Yu-Gi-Oh Phantom Rage Review – What You Should Know
Crunch$G
YOU GET SUPPORT! YOU GET SUPPORT! EVERYONE GETS SUPPORT… well not everyone exactly. Hello Pojo Readers, Crunch$G here to tell you everything you should know about the latest Yu-Gi-Oh core set: Phantom Rage. This set features the return of the Raidraptor and Phantom Knights archetypes now being combined together to create a new, more powerful version of Dark Rebellion Xyz Dragon. Outside that we got a few new archetypes of varying playstyles and support for a bunch of different Decks, even some you wouldn’t expect. I mean, there’s a Synchro for Penguins of all things in this set. It’s an overall fun one, so I can’t wait to get into it.
Starlight Rares
First up, let’s get the shiny cards out of the way and discuss the five Starlight Rares. The one they inserted into this set goes along well with the fact we just got the Charmer Structure Deck, as they finally gave a Starlight Rare to Hiita the Fire Charmer, Ablaze to help players finally complete the set of Charmer Links in Starlight until they opt to print a DARK and LIGHT version. As for the main set, they actually gave Starlight Rares to 3 of the Secret Rares and only 1 of the Ultras as overall we have Starlight Rare versions of The Phantom Knights of Torn Scales, Alpha, the Master of Beasts, Dvine Arsenal AA-ZEUS – Sky Thunder, and Tri-Brigade Ferrijit the Barren Blossom. Overall it seems this time around they tried to give Starlight Rares to the best cards in the set and I’d say they succeeded here.
Raiders Unite
As mentioned, this set is focused on the combining of Phantom Knights and Raidraptors to help both different strategies and to even try a combination of the two. Raider’s Wing is a Level 4 DARK Winged-Beast that’s always treated as a Raidraptor and The Phantom Knights card, can be Special Summoned from the hand or graveyard by detaching an Xyz Material from a DARK Xyz at the cost of this being banished when it leaves the field, and being used as material for a DARK Xyz Monster gives the Xyz Monster the effect to be immune from targeting from the opponent’s card effects. The Phantom Knights of Stained Greaves is a Level 3 DARK Warrior that can be Special Summoned from the hand and with the option for a Level increase by 1 if you Special Summon a Phantom Knights Monster, and it can be banished from the graveyard to Special Summon a Phantom Knights Monster from your hand and give you the option to increase its Level by 1 as well. The Phantom Knights of Torn Scales is another Level 3 DARK Warrior that can let you discard a card to send a Phantom Knights card from the Deck to the graveyard and can be Special Summoned from the graveyard if you banish a Phantom Knights Monster from your graveyard at the cost of this being banished when it leaves the field. Raidraptor – Heel Eagle is a Level 3 DARK Winged Beast that can be Special Summoned from hand if all Monsters you control are Raidraptor Monsters (min. 1) and it can be banished from the graveyard to add a Raidraptor Spell/Trap from your graveyard to your hand. Raidraptor – Strangle Lanius is a Level 4 DARK Winged Beast who can be Special Summoned from the hand if you control a DARK Monster at the cost of preventing you from Special Summoning non-DARK monsters for the rest of the turn and if you control a Xyz Monster with a DARK Xyz Monster as material, then this card can let you revive a Level 4 or lower Raidraptor from the graveyard with its effects negated. Raider’s Knight is a Rank 4 DARK Warrior Xyz that’s always treated as a The Phantom Knights and Raidraptor card, needs 2 Level 4 DARKs to summon, and can detach a material from itself to Special Summon a Xyz Monster that is a The Phantom Knights, Raidraptor, or Xyz Dragon from the Extra Deck that’s 1 Rank higher or lower than this card by using this card and it’s Xyz Materials as material, but the summoned Monster is destroyed during the opponent’s next End Phase. Arc Rebellion Xyz Dragon is a Rank 5 DARK Dragon Xyz that needs 3 Level 5s to summon, can’t be destroyed by card effects if it was Xyz Summoned, and can detach a material from itself to gain ATK equal to the original ATK of all face-up Monsters on the field and then if it has a DARK Xyz Monster as material it will negate the effects of all other face-up Monsters on the field, all at the cost of this Monster being the only one allowed to attack that turn. Phantom Knights’ Rank-Up-Magic Force is a Quick-Play Spell that can let banish DARK Monsters from the graveyard to target a DARK Xyz you control and Xyz Summon another DARK Xyz that is a Rank higher than the targeted Monster plus the number of banished DARK Monsters you used to activate this, all at the cost of only being able to Special Summon Xyz Monsters for the rest of the turn. Raider’s Unbreakable Mind is a Continuous Trap that’s always treated as a The Phantom Knights and Raidraptor card, if you Xyz Summon a DARK Xyz then you can target and destroy a card on the field, and if this face-up card is destroyed by a card effect you can set a Rank-Up-Magic directly from your Deck or graveyard. Finally, Raidraptor’s Phantom Knights Claw is a Counter Trap that when a monster effect is activated, you can detach a material from a DARK Xyz Monster to negate the activation and destroy that card and then if the detached material was a The Phantom Knights, Raidraptor, or Xyz Dragon card then 1 Raidraptor Xyz you control gains ATK equal to the destroyed Monster’s original ATK.
