in your graveyard, can be Special Summoned during the opponent’s turn if it is banished, and if Special Summoned you can, immediately after this effect resolves (except during the Damage Step), Synchro Summon a Fish monster using monsters you control as material, including this card. Ixeep, Omen of the Ghoti is a Level 4 WATER Fish who can be Special Summoned from the hand if a Fish monster is banished, and during the Standby Phase of the next turn after this card was banished you can target a Ghoti Trap that’s banished or in your graveyard and set it to your field. Snopios, Shade of the Ghoti is a Level 6 WATER Fish who can be Special Summoned from the hand as a Quick Effect during the Main Phase by banishing 2 Fish monsters from your hand and/or graveyard, upon Special Summon can target a card on the field to banish it when it leaves the field, and if banished can let you add this card back to your hand by banishing a Fish monster from your graveyard. Arionpos, Serpent of the Ghoti is a Level 6 WATER Fish Synchro that needs any Tuner and non-Tuner(s) to summon, upon Synchro Summon can let you banish a Level 6 or lower Fish from your Deck, and upon being sent to the graveyard as Synchro Material can let you target and banish a Fish monster in your graveyard to add a Fish monster with an equal or lower Level from your Deck to your hand. Guoglim, Spear of the Ghoti is a Level 8 WATER Fish Synchro that needs any Fish Tuner and any non-Tuner(s) to summon, can banish an opponent’s monster it battles at the start of the Damage Step, and can be banished during the opponent’s Standby Phase and then if all the Synchro Materials used to summon this card are in your graveyard, you can Special Summon them but banish them when they leave the field. Ghoti Cosmos is a Normal Trap that applies effects in sequence based on the number of banished Fish monsters with 1+ preventing your Fish monsters from being destroyed in battle that turn, 4+ preventing the activated effects of your Fish monsters from being negated that turn, and 8+ letting you summon a Fish Synchro from your Extra Deck with it being treated as a Synchro Summon. Finally, Ghoti Fury is a Continuous Trap that can target a Fish monster you control and an opponent’s monster to banish them until your next Standby Phase, and can be banished from the field if a Fish monster(s) is Special Summoned to your field to have all Fish monsters you control gain 100 ATK for each currently banished card until the end of the turn.

Amazoness Training

Finally for full-fledged archetype waves of support, we get the Amazoness cards from OCG’s EARTH Duelist Pack imported all into this set. Amazoness Golden Whip Master is a Level 5 Scale 1 EARTH Warrior Pendulum with Pendulum Effects to have all Amazoness monsters you control gain 100 ATK times their own Level and when an attack is declared involving your Amazoness monster you get to target a Spell/Trap on the field and destroy it, also it has Monster Effects to place it in the Pendulum Scale if destroyed in the Monster Zone by battle or card effect and it can be placed from the graveyard to the Pendulum Zone if an Amazoness monster(s) is Special Summoned to your field. Amazoness Silver Sword Master is a Level 3 Scale 1 EARTH Warrior Pendulum with Pendulum Effects to have all Amazoness monsters you control gain 100 ATK times their own Level, and when an attack is declared involving your Amazoness monster you get to target an Amazoness Spell/Trap in your graveyard and add it to your hand, plus its Monster Effects are the same as Golden Whip Master. Amazoness War Chief is a Level 5 EARTH Warrior who can be Special Summoned from the hand if you either control no monsters or only Amazoness monsters, and upon Normal or Special Summon can let you set an Amazoness Spell/Trap or Polymerization directly from your Deck, but you can only attack with Amazoness monsters for the rest of the turn. Amazoness Spiritualist is a Level 2 EARTH Warrior who if is in your hand or graveyard can let you target an Amazoness card you control, besides another Spiritualist, and return it to your hand to Special Summon this card, but you can only Special Summon Amazoness monsters from the Extra Deck for the rest of the turn, also upon this being Special Summoned you get to add a Polymerization from your Deck to your hand. Amazoness Augusta is a Level 10 EARTH Warrior Fusion that needs an Amazoness Fusion Monster and any other Amazoness monster to summon, prevents your other Amazoness cards you control from being targeted or destroyed by the opponent’s card effects, can make a second attack during each Battle Phase if you used Amazoness Empress or Amazoness Queen as Fusion Material for this, and upon Fusion Summon can let you summon any Amazoness monster from your Deck. Amazoness Pet Liger King is a Level 9 EARTH Beast Fusion that needs any Level 5 or higher Amazoness monster alongside any other Amazoness monster as material, only lets the opponent attack this monster instead of any other while you control it, and can target an Amazoness card you control and a Warrior Amazoness in your graveyard to destroy the target on the field and Special Summon the target in the graveyard, but this card cannot attack the turn this effect is activated. Finally, Amazoness Secret Arts is a Quick-Play Spell that lets you Fusion Summon an Amazoness by using monsters from your hand or field as Fusion Material, and also it can be banished from the graveyard during your Main Phase to let you send an Amazoness Fusion Monster from your Extra Deck to the graveyard if you would Fusion Summon an Amazoness that turn.

