Yu-Gi-Oh! Order of Chaos Preview Part 6: Remaining Themes Part 1
Through the past 5 articles I have covered the main themes represented in ORCS, however this does not represent the entirety of the themed support the set has to offer. Several over themes gain new cards, however this rarely goes above 2 cards, so wouldn’t be worth writing about on their own. Instead I’m going to be focusing on them here, and due to the sheer numbers I’ve split the article in two, to reduce the amount you need to read at once. For the final part of my ORCS Preview I’m going to look at all the remaining cards in the set. As usual apologies for any names or text that don’t completely match the English release of the set.
To start things off we have the new Gagaga cards. This is a new theme introduced for ZeXal and looks to be the home of the Dark Magician Girl equivalent for the series. So far the theme is very small, with only Gagaga Magician thus far released, but maybe we’ll see more down the line.
Gagaga Girl: Level 3 1000/800 Dark Spellcaster
You can target 1 face-up “Gagaga Magician” you control; this card’s Level becomes equal to the Level of the target. If you Xyz Summon an Xyz Monster using only this card and “Gagaga” monsters, the Xyz Monster gains this effect. ● When this card is Xyz Summoned: Target 1 face-up Special Summoned monster your opponent controls; the target’s ATK becomes 0.
Here we have ZeXal’s DMG. I wouldn’t be surprised to see it valued higher than its playability deserves, just because its a popular female card. This is meant to be paired with Gagaga Magician to allow you to create any Rank 1-8 Xyz monster, that doesn’t have specific requirements. This makes them quite a handy pair and I imagine a quite fun deck could be built around them. The bonus effect the Xyz monster gains means that many big threats will suddenly be nullified as their attack hits 0.It’s interesting, but we won’t see it in anything but fun deck for now.
Gagagabolt: Normal Spell Card
If you control a face-up “Gagaga” monster: Target 1 card on the field; destroy that target.
This is a very nice piece of removal, allowing you to take out any card on the field by choice. However with the current lack of Gagaga monsters it’ll actually be quite hard to use. If there were enough monsters to fully build a deck around them this card would be brilliant, unfortunately there aren’t.
Gagagaguard: Normal Trap Card
If you control 2 or more face-up “Gagaga” monsters: This turn, monsters you control cannot be destroyed by battle or by card effects.
This is a nice piece of protection, however like bolt there are simply too few Gagaga cards at the moment for it to really be of much use. In addition the idea is to Xyz with your two Gagaga, not leave them on the field.
Here we have another series of card with funny looking names.
Gogogo Giant: Level 4 2000/0 Earth Rock
When this card is Normal Summoned: You can target 1 “Gogogo” monster in your Graveyard; Special Summon the target in face-up Defense Position, then change this card to Defense Position. If this card attacks, it is changed to Defense Position at the end of the Battle Phase.
There is currently only one other Gogogo monster in the form of Golem, which means his effect is incredibly limited. If there were more it might actually be a useful card. In addition as a standalone card it’s basically Photon Crusher who I’ve already given my thoughts on previously.
This set brings us our first Chaos (or C) Number in the form of Utopia Ray, and is also accompanied by a support monster. If they’re going to do Chaos versions of all the numbers at least it means Konami will be able to fill sets for a while since there are meant to be 100 Numbers.
Number C39: Utopia Ray: Rank 4 2500/2000 Light Warrior
3 Level 4 LIGHT monsters
You can also Xyz Summon this card by using 1 “Number 39: Utopia” you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials of this card.) You can detach 1 Xyz Material from this card; it gains 500 ATK and 1 monster your opponent controls loses 1000 ATK until the End Phase. You must have 1000 Life Points or less to activate and to resolve this effect.
Here we have what’s meant to be an updgrade to Utopia. Unfortunately all it really amounts to is a last ditch beatstick. Under normal circumstances it offers no advantages over Utopia since it loses the attack preventing effect and doesn’t even gain any attack points. Once you go below 1000 LP it is useful for killing monsters with up to 4000 attack, but it’s rare you’ll see anything go that high. It’s honestly not worth summoning over the normal Utopia barring fairly rare late game situations. Although I suppose Ultimate Offering Gadgets could have fun with it by ruining its own lift points and dropping 3 of them in a turn.
ZW-Unicorn Spear: Level 4 1900/0 Light Beast
You can target 1 face-up “Number C39: Utopia Ray” you control; equip this card from your hand to that target. It gains 1900 ATK. If the equipped monster battles an opponent’s monster, the opponent’s monster’s effect is negated during the Battle Phase only. You can only equip 1 face-up “ZW – Unicorn Spear”.
Unicorn Spear is actually a pretty nice card. As a standalone card it’s a capable beatstick sitting at 1900 attack, meaning it can match off with just about every low level card that currently sees play in the game. When teamed up with Utopia Ray it turns him into a powerhouse capable of taking down monsters with between 4400 and 5900 attack and negating their effects in battle. It also means he can cause pretty hefty damage in a direct attack.
Unfortunately being limited to only a single monster means this will never see play outside of a dedicated deck, which in itself will rarely ever see play. It’s such a shame that a good card like this is wasted on such a substandard card.