Tri-Brigade Uprising
The next archetype supports Beasts, Beast-Warriors, and Winged-Beasts as Tri-Brigade arrive to boost the power of any Decks of the related types. All 3 Main Deck Monsters have the effect to Special Summon any Beast, Beast-Warrior, or Winged Beast Link from the Extra Deck by banishing Beast, Beast-Warrior, or Winged Beast monsters from the graveyard equal to the Link Rating at the cost of you only being able to use said Monster types for Link Summons for the rest of that turn, so they all give access to a pretty interesting Link toolbox, now for the unique effects of the 3 Main Deck Monsters and then some. Tri-Brigade Nervall is a Level 1 WIND Winged Beast that if sent to the graveyard can let you search for any other Tri-Brigade monster. Tri-Brigade Kerass is a Level 2 Beast that can discard any Beast, Beast-Warrior, or Winged Beast to Special Summon this from the hand. Tri-Brigade Fraktall is a Level 4 FIRE Beast-Warrior that can be discarded to send any Level 3 or lower Beast, Beast-Warrior, or Winged Beast from the Deck to the graveyard. Brigand the Glory Dragon is a Level 8 DARK Beast Fusion of Fallen of Albaz and a Level 8 or higher Monster, cannot be destroyed by battle, while you control this Fusion Summoned card your opponent cannot target other Monsters with their Monster Effects, and if it’s in the graveyard during the End Phase because it was sent there that turn you can add to your hand or Special Summon a Fallen of Albaz or a Tri-Brigade Monster from the Deck. Tri-Brigade Ferrijit the Barren Blossom is a Link-2 EARTH Beast with arrows pointing Left and Bottom-Left, needs any 2 Beasts, Beast-Warriors, and/or Winged Beasts as material, during your Main Phase lets you Special Summon a Level 4 or lower Beast, Beast-Warrior, or Winged Beast from the hand at the cost of you only being able to use Monsters of said Types as Link Material that turn, and if sent to the graveyard you can draw a card and then place a card from your hand to the bottom of the Deck. Tri-Brigade Rugal the Silver Sheller is a Link-3 EARTH Beast-Warrior with Right, Bottom-Right, and Bottom arrows, needs any 2+ Beasts, Beast-Warriors, and/or Winged Beasts as material, during your opponent’s Main Phase as a Quick Effect can let you summon a Level 4 or lower Beast, Beast-Warrior, or Winged Beast from your hand or graveyard with its effects negated and it goes to the hand during the End Phase, and if sent to the graveyard you can debuff your opponent’s Monster’s ATK by 300 times the number of different Monster Types you control. Tri-Brigade Shuraig the Ominous Omen is a Link-4 DARK Winged Beast with arrows pointing Left, Right, Bottom-Left, and Bottom-Right, needs any 2+ Beasts, Beast-Warriors, and/or Winged Beasts as material, if Special Summoned or a monster of the three Types is Special Summoned to your field then you can banish a card on the field, and if sent to the graveyard can let you search a Monster of the three Types with a Level that’s less than or equal to the number of banished Monsters of said Types. Tri-Brigade Stand Off is a Continuous Spell that prevents you from Special Summoning anything other than Beast, Beast-Warrior, or Winged Beast Monsters from the Extra Deck, can let you send a Monster from hand or field to the graveyard to search a Tri-Brigade Monster with a different Type from the sent Monster, and if this card in the owner’s Spell/Trap Zone is destroyed by an opponent’s card effect then the opponent cannot attack that turn. Tri-Brigade Airborne Assault is a Quick-Play Spell that can let you target a Beast, Beast-Warrior, or Winged Beast you control to Special Summon a Beast, Beast-Warrior, or Winged Beast Monster from the Deck with a different Type and less ATK from the targeted monster with the summoned Monster’s effects negated for the turn and you not being able to Special Summon from the Extra Deck for the rest of the turn except for Link Monsters. Tri-Brigade Revolt is a Normal Trap that lets you Special Summon any number of Beast, Beast-Warrior, or Winged Beast Monsters that are banished and/or in your graveyard with their effects negated and then immediately after this effect resolves you Link Summon a Tri-Brigade Link using only those Monsters as material. Finally, Tri-Brigade Oath is a Normal Trap that lets you target a Link Monster you control to Special Summon a Beast, Beast-Warrior, or Winged Beast with a different Type from your hand or graveyard and if you control at least 1 of each Beast, Beast-Warrior, and Winged Beast Monsters you can banish this card from the graveyard to target a face-up Spell/Trap the opponent controls and negate its effects until the end of the turn.
