Ironically, as hyped up as this card is, the first
time I've actually seen this card in action in a
Gusto Deck on Saturday. And by that point, I had an
imminent win and my opponent just used it for the
hopeless heck of it.
I think it goes without saying that summoning from
the Deck is more beneficial than taking out a card
from your Hand, and that the fact the monster has to
be removed at the end of the turn is COMPLETELY
IRRELEVANT. Unless there is a specific Level of
monster you want that for some reason the deck can't
offer you, or if you're so acute as to know the
monsters in your deck are that important to be used
so quickly, you don't want to throw out another card
from your Hand. When you use Emergency Teleport to
summon from the deck, it's handy, cuts your deck
size down, and most prominently doesn't subtract
from your total card advantage. Oh wait, but you
lose the monster that same turn, don't you?
Yeah well, Emergency Teleport doesn't have a lot of
restrictions on its summon, other than it being a
Psychic. Yes, it has to be under Level 4, but that
rarely matters anymore. Put that monster to good use
by using it as Synchro material! This card has grown
much more powerful than it was a year before, also,
now that we have Xyzs as an option.
If you really want, Imperial Iron Wall saves the
monster from Banishment, although most Psychic Decks
wouldn't really go through the trouble. Also, a good
amount of Psychic Decks would purposely use this
card for the sake of Banishing a Psychic straight
from the deck, which can serve a later use.
A riskier move, you can also use this card to bait
out a Solemn Warning or Judgment, then proceed with
a play you could've done without reliance on
Emergency Teleport and capitalize on the LP loss
from that Trap Card.
Traditional: 4/5 (I don't know what place Psychic
Decks have in this format, but damn if summoning any
from wide range of monsters straight from the deck
isn't a good thing; and besides, isn't opening with
Emergency Teleport + Catapult Turtle + Last Will an
instant win?)
Advanced: 4/5 (powerful yes, but it lost a lot of
influence as Psychics or TeleDAD isn't as monstrous
as they were before, hence the Semi-Limiting; also,
there aren't as many Level 3 Psychics as I initially
thought)
Comparison to last format: Perhaps Konami or UDE or
whomever's in charge now thought Wind-Ups or
Inzektors were becoming too grossly overpowered and
had the incentive to give more love to Psychics.
Psychics have become more diverse and splashable
since their debut (although considerably less
destructive, as TeleDAD was their biggest thing),
notable playing styles including LP manipulation,
Banishment, and Gustos.
Aesthetics: 3.6/5 says HAI! I also don't know what
it's business is with being a Quickplay and all, but
it's definitely better than a Normal Spell. Say
you're about to attack for the game bet get stopped
cold with a Mirror Force. During your own Battle
Phase, it's beneficial to summon monsters only at
the last second. Also, during your opponent's turn,
it gets points for chainability and perhaps as a
desperate defense against attack (and, if you happen
to have Urgent Tuning set, you can still Synch with
that Psychic monster, but as it is, don't expect to
utilize the Quickplay function of this card). I
guess the Quickplay works with the "Emergency" part
of this card, though, and the Teleport idea is cool.
Philosophy Corner: Not what we have, but what we
enjoy, constitutes our abundance. -Epicurus, Greek
philosopher
They #^@& you at the drive-thru. -Stephan Pastis,
cartoonist of
Pearls Before Swine
abc_at_123.com@hotmail.com
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