Archetype Assists

Now we get to the smaller bits of archetype support as we look at all the archetypes in this set with just 1 or 2 cards of support, with this set including a few cards for Fur Hires, Adventurer Token, Labrynth, Umi, Martial Art Spirits, Runick, Vaylantz, and Bamboo Swords. Rex, Freight Fur Hire is a Level 2 EARTH Dinosaur who if Normal or Special Summoned can let you add a Spell/Trap Fur Hire from your Deck to your hand, and it has a Quick Effect during your Main Phase if you control a monster Fur Hire to banish this card from the graveyard to target a card Fur Hire in your graveyard to either add it to your hand or Special Summon it if it was a monster. Donner, Dagger Fur Hire is a Link-2 EARTH BeastWarrior with arrows pointing Down and Bottom-Right, needs any 2 monsters with different Types to summon, can target a monster Fur Hire you control and a monster the opponent controls to destroy them, and can let you tribute a monster to Special Summon a monster Fur Hire with a different original name from your graveyard, with you able to summon 2 monsters instead if you tributed a Link Monster. Celestial Apparatus Tesea is a Level 4 EARTH Fairy who can be Special Summoned from the hand if you control an Adventurer Token, and it can reveal a card in your hand that mentions Adventurer Token to let you add any Spell that mentions Adventurer Token from your Deck to your hand, but you can only Special Summon Adventurer Tokens or cards that mention it for the rest of the turn after you use this effect. Curse of Aramatir is a Continuous Spell that lets you Special Summon an Adventurer Token (Fairy/EARTH/Level 4/ATK 2000/DEF 2000) to either field and then makes you send a card from your hand to the graveyard, but you can only Special Summon Adventurer Tokens or monsters that mention it the turn you use this effect, also if a monster(s) you control is destroyed by battle or card effect you get to Special Summon an Adventurer Token to either field. Lady Labrynth of the Silver Castle is a Level 8 DARK Fiend who cannot be targeted or destroyed by the opponent’s card effects while you control a set card, can be Special Summoned from the hand in Defense Position as a Quick Effect if a Labrynth card or effect or a Normal Trap were activated this turn, and when a Normal Trap is activated, you can activate a Quick Effect to set a Normal Trap with a different name directly from your Deck. Infernalqueen Salmon is a Level 5 WATER Fish who if Normal or Special Summoned can let you summon any Fish Normal Monster from your hand, Deck, or graveyard, and if destroyed by battle or if it’s in its owner’s possession and destroyed by an opponent’s card effect, you can Special Summon any number of Vilepawn Salmon Tokens (Fish/WATER/Level 1/ATK 0/DEF 0) to your field. Yorishiro of the Aqua is a Level 4 WATER Aqua that lets you target a WATER monster in your graveyard to apply one of two effects, also you can only Special Summon WATER monsters for the rest of the turn, with the first option being if that monster has a Level then until the End Phase this card’s Level becomes that of the targeted monsters, and only if Umi is on the field you get to instead Special Summon that monster in Defense Position, also you can banish this card from the graveyard to target an Umi in your graveyard and add it to your hand. Han-Shi Kyudo Spirit is a Level 5 Scale 9 WIND Warrior Pendulum Spirit with a Pendulum Effect when you conduct a Pendulum Summon to return this card to the hand, and has a Monster Effect when Normal Summoned to return all cards you control in the same column as cards in your Pendulum Zones to your hand (including those in the Pendulum Zones) and then you can add a monster with 2400 ATK and 1000 DEF from Deck to hand besides another Han-Shi Kyudo Spirit, also during the End Phase if this card was Normal Summoned or flipped face-up that turn, it returns to the hand. Freki the Runick Fangs is a Level 5 DARK Beast Fusion that needs 2 Runick monsters to Fusion Summon, can banish the top 2 cards of the opponent’s Deck when an attack is declared involving this card in the Extra Monster Zone, neither players takes damage from battles involving this card, and if destroyed by battle or card effect on the field you get to target a Ruinck Quick-Play Spell in your graveyard and add it to your hand. Vaylantz Wakening – Solo Activation is a Normal Spell that places a Vaylantz Pendulum Monster from your Deck to your Pendulum Zone, also you can banish this card from the graveyard if a card is in the Field Zone to target and move a Vaylantz monster you control in a Monster Zone to an adjancent Monster Zone. Finally, Original Bamboo Sword is an Equip Spell that makes the equipped monster gain 0 ATK, can destroy all monsters the opponent controls if the equipped monster deals damage by a direct attack, and can send itself equipped to a monster to a graveyard to equip a monster you control with a Bamboo Sword Equip Spell from your Deck besides another Original Bamboo Sword.