Guardians of the Virtual World
Next up is the new Virtual World archetype, an archetype full of Psychic and Wyrm Monsters that are either Level 3 or 6 to use the Extra Deck Monsters with Levels/Ranks in multiples of 3 mainly and the first 4 Main Deck Monsters being able to target a face-up Virtual World card to send a Virtual World card of a different card type (Monster, Spell, Trap) to the graveyard from the Deck to Special Summon itself from hand to then gain effects, and the same 4 prevent you from Special Summoning from the Extra Deck outside Level/Rank 3 or higher monsters after doing such. Virtual World Mai-Hime – Lulu is a Level 3 WIND Psychic Tuner that upon Special Summon with its effect lets you search a Virtual World card with a different card type (Monster, Spell, Trap) from the targeted card on field and the one sent from Deck to the graveyard. Virtual World Roshi – Laolao is a Level 6 WIND Psychic Tuner that upon being Special Summoned off its own effect can let you revive a Virtual World Monster with a different name from the card sent from your Deck to the graveyard in Defense Position with its effects negated. Virtual World Xiezhi – Jiji is a Level 3 EARTH Wyrm that lets you add a Virtual World Monster with a different name from the graveyard to the hand during the End Phase. Virtual World Kirin – Lili is a Level 6 EARTH Wyrm that sends from the Deck to the graveyard a Virtual World card of the third type from the targeted card on field and one sent from Deck to the graveyard initially. Virtual World Kyubi – Shenshen is a Level 9 WIND Psychic Synchro that needs any Tuner and non-Tuner(s) as material, banishes any card that would be sent from the field to the graveyard, can send a monster from the banished zone to the graveyard if your monster declares an attack, and if in the graveyard during the Main Phase of a turn it wasn’t sent there it can revive itself by banishing 2 monsters with different Types and Attributes from the graveyard. Virtual World Shell – Jaja is a Rank 3 EARTH Wyrm Xyz that needs 2+ Level 3 Monsters to summon, can detach a material once per turn to target a face-up monster you control to have it not able to be destroyed by battle until the end of the opponent’s turn, and once per turn after Damage Calculation after this card battles an opponent’s monster while you have 2 or more monsters with the same Type and Attribute as each other you can banish the opponent’s monster you battled. Virtual World Phoenix – Fanfan is a Rank 6 EARTH Wyrm Xyz that needs any 2+ Level 6 Monsters to summon, can once per turn detach 2 materials from itself to target a face-up card the opponent controls and 1 card in either graveyard and banishes them, and if this Xyz Summoned Monster is destroyed by battle via the opponent’s attacking monster or via an opponent’s card effect you can Special Summon 2 Virtual World Monsters from the Deck with the same Type and Attribute. Virtual World City – Kauwloon is a Normal Spell that places a Virtual World Gate Spell/Trap directly into your Spell/Trap Zone face-up and then applies effects based on the number of Virtual World Gates you control with 2+ boosting your Virtual World Monsters by 200 ATK for that turn, 3+ sending the top 3 cards of your Deck to the graveyard, and 4 letting you summon up to 4 Virtual World Monsters with different names from the Extra Deck. Virtual World Gate – Qinglong is a Continuous Spell that lets you banish a Virtual World card from the graveyard to target a face-up monster on field and negate its effects for the rest of the turn (even after this card leaves the field), and it can be banished from the graveyard to let you search for any Virtual World Monster from the Deck and then makes you discard a card. Virtual World Gate – Chuche is a Continuous Trap that lets you target a face-up card on the field to then shuffle 2 banished Virtual World cards into the Deck to then destroy the targeted card and it can be banished from the graveyard to increase or decrease a Virtual World Monster’s Level by 3. Virtual World Beast – Jiujiu is a Level 6 WIND Psychic Synchro that needs any Tuner and non-Tuner(s), cannot be destroyed by battle or effects while you have 2 Monsters with different names but the same Types and Attributes in the graveyard, and it can banish 2 Monsters with different names but the same Types and Attributes from the graveyard to target a card on field and send it to the graveyard. Virtual World Dragon – Longlong is a Rank 3 EARTH Wyrm Xyz that needs 2+ Level 3 Monsters with the same Type and Attribute as material, cannot be targeted by the opponent’s effects while it has Xyz Material, and when the opponent activates the Monster Effect of a Monster with an Attribute that isn’t on their field you can detach 2 materials from this card to negate the activation. Finally, Virtual World Hime – Nyannyan is a Level 3 WIND Psychic that can be Special Summoned from the graveyard as a Tuner if you Normal or Special Summon a Level 3 Monster at the cost of this being banished when it leaves the field, and if this is banished you can target another of your banished cards and shuffle it into the Deck.