Fish have been a odd deck for a while. They’ve received bits and pieces of new support for a long time now, but they’ve never really made that big of an impact on the game. Individual cards like Fishborg Blaster have been strong enough to warrant banning, but this was usually due to a variety of reasons outside of dedicated fish builds focused on Super Ancient Deepsea King Coelacanth, not that he wasn’t great there. GENF brought us new Fish/Aqua/Sea Serpent cards and support, but by and large these haven’t really done anything. Since Fishborg went fish have disappear back to the deep, with only Sea Lancer from the new cards seeing any sort of play. ORCS provides two new cards to add to the fish arsenal, unfortunately I’m doubtful they’ll change much.
Shocktopus: Level 4 1600/800 Water Fish
When this card is destroyed by an opponent’s monster by battle and sent to the Graveyard: You can target that monster; equip this card to that target. The equipped monster’s ATK becomes 0, and it cannot change its battle position.
Sharktopus is of questionable usefulness. The idea is meant to be that by taking this card down the opponent’s monster becomes easy picking for your other fish cards. However the game is filled with generic removal and even fish themed removal like Fish Depth Charge, that can do the job much better and without worrying about using up your summon for the turn on something that might not even make an impact. It can be useful for defeating things like Stardust, but I don’t think the card is worth using.
Splash Capture: Normal Trap Card
When your opponent Xyz Summons an Xyz Monster: Banish 2 Fish-Type monsters in your Graveyard; gain control of that monster.
This is the Fish decks answer to Xyz monsters, and it does it pretty well. The deck has no difficulty getting Fish in the grave so it should be live after a couple of turns. Unfortunately not every deck does Xyz summons with any regularity, so it won’t always do anything. In addition once the opponent knows it’s in your deck they’ll try to make other plays instead to render it a dead card. It could be an interesting Side Deck card for fish decks (should anyone dare to play one), but I don’t see much other use for it.
The Charmer series of cards are a long running fan favourite in Yu-Gi-Oh! (at least amongst a certain type of fan). Apparently obsessive fans in Japan even managed to cause the artist for the original 2 forms of the charmers to go into hiding because of their hounding of her. What truth there is in this I don’t know, but there is quite a difference in art style come their 3rd iteration. Recently we’ve seen Light and Dark additions to the group as well as the return of the original Charmers (or suspiciously similar looking cards) in the Hidden Arsenal sets.
Familiar-Possessed Dharc: Level 4 1850/500 Dark Spellcaster
You can Special Summon this card from your hand or Deck by sending 1 “Dharc the Dark Charmer” and 1 DARK monster you control to the Graveyard. When this card is Special Summoned this way: You can add 1 Level 3 or 4 LIGHT Spellcaster-Type from your Deck to your hand. If this card that was Special Summoned this way attacks a Defense Position monster, inflict piercing Battle Damage to your opponent.
Dharc is just like the other Familiar-Possessed cards. His smaller form is meant to steal an opponents monster and then transform into his more powerful form. However unlike the rest he can fetch a Light Spellcaster once he’s summoned, making him by far the most useful. I’m sure it’s possible to build a fun deck around Dharc and some spellcasters, unfortunately Darks are a bit out of favour right now, although Inzektors and Ninjas hit at the same time, hopefully bringing with them plenty of Dark monsters to try and steal.
Archfiends have been around the game since Summoned Skull, however after the Chess Archfiends there’s never really been a coherent theme, and this remains true here. However being a fiend means they can find uses in other places, such as Dark World
Trance Archfiend: Level 4 1500/500 Dark Fiend
Once per turn: You can discard 1 Fiend-Type monster and have this card gain 500 ATK, until the End Phase. When this card is destroyed and sent to the Graveyard: You can target 1 of your banished DARK monsters; add it to your hand.
Trance Archfiend is a Dark World player’s new best friend. He can become a respectable 2000 attack and set of Dark World effects, meaning that some people may choose to use him over Fabled Raven. As an added bonus he can rescue Dark monsters from being banished. (Just like the Birdman he’s got ahold of on the card) This means if your opponent has banished your more powerful Dark Worlds thinking they’ll be safely gone forever, this guy can bring them back and cause more problems.
Dragons have existed since the dawn of the game and have an enormous amount of monsters at their disposal, but even so their impact on the game as a theme has been fairly limited. Nowadays you’ll still see people playing decks based around Red Eyes Darkness Metal Dragon (REDMD), but they barely make a dent on major events most of the time. This set provides them with one new cards to add to choose from.
Divine Dragon Apocralyph: Level 4 1000/1500 Dark Dragon
Once per turn: You can discard 1 card to target 1 Dragon-Type monster in your Graveyard; add it to your hand.
Apocralyph is a useful card allowing you to turn a card in your hand into any Dragon in your graveyard. The card can be an interesting reverse toolbox when combined with Future Fusion, allowing you to get any Dragon in your deck into your hand. The best use I see for this card is to fetch a REDMD and then summon it by banishing Apocralyph.
Gemini were meant to help make Normal monsters more meaningful to the game again, but by and large Gemini as an individual theme has never really done anything. Il Blud briefly lead the way for zombies, but is now nearly forgotten, Gigaplant has fueled Plant OTKs for years now and Neos Alius and Gemini Spark have made Light Anti-meta decks a force to be reckoned with.
Darkstorm Dragon: Level 8 2700/2500 Dark Dragon Gemini
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:
● Once per turn: You can send 1 face-up Spell/Trap Card you control to the Graveyard; destroy all Spell/Trap Cards on the field.
Darkstorm Dragon is a nice walking Heavy Storm, unfortunately it’s just much easier to play Heavy Storm. It might work for fun in Dragons, but I doubt it’ll see much play.
Come back soon when I’ll be finishing off my look at the remaining themed cards within ORCS