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February 2008

 

Pack Analysis: Jesse Anderson
 
            Hey guys, Delinquent Duo is back to review one of the new duelist packs that was recently released, Jesse Anderson.  Crystal Beasts have been a favorite deck type of mine because of our unique they are, but Crystal Beasts have never been able to break out as a Tier 1 deck.  Did this new duelist pack give Crystal Beasts the help they needed?  Let’s see, but first I have some major complaints to get off my chest.
 
Hey UDE, what the heck!?
          First of all, I can’t stand that they changed Johan’s name to Jesse.  Why do they always have to change the names and make them stupid?
            Second, when I first read about this pack coming out, I was really excited because in the Japan, the Jesse Anderson packs came with Crystal Beast Sapphire Pegasus and Rainbow Dragon as rares.  Rare Value and Torrential Tribute are commons in the Japanese set as well.  At first I thought, “Hey!  Now anyone can build a Crystal Beast deck because the hardest cards to get are now so easy!”  Come to find out, the English sets don’t have any of these cards!  The Japanese set is 30 cards and the English set is 25 cards and UDE left out the hardest cards to get!  I can’t build a Crystal Beast deck myself because Rare Value, a very essential part of the Crystal Beast deck, is so hard to get without paying a lot of money.  Shame on you UDE, you constantly change the names of the cards for no reason and you sometimes change the rarities of the cards (i.e. Crystal Seer).  When is it going to be enough?
 
Which of these cards will really help Crystal Beasts?
          Now that I’ve gotten my complaints out, let’s look at some of the cards from this set to see if this deck type really got any help.
 
Crystal Release- Equip Spell Card
            Equip only to a "Crystal Beast" monster. It gains 800 ATK. When this card is sent from the field to the Graveyard, you can place 1 "Crystal Beast" monster from your Deck, in your Spell & Trap Card Zone, face-up as a Continuous Spell Card.
            Pros:  1.) Crystal Beasts get 800 ATK, so at least they aren’t so pathetically weak.  2) replaces itself with a Crystal Beast in the s/t zone.  3) only has to be sent from the field to the graveyard, instead of being targeted.
            Cons: 1) Release is an equip card, a big negative against it.  2) Even with 800 ATK, most of the Crystal Beast monsters are too weak.  3) Equip cards are VERY vulnerable to bouncing (Raiza, Phoenix Wing Wind Blast). 
            Overall: I hate that this is an equip card, but the fact that it replaces itself warrants it to be used in two’s or even three’s in this deck.  You want to get Crystal Beasts in your s/t zone as quickly as possible, and when this card goes to the graveyard, it gives you another monster.  If you’re trying to summon Rainbow Dragon, that’s two different Crystal Beasts for you.  If you’re going for Crystal Abundance, that’s two more towards getting four in your s/t zone.  This card has enough upside that I give it a PASS.
 
 
 
Crystal Tree- Continuous Spell Card
            Each time a "Crystal Beast" monster(s) is placed in either player's Spell & Trap Card Zone, place 1 Crystal Counter on this card. You can send this card to the Graveyard to take a number of "Crystal Beast(s)" monster from your Deck equal to the number of Crystal Counters on this card, then place those monsters in your Spell & Trap Card Zone, face-up, as Continuous Spell Cards.
            Pros: 1.) You only need a Crystal Beast to go to your s/t zone to get a counter, so this card can fill up quickly.  2.) There is no max amount on this card, so you can take it up to five.  3.) Can get you a Pegasus if you’re having trouble drawing one.
            Cons: 1) This card is a continuous spell, which can get in your way when trying to get more Crystal Beasts into your s/t zone.  2.) You need to have enough space in order to activate the card, meaning if you have 2 spots open, but 3 counters, then you can’t activate it and it’s stuck as a dead card.
            Overall:  I don’t like this card at all in a Crystal Beast deck.  Crystal Beasts can fill up the s/t zone quick enough, so you don’t need this card.  Also, being a continuous spell just takes up space in your s/t zone, which is so precious in a Crystal Beast deck.  Crystal Tree is unnecessary and gets a FAIL.
 