Dual Avatar Mastery
Next up is the new Fusion-based archetype, the Dual Avatar. This archetype focuses on summoning Tokens to make multiple Fusion Monsters at once via their Spell and gives you effects if you just have 1 Fusion Monster that used an Effect Monster as material. Dual Avatar Fists – Yuhi is a Level 4 LIGHT Warrior that can target a Dual Avatar Monster you control to destroy it and then search you any Dual Avatar Spell and if a Dual Avatar Fusion you control is destroyed while this is in the graveyard, you can add this back to the hand. Dual Avatar Feet – Kokoku is a Level 3 LIGHT Warrior that on Normal or Special Summon lets you search a Dual Avatar Trap and if a Dual Avatar Monster that isn’t Kokoku is destroyed by battle or card effect you can Special Summon this from hand and then gain the effect to destroy a Dual Avatar Monster you control to Special Summon a Dual Avatar Fusion from the Extra Deck. Dual Avatar Fists – Armored Ah-Gyo is a Level 6 LIGHT Warrior Fusion of any 2 Dual Avatar Monsters, if Special Summoned can destroy an Attack Position Monster the opponent controls at the cost of itself not being able to attack directly that turn, and it boosts all Dual Avatar Fusions by 300 ATK/DEF if you control a Dual Avatar Fusion that was Fusion Summoned using an Effect Monster. Dual Avatar Feet – Armored Un-Gyo is a Level 5 LIGHT Warrior Fusion of 2 Dual Avatar Monsters, can let you destroy another Dual Avatar Monster instead if a Dual Avatar Fusion(s) would be destroyed by card effect, and if you control a Dual Avatar Fusion that was Fusion Summoned using an Effect Monster you can use a Quick Effect to target a Monster that was Special Summoned from the Extra Deck and negate its effects that turn. Dual Avatar – Empowered Kon-Gyo is a Level 8 LIGHT Warrior Fusion of Dual Avatar Fists – Yuhi and any other 2 Dual Avatar Monsters, prevents the opponent from activating cards or effects until the end of the Damage Step when it attacks, if it attacks it can return an opponent’s Monster to hand after Damage Calculation, and when the opponent activates a Spell/Trap Card or Effect that targets this card while you control 2 or more Fusions you get a Quick Effect to negate that activation of said Spell/Trap. Dual Avatar Invitation is a Normal Spell that lets you discard a card (not as cost) to Special Summon as many Dual Avatar Spirit Tokens as possible (Warrior/LIGHT/Level 2/ATK 0/DEF 0) and also for the rest of the turn you can’t Special Summon from the Extra Deck except for Fusions, the Tokens can’t be tributed and they’re destroyed during the End Phase and then after you summon the Tokens you can apply the effect up to twice to Fusion Summon a Dual Avatar Monster by using Monsters in hand or on field as material. Perfect Sync – A-Un is a Field Spell that lets you add a Dual Avatar Monster from Deck to hand on activation and if you control a Dual Avatar Monster you can Special Summon a Dual Avatar Spirit Token at the cost of you only being able to Special Summon Fusion Monsters from the Extra Deck for the rest of the turn. Dual Avatar Defeating Evil is a Quick-Play Spell that targets a Dual Avatar you control and a monster the opponent controls to destroy then and then you can apply one of two effects to either draw a card or banish a card from the opponent’s graveyard if your Dual Avatar Monster was a Fusion. Dual Avatar Return is a Normal Trap that can target a Dual Avatar Monster in the graveyard to Special Summon it and then if it’s original Level is 4 or lower you can Special Summon a Dual Avatar Spirit Token. Finally, Dual Avatar Compact is a Normal Trap that lets you banish a Dual Avatar Spell/Trap from the graveyard to gain that Spell/Trap effect.