Generic Goodies

Now we finally get to all the generically designed cards in this set, cards that aren’t tied to any archetype specifically, but have room to be played in multiple different strategies. Spellbound is a Quick-Play Spell that prevents all face-up monsters the opponent currently controls from being Tributed or used as material for a Fusion, Synchro, Xyz, or Link Summon for the rest of the turn. Soul Scissors is a Level 2 DARK Fiend who can be Special Summoned from the graveyard if a monster(s) on the field is destroyed by battle or card effect, but it’s banished when it leaves the field, also if it’s Special Summoned from the graveyard, you get to target a monster the opponent controls and destroy it. Laughing Puffin is a Level 4 DARK Winged Beast who can be Special Summoned from the field if there’s a face-up Spell/Trap on the field, also you can tribute a Winged Beast monster you control to target a face-up Spell/Trap on the field and return it to the hand (but you cannot activate it or cards with the same name for the rest of the turn after it returns to the hand), with this becoming a Quick Effect if all monsters you control are Winged Beast monsters (min. 1). Turbo Tainted Hot Rod GT19 is a Level 3 FIRE Machine Tuner Flip monster with a FLIP effect to declare a Level between 1 and 9 to change this card’s Level to the declared Level for the rest of the turn, also it has a Quick Effect in the Main Phase of the turn it was flipped face-up to target another face-up monster on either field to, immediately after this effect resolves, Synchro Summon a Synchro Monster using this card and the target as material. Psychic Rover is a Level 2 DARK Psychic who on Special Summon can roll a six-sided dice to destroy up to 2 cards on the field if you hit a 1 or a 6, also if this card is sent to the graveyard you get to roll another six-sided dice to Special Summon this card if you roll a 2-5. Shamisen Samsara Sorrowcat is a Level 3 DARK Zombie Synchro Tuner that needs any Tuner and non-Tuner to summon, once per chain in the opponent’s Main Phase as a Quick Effect can immediately let you Synchro Summon using this card you control as material, and if it’s in the graveyard you get to target another Synchro Monster in the graveyard and return it to the Extra Deck to Special Summon this card from the graveyard, but it’s banished when it leaves the field. Mereologic Aggregator is a Rank 9 DARK Cyberse Xyz that needs 2+ Level 9 monsters to summon, upon Xyz Summon can let you send a monster from your Extra Deck to the graveyard, can target monsters in your graveyard up to the number of materials this card has to let you detach cards from this card equal to the number of targets in the graveyard and then attach the targets in your graveyard as material, and upon being sent to the graveyard lets you target a face-up card on the field to negate its effects for the turn. Wollow, Founder of the Drudge Dragons is a Rank 6 DARK Zombie Xyz that needs 2+ Level 6s to summon, lets all monsters you control gain 100 ATK/DEF for each card in the opponent’s graveyard, and has a Quick Effect to detach 1 or 2 materials from this card to target a card in the opponent’s graveyard and applies an effect based on the number of materials detached, with 1 letting you banish that card from the graveyard, and 2 letting you Special Summon the target to your field in face-up or face-down Defense Position if it was a monster, otherwise it is set to your field. Worldsea Dragon Zealantis is a Link-4 WATER Sea Serpent with Up, Down, Left, and Right arrows, needs 1+ Effect Monsters to summon, is a monster you can only control 1 of, can let you banish all monsters on the field during your Main Phase and then Special Summons the banished monsters back to their owners’ fields face-up or in face-down Defense Position, and it has a Quick Effect during the Battle Phase to destroy cards on the field up to the number of co-linked cards on the field. Muckraker From the Underworld is a Link-2 DARK Fiend with Left and Down arrows, needs 2 Effect Monsters to summon, cannot be used as Link