Hey there guys, my online name is
Imagination (in real life; Ryan Peddle) of team
Superfriends and I am going to be writing articles
for you on Pojo.com about the format, which meta it
creates for North America, why decks top8 SJC's with
success, and how different cards work towards the
meta given.
Today, I am previewing a card from the next set,
thanks to Dark Paladin's spoiler. The card in style
for me right now is having a monster than can be
used both offensively and defensively to negate the
damage calculation of any battle with an opponents
monster. That means; life point damage, flip effects
and graveyard effects such as Mystic Tomato can all
be avoided? Yes it can, with Neospacian Ground Mole!
STON-JP005
Neospacian Ground Mole
Earth/Rock/3/900/300
When this card battles with an opponent's monster,
you may return this card and that opponent's monster
to respective owner's hand without doing Damage
Calculation.
Rare
By using Ground Mole defensively, you create a
series of problems for your opponent. First off,
which monsters are used most in the meta? Let's see,
we
have: Cyber Dragon, 2-3 of each Gadget, Sacred
Pheonix of Neptyhys/Vampire Lord, Mobius the Frost
Monarch, Snipe Hunter, Chiron the Mage, Breaker the
Magical Warrior. These are only a few of the
monsters many duelists are play testing and
tampering with in and out of gadget decks.
Ground Mole being set on the field isn't a risky
idea at all. What could they possibly have that Mole
doesn't like to see? Okay, the most obvious card
that comes to mind is Breaker; and no monster set on
the field likes to see Nobleman of Crossout.
The next biggest danger is Cyber Dragon. Having a
special summon Dragon and normal summon a gadget is
a bit of danger. The mole can't handle a swarm of
monster when its the only monster on the field. The
Cyber Dragon doesn't mind too much to go back to the
hand while clearing a path for their gadget.
Another free special summon that can be used for a
tribute monarch/Jinzo, or most likely another
gadget, if you attempt to clear first gadget. By
their Dragon being bounced to the hand, it leaves
you with cards like Smashing Ground and Fissure to
waste upon the gadget that will -1 yourself. Then,
the same thing will happen again next turn if you
set the Mole again. Therefore cards like Sakuretsu
Armor and Widespread Ruin are great with with Ground
Mole:
If the gadget is by itself, things will be alot
different. Instead of the gadget generating both
monster presence and hand advantage, attacking the
Ground Mole adds the gadget right back into their
hand leaving their field clear for the attack. But
that's not the real reason why Ground Mole is
effective.
You see, adding the gadget back to their hand does 2
things. First of all, if you are a gadget player,
having 2 gadgets in your hand is a complete waste,
whether or not it costed you a card. The point to
gadgets is creating your field, while keeping your
hand, but making more of your hand like Thunder
Dragon doesn't do alot. You make still have the +1,
but it won't take you anywhere. Second of all, you
need the monster(s) to stay on the field to push
lifepoints, and act as barriers of defense, just
like gadgets do. Having a card like Ground Mole is
great for your field, when you are defending or
attacking, with or against gadgets.
The Ground Mole is another device against another
deck, besides gadgets.
Both Zombies and anti-gadget builds are not friends
with this monster either. How come?
Well, Ground Mole bounces back any monster that
touches it through battle.
Therefore, your opponent after dropping Mobius or
Sacred Pheonix arn't going to enjoy Ground Mole's
anti-presence effect. I say this because they have
to tribute summon their monsters back onto the
field. Without the aid of Treeborn Frog (that is
decreasing in play due to gadgets) or Hand of
Nephthys. Mobius and other Monarchs, Jinzo, Vampire
Lord and Sacred Pheonix all have to find there way
on to the field, because there easy outs onto the
field including Brain Control, Soul Exchange, Hand
of Hepthyhs or Pyramid Turtle were all used to bring
the heavy-hitters onto the field in the first place.
Creating dead cards in your opponents hand just
makes the Ground Mole more of a beauty. And you can
do all of this without taking a single lifepoint of
damage. Pretty amazing.
But the anti-gadget builds don't only use power
house tributes to distort gadgets and the modified
monarchs (shown in Mark Vazquez's build at SJC
Orlando). They use cards like Gravekeeper's Spy and
Don Zaloog face-down on the field and let your
gadgets attack into them. But as long as you have
Ground Mole to attack along with your gadgets, you
never have to deal with Gravekeeper's Spy flipping
or Don Zaloog's discard effect! You are immune to
both Bottomless Trap Hole, Trap Hole, and Widespread
Ruin with Ground Mole (due to its small size). Thye
are all popular traps to fight against other
anti-gadget builds and regulars in the format no
matter the deck, but with Ground Mole, your opponent
needs Ring of Destruction, Mirror Force (which might
seem like a waste), or Sakuretsu Armor to destroy
the little beast.
Forcing your opponent to destroy the Ground Mole on
your turn using a trap can be very effective when
they can easily destroy it through Fissure or
another easy out. And if they are stuck for for
cards like Smashing Ground or Widespread Ruin that
can't target it because there is a bigger monster on
your field, they will have to play Snipe Hunter
earlier, ruining there chances at winning the game
if they were waiting for a key card like Limiter
Removal or Ulimate Offering.
This card may have alot of outs to be destroyed by
your opponent on both yours and their turn may not
seem like a great card. However, negating the damage
calculation is simply amazing, and should not be
ignored. Thanks for reading, catch you next time.
Imagination
Ryan Peddle
Email/MSN me at: imagination436@hotmail.com AIM me
at: imageNation436