Handless Combo
The next archetype to properly make a return is the Infernity archetype from 5D’s, which still focuses on having no cards in hand and these cards help extend your Infernity combos. Infernity Conjurer is a Level 3 DARK Fiend that debuffs all the opponent’s Monsters by 800 ATK and you can Special Summon this from the graveyard that’s banished when it leaves the field if you have no cards in hand. Infernity Wildcat is a Level 3 DARK Fiend Tuner that can be Special Summoned from hand by sending an Infernity Monster from hand to graveyard and if you have no cards in hand you can banish an Infernity Monster from the graveyard to increase or decrease this card’s Level by 1. Infernity Doom Archfiend is a Level 6 DARK Fiend Synchro of any Tuner and non-Tuner(s), can once per turn target a face-up card on field to negate its effects and then if you have no cards in hand you can destroy it, does double battle damage if it attacks an opponent’s Monster while you have no cards in hand, and a DARK Synchro that uses this as material can make up to 2 attacks on monsters during each Battle Phase. Infernity Paranoia is a Normal Spell that can tribute a DARK Monster you control to Special Summon an Infernity with the same Level from the Extra Deck with its effects negated and can be banished from the graveyard except the turn it was sent there to target an Infernity in the graveyard and add it to the hand. Finally, Infernity Suppression is a Normal Trap that can be activated the turn it was Set if you have no cards in hand and when the opponent’s Monster activates an effect while you control an Infernity you can negate that effect and burn the opponent for the negated Monster’s Level times 100.
Ultra Athlete’s Perfect Formula
PKs and Raidraptors aren’t the only archetypes to properly combine as we now have F.A. and U.A. joining together with this support, though just the Spells and Traps as the Monsters are just U.A. related. U.A. Libero Spiker is a Level 4 EARTH Warrior that can be Special Summoned from the hand by returning a U.A. Monster you control to hand that isn’t another Libero Spiker, can only be Special Summoned once per turn, and during the opponent’s Main Phase as a Quick Effect you can return a Level 5 or higher U.A. Monster from hand to the Deck to Special Summon a U.A. from the Deck with a different name from the returned Monster. U.A. Player Manager is a Level 8 EARTH Warrior that can be Special Summoned from hand if you Normal/Special Summon a U.A. Monster and if Special Summoned can either let you destroy a card on field or negate the effects of all face-up non-U.A. Monsters for the rest of the turn. U.A. Hyper Stadium is a Field Spell that’s always treated as a F.A. card, when activated can let you search for any U.A. or F.A. Monster or U.A. Stadium from the graveyard to the hand and can let you reveal a Field Spell in hand and pay 1000 LP to let you gain an additional Normal Summon of a U.A. or F.A. Monster. U.A. Locker Room is a Quick-Play Spell that is always treated as a F.A. card and can target a U.A. or F.A. Monster you control or in the graveyard to add it to your hand, gain 500 LP, then apply the effect to reveal any number of U.A. and/or F.A. Monsters in hand to return them to Deck and draw cards equal to the number of returned cards. Finally, U.A. Man of the Match is a Normal Trap that is always treated as a F.A. card and after Damage Calculation if a U.A. or F.A. monster destroys an opponent’s Monster in battle or inflicts battle damage to the opponent you can Special Summon any number of U.A. or F.A. Monsters from your hand and/or graveyard in Defense Position.
Myutated Experiement
Finally, we get to the TCG Exclusive Myutant archetype, an archetype based on banishing cards and doing things based on what card Type is banished (Monster, Spell, or Trap). Myutant Cry is a Normal Trap that during the Main Phase lets you Fusion Summon a Myutant Fusion by shuffling the Fusion Materials into the Deck from the field, graveyard, or banished zone. Myutant M-05 is a Level 2 WATER Psychic that on Normal or Special Summon can search for a Myutant Monster and can be tributed to then banish a card from hand or field to the graveyard to Special Summon a Monster based on the banished card type with Myutant Beast for Monster, Myutant Mist for Spell, and Myutant Arsenal for Trap. Myutant ST-46 is a Level 3 WATER Psychic with the same effects as M-05, except it searches a Myutant Spell/Trap instead. Myutant GB-88 is a Level 4 WATER Psychic that can be Special Summoned from hand on the opponent’s Main Phase if you control Myutant Evolution Lab and if Special Summoned during the opponent’s turn you can tribute this card and banish a card from hand or face-up field to Special Summon a Level 8 Myutant that’s banished or in your graveyard. Myutant Beast is a Level 8 EARTH Beast that can only be Special Summoned by a Myutant card, cannot be targeted by the opponent’s Monster Effects, as a Quick Effect when the opponent activates a Spell can let you banish