Crystal Pair- Trap Card
            Activate only when a "Crystal Beast" monster you control is destroyed by battle and sent to the Graveyard. Place 1 "Crystal Beast" monster from your Deck in your Spell & Trap Card Zone, face-up as a Continuous Spell Card. You take no Battle Damage this turn.
            Pros: 1.) Most of the time, you will get 2 Crystal Beasts in your s/t zone.  2.) You won’t take any battle damage for the turn, which helps because Crystal Beasts are weak.
            Cons: 1.) It’s a trap card which takes up valuable space in your s/t zone.  2.) The Crystal Beast has to be destroyed by battle to work, very situational.  3.) Can become a dead card that sits in your s/t zone and get in the way
            Overall: This card is just too situational to warrant any play.  Crystal Beast decks usually don’t use any traps, with the only traps maybe being played are Mirror Force and Torrential Tribute.  Crystal Release is good because it only has to go from the field to the graveyard, but Crystal Pair needs the monster to die by battle.  So, if your opponent used Raiza, Smashing Ground, Fissure, etc. this card is pointless.  Space is too valuable to waste on this card so it gets a FAIL.
 
Crystal Counter- Trap Card
            Send all cards in your Spell & Trap Card Zone to the Graveyard. Place as many "Crystal Beast" monsters as possible from your Graveyard in your Spell & Trap Card Zone, face-up as Continuous Spell Cards. During the End Phase, destroy all face-up "Crystal Beast" cards you control.
            Pros: 1.) Can completely fill up your s/t zone with Crystal Beasts in a single move.  2.) Only needs one Crystal Beast in your s/t zone in order to be activated.  3.) Will give you more Crystal Beasts in your s/t zone at the end of the turn.  4.) Combos incredibly well with Crystal Abundance.  5.) Chainable trap
            Cons: 1.) Again, trap cards can take up valuable space.  2.) Forces you to put as many Crystal Beasts as possible into your s/t zone, meaning if you have to place 5, you can’t activate any spell cards.  3.) I’m not sure, but this might blow up your Rainbow Ruins, although I’m not 100% sure.  Rainbow Ruins survives a Heavy Storm if you have 1 Crystal Beast, so it might not be destroyed.  4.) Blows up your monsters at the end phase, leaving you wide open for an attack if you fail to win that turn.  5.) Horrible early-game card
            Overall: I can see why this card is an Ultra Rare in a duelist pack, meaning it’s going to be hard to get a lot of them.  Crystal Counter can combo so well with Crystal Abundance, especially since Abundance is pretty much the only way that Crystal Beasts can win.  Since this card is a trap, I would probably only play 2 of these, maybe even only 1 depending on how the deck build would turn out.  Whether you play one or two, this card definitely gets a PASS.
 
            After looking at the support from this set, two cards are worth adding to your Crystal Beast deck.  Unfortunately, they are super rares and ultra rares, so I hope you have good luck pulling them.  I would like to add that every Crystal Beast support card in Phantom Darkness is crap and shouldn’t be used at all.  My final thought on Crystal Beasts is that they still don’t have enough destruction to become a Tier 1 deck, but they’re still incredibly fun to play.
 
            The new ban-list for the TCG will be out either Thursday or Friday and I will definitely give my thoughts on it, but after that I’m not sure what I will review.  If anyone would like to trade me some Dark Bribes, leave me some comments or questions, deck fixes, you can e-mail me at Tinytim126@yahoo.com.  Remember: 1.) don’t ever give up and 2.) don’t ever cheat.
 
-Delinquent Duo
 
P.S.  The ban-list for the OCG has been released, but that is NOT 100% for sure the ban-list for the TCG. 

 


 


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