Material the turn it’s Link Summoned, can let you tribute a Fiend monster instead if a monster(s) you control would be destroyed by battle or card effect, and can let you target a Fiend monster in your graveyard, besides another Muckraker, to then make you discard a card to Special Summon that monster from the graveyard, but you can only Special Summon Fiend monsters for the rest of the turn. Terrors in the Hidden City is a Continuous Spell that prevents the opponent from targeting face-down Defense Position monsters you control with card effects, boosts face-up monsters on the field that were flipped face-up while this card was on the field by 1500 ATK and DEF, and if it was in its owner’s Spell & Trap Zone and destroyed by an opponent’s card effect, you can target a monster in your graveyard and Special Summon it in face-down Defense Position. Simul Archfiends is a Normal Trap that prevents either player from Special Summoning monsters with card types (Ritual, Fusion, Synchro, Xyz, or Link) they already control for the turn, also if you already control 2 or more monsters with the same card type, all Ritual, Fusion, Synchro, Xyz, and Link Monsters you control gain 500 ATK. Stars Allign across the Mikly Way is a Normal Trap that lets you reveal a Ritual Monster in your hand to add a Ritual Monster from Deck to hand with the same Level, but a different name, also you can banish this card from the graveyard and discard a Ritual Spell to have this effect become that of the Ritual Spell’s to summon a Ritual Monster. The Great Noodle Inversion is a Normal Trap that lets you add the card from the bottom of your Deck to your hand and then take a card in your hand to shuffle and place that card on the bottom of your Deck. Bayerock Dragon is a Level 6 EARTH Dinosaur who can be Special Summoned from the hand if a monster(s) you control or in your hand is destroyed by battle or card effect, also if this card is destroyed by an opponent’s card effect you get to target 1 other Dinosaur monster and/or 1 Rock monster in your graveyard and Special Summon them. Zalamander Catalyzer is a Level 4 FIRE Fiend who can let you reveal this card and another Fiend in your hand to Special Summon one and discard the other, also when a monster is destroyed in battle involving your Fiend Monster, you can add this card from the graveyard to your hand. Tilting Entrainment is a Level 8 EARTH Machine Synchro that needs any Tuner and non-Tuner(s) to summon, upon Synchro Summon lets you Special Summon a Level 4 or lower Pendulum Monster from your hand or face-up Extra Deck, and at the end of the Damage Step when this monster or a Pendulum Monster you control battled an opponent’s monster and that opponent’s monster wasn’t destroyed in battle, you can destroy that monster. Finally, Destructive Daruma Karma Cannon is a Normal Trap that changes as many monsters on the field to face-down Defense Position as possible and then if either player controls a face-up monster(s), they must send those monsters to the graveyard.

In Conclusion

Konami really followed up Power of the Elements with another good set. Bystials will be great in anything already running LIGHT/DARK monsters, especially Dragon Decks, or as a main/side option to counter the opponent’s strategy. Kashtira is bound to be a really good contender post Photon Hypernova, but Fenrir is a great alternative to Dinowrestler Pankratops that every strategy can run. There’s a ton of other good generic cards in this set as well like Worldsea Dragon, Spellbound, and Karma Cannon while Muckraker will work in many Fiend strategies. Wollow and Aggregrator are great generic Xyzs as well, and Sorrowcat is a great Synchro Tuner. The Blackwing support is a great boost, alongside the new Labrynth card and Naturia and Dracoslayer cards. The new Vernusylph Level 3 is excellent at searching EARTH Fairies. Ninjas and Ghotis are fine, but leave a bit more to be desired. Tearlaments also got a boost they didn’t really need, but appreciate. Overall, a ton of great cards in this set, inculding several potential staples.

Thanks for reading,

Crunch$G