a card from hand or field to negate the activation and banish it, and when destroyed by an opponent’s card can let you target a banished Myutant Trap and add it to hand. Myutant Mist is a Level 8 WIND Spellcaster that can only be Special Summoned via a Myutant card, can’t be targeted by the opponent’s Spells, when the opponent activates a Trap then as a Quick Effect you can banish a card from hand or field to draw 2, and if destroyed by an opponent’s card lets you add a banished Myutant Monster to hand. Myutant Arsenal is a Level 8 FIRE Machine that can only be Special Summoned via a Myutant card, cannot be targeted by the opponent’s Traps, as a Quick Effect when the opponent activates a Monster Effect can let you banish a card from hand or field to the graveyard to banish an opponent’s Monster, and if destroyed by an opponent’s card can let you add a banished Myutant Spell to hand. Myutant Synthesis is a Level 9 WATER Psychic Fusion of any 2 Myutant Monsters of different Attributes, if Fusion Summoned lets you target and destroy a card on field, when the opponent activates a card or effect then as a Quick Effect you can make this card unaffected by the card type of the activated card (Monster, Spell, Trap) for that turn, and if it was Fusion Summoned and destroyed by an opponent’s card you can add a banished Myutant card to hand. Myutant Ultimus is a Level 10 DARK Psychic Fusion of 3 Level 8 or higher Myutant Monsters, when a card or effect is activated then as a Quick Effect you can banish a Myutant card from hand, field, or graveyard of the same card type (Monster, Spell, Trap) to negate the activation and banish that card and if it was Fusion Summoned and destroyed by an opponent’s card you can add up to 1 of each Myutant Monster, Spell, and Trap that’s banished to your hand. Myutant Evolution Lab is a Field Spell that when activated lets you Special Summon a Level 4 or lower Myutant that’s in hand or banished, boosts your Myutants by 100 ATK times each Myutant that’s banished with a different name, and during your Main Phase once per turn can let you reveal a Myutant Monster in hand and return it to the Deck to draw a card. Myutant Fusion is a Normal Spell that lets you Fusion Summon a Myutant Fusion by banishing materials from hand or on field as material or if the opponent activated a Monster effect that turn you can also banish 1 Myutant each from your Deck and graveyard as material. Myutant Blast is an Equip Spell that can be equipped to a Level 8 or higher Myutant, at the start of the Damage Step when it battles an opponent’s Special Summoned Monster you can banish that monster, and you can banish this card and send the Monster it was equipped to to the graveyard to Special Summon a Level 8 Myutant with a different original Attribute from hand or Deck. Myutant Clash is a Continuous Trap that when activated can let you target an Effect Monster the opponent controls and banish a Myutant Monster from your graveyard to negate the targeted Monster’s effect for the rest of the turn and when your Level 8 or higher Monster destroys an opponent’s Monster in battle you can draw a card. Finally, Myutant Expansion is a Continuous Trap that when activated can let you take a Level 4 or lower Myutant from your Deck and either add it to your hand or Special Summon it and if a Level 8 or higher Myutant you control would be destroyed by card effect you can banish this card instead.
Archetype Assists
Next up are all the previous archetypes that received new support in this set, which includes Dogmatika, Possessed/Charmers, Nephthys, Sacred Beasts, Infernoble Knights, Penguins, Melffys, Prank-Kids, Dark World, Arcana Force, and Fur Hire. Dogmatika Ashiyan is a Level 8 LIGHT Spellcaster that can be Special Summoned from hand if a Fusion, Synchro, Xyz, or Link is sent to the graveyard (bar during Damage Step), if Special Summoned from hand lets you add a Dogmatika card from graveyard to hand, and when an opponent’s Monster declares an attack you can boost all your Dogmatika Monsters by 500 ATK. Dogmatikacism is an Equip Spell that if equipped to a Dogmatika monster it gains ATK equal to its Level times 100 and if it isn’t a Dogmatika monster it loses 200 ATK for each Dogmatika you control and if this card is sent to the graveyard because the equipped monster is destroyed you can send a Monster from the Extra Deck to the graveyard. Awakening of the Possessed – Gagigobyte is a Level 5 WATER Reptile that can be Special Summoned from hand or Deck by sending a face-up Spellcaster and face-up Level 4 or lower WATER Monster to the graveyard, if Special Summoned by this effect lets send a random card from the opponent’s hand to the graveyard and then each player draws a card, and if sent from the field to the graveyard it can let you search for any Spiritual Water Art card or Possessed Spell/Trap. Awakening of the Possessed – Rasenryu is a Level 5 WIND Dragon that can be Special Summoned from hand or Deck by sending a face-up Spellcaster and a face-up Level 4 or lower WIND from your field to the graveyard, if Special Summoned by its own effect can let you return a card the opponent controls to hand, and if sent from the field to the graveyard can let you search for any Spiritual Wind Art card or any Possessed Spell/Trap. Conductor of Nephthys is a Level 2 WIND Spellcaster Ritual that can be Ritual Summoned using Rebirth of Nephthys, if Ritual Summoned can let you Special Summon a Nephthys Ritual from the hand or Deck that isn’t another Conductor that’s treated as a Ritual Summon, and if destroyed or tributed by a Nephthys card effect can let you during the next Standby Phase destroy up to 3 Nephthys cards that aren’t Rituals with 1 each from the hand, Deck, or field. Armityle the Chaos Phantasm – Phantom of Fury is a Level 12 DARK Fiend Fusion of the three Sacred Beasts, name becomes Armityle the Chaos Phantasm while on field, during your Main Phase once per turn can swap control to the opponent, and once per turn during the End Phase if control of this card changed this turn will banish all cards you control (likely the opponent’s field) and then the owner of this card can Special Summon an Armityle the Chaos Phantasm from the Extra Deck, ignoring the summoning conditions. Infernoble Knight Captain Oliver is a Level 5 FIRE Warrior Synchro of any Tuner and non-Tuner(s), when this card declares an attack while equipped can target a face-up card on the field and destroy it, and during your Main Phase during a turn this wasn’t sent to the graveyard you can target a Warrior you control to Special Summon this from the graveyard as a Tuner and then equip the targeted Monster as an equip that boosts this by 500 ATK. Penguin Brave is a Level 6 WATER Aqua Synchro of any Tuner and non-Tuner(s), prevents the opponent from targeting face-down Defense Position Monsters you control with card effects, if Synchro Summoned can let you Special Summon a Penguin from the Deck in face-down Defense Position, and when the opponent activates a Monster Effect you can flip a face-down WATER Monster face-up. Joyous Melffys is a Rank 2 EARTH Beast Xyz of any 2+ Level 2 Beasts, can detach a material to have all Melffy Monsters attack directly that turn, and during the opponent’s turn as a Quick Effect you can target a Beast Xyz you control to return that Monster to the Extra Deck to Special Summon Level 2 or lower Beasts from your graveyard up to the number of materials that monster had. Prank-Kids Meow-Meow-Mu is a Link-1 EARTH Rock with a Down arrow, needs a Level 4 or lower Prank-Kids Monster as material, can only be Link Summoned once per turn, and if a Prank-Kids Monster would tribute itself to activate its effect during the opponent’s turn you can banish this card from the graveyard instead. Charge Into a Dark World is a Normal Spell that can let you revive a Level 4 or lower Fiend from the graveyard and then you discard a Fiend Monster. Arcana Calling is a Normal Spell that when activated makes you flip a coin or let you choose the effect if you control Light Barrier where a result of Heads lets you search for any coin tossing card from your Deck or Tails lets the opponent search for any card from their Deck. Finally, Rookie Fur Hire is a Quick-Play Spell that lets you tribute a Monster to Special Summon a monster Fur Hire from the hand or Deck that’s 1 Level higher or lower from the tributed Monster on field but you can only attack with monsters Fur Hire that turn.
Generic Goodies
Now it’s time for the generic cards good for any Deck or at least a variety of Decks, and there are some good ones in this set. Gizmek Makami, the Ferocious Fanged Fortress is a Level 6 WIND Machine that can be Normal Summoned without Tribute while 6 or more of your cards are banished, if Normal or Special Summoned can let you discard a card to search for any Monster with the same ATK and DEF with a different name from this card, and if in the Monster Zone and destroyed you can shuffle 6 of your banished cards into the Deck. Alpha, the Master of Beasts is a Level 8 EARTH Beast that cannot be Normal Summoned or Set, must first be Special Summoned from hand while Monsters the opponent controls has higher combined ATK than Monsters you control, and you can target any Beast, Beast-Warrior, or Winged Beasts you control to return them to hand to then return an equal number of monsters the opponent controls to the hand at the cost of Alphas not being able to attack directly that turn. Prufinesse, the Tactical Trapper is a Level 4 DARK Fiend that if Normal or Special Summoned can banish a Trap from Deck to increase this card’s Level by 1, can target a Trap in either graveyard and banish it to increase this card’s Level by 1, and if in your possession and banished by the opponent you can Set any of your banished Normal Traps to your field. Rock Band Xenoguitar is a Level 4 EARTH Rock that if sent to the graveyard can let you target a different Rock Monster in your graveyard and add it to your hand and then place a card from hand to the top of your Deck, and if banished from the field or graveyard to send a Rock Monster from the Deck to the graveyard. Magical Broker is a Level 3 DARK Spellcaster that can’t be destroyed by battle or card effects while you control a Continuous Spell/Trap and during the opponent’s turn as a Quick Effect can let you send a face-up Continuous Spell/Trap to the graveyard to draw a card. Gluttonous Reptolphin Greethys is a Level 3 WATER Fish Tuner that can target a Fish, Sea Serpent, or Aqua in the graveyard with a Level equal or lower than the number of cards in the opponent’s hand and Special Summon it, but it cannot activate its effects that turn, and if sent to the graveyard for a Synchro Summon you can boost that Synchro Monster’s ATK/DEF by the number of cards in the opponent’s hand times 200. Cupid Fore is a Level 6 LIGHT Fairy that can be Special Summoned from hand if all Monsters you control have 600 DEF (min. 1) and has a Quick Effect to discard a card to target a LIGHT Fairy you control and another Monster on field to make the Level of your LIGHT Fairy become the Level of the other Monster for the turn. Hinezumi Hanabi is a Level 4 FIRE Beast that cannot be used as Fusion, Synchro, Xyz, or Link Material, if Normal or Special Summoned gains 6 Counters, once per turn during your End Phase gives control of this to the opponent and if control of this card changes you roll a six-sided dice and this loses as many Counters as possible up to the result and if it loses all its Counters it is destroyed and the player that controlled it loses 2000 LP. Divine Arsenal AA-ZEUS – Sky Thunder is a Rank 12 LIGHT Machine Xyz that needs 2 Level 12 Monsters to summon, can be Xyz Summoned using any Xyz Monster as material during the turn an Xyz Monster you control attacked and this gains that Xyz Monster’s materials, as a Quick Effect can detach 2 materials from itself to send all other cards on the field to the graveyard, and if another card(s) you control is destroyed by battle or effect you can attach any card from your Deck or Extra Deck to this card as material. Geonoator Transverser is a Link-2 EARTH Rock with Upper-Right and Bottom-Left materials, needs 2 Effect Monsters to summon, this linked card and Monsters it points to cannot be destroyed by card effect, and once per turn you can swap control of 2 Monsters this card points to. Xyz Import is a Quick-Play Spell that targets an Xyz Monster you control and a Monster the opponent controls with less ATK from your Monster and attach your opponent’s Monster to yours as material. Jack-In-The-Hand is a Normal Spell that reveals 3 Level 1 Monsters in your Deck with different names to have the opponent add 1 to their hand, you add another to your hand, and the third shuffles into the Deck. Free-Range Monsters is a Normal Trap that after resolution lets you Normal Summon or Set a Monster. Warning Point is a Normal Trap that when the opponent Special Summons a Monster(s) you can negate that Monster(s)’ effects and it cannot be used as material for a Fusion, Synchro, Xyz, or Link Summon that turn. Banquet of Millions is a Normal Trap that when activated banishes any number of cards from your Extra Deck face-down to banish an equal number of cards from the opponent’s Extra Deck face-down until the End Phase. One or Eight is a Normal Trap that if your LP are lower than the opponent’s you reveal the top card of your Deck and you can add it to your hand or Special Summon it if it’s a Level 1 or 8 Monster, otherwise the opponent can either make your LP become 1000 or their LP become 8000. Mahaama the Fairy Dragon is a Level 5 LIGHT Dragon Tuner that during the opponent’s turn when either player takes battle damage, then as a Quick Effect you can Special Summon this card from hand to either have you gain LP equal to the damage or burn the opponent equal to the damage dealt. Jabbing Panda is a Level 3 WATER Beast-Warrior that can be Special Summoned from hand if 2 or more Beast-Warriors are on field and if sent from field to the graveyard can boost a Monster you control by 500 ATK. Finally, Perillas, Empress of Blossoms is a Level 7 LIGHT Plant Synchro of any Tuner and non-Tuner(s), gains 400 ATK for each Plant you control except this card, and during your Main Phase lets you summon any Level 5 or higher Plant from your hand or graveyard in Defense Position.
In Conclusion
It isn’t a Rise of the Duelist, but it’s a very fun set overall. Tri-Brigade is gonna be a great archetype for various different Beast, Beast-Warrior, and/or Winged Beast Decks. Phantom Knights and Raidraptors each got a good boost with another good OTK option with Raider’s Knight and Arc Rebellion Xyz Dragon for any DARK Deck. AA-ZEUS is a good boost for Xyz Decks, specifically Zoodiac. Alpha is a comparable to Dinowrestler Pankratops, a card that’s at 1 in the TCG. Prank-Kids and Virtual World become good rogue options in the competitive landscape. All that on top of some fun cards for various Decks to use and a bunch of archetype support and you got another set where almost anybody can find a card for them.