We’re nearly at the end now, with just the final selection of cards to go. Prepare for a monster of an article. Thank you to all of those who’ve stuck with me so far. Here we have all the remaining cards that I decided I would struggle to place into a certain theme. Arguably some of these could be considered anti-meta cards though. To try and organise things better I have split these into Xyz cards and everything else. The Xyz cards includes both support for them, and cards which work against them.
Xyz monsters was a new type of card many people never thought would take off compared to the synchro monsters. However the ease of summoning them and the release of increasingly more powerful cards is gradually changing that.
Kurivolt: Level 1 300/200 Light Thunder
During your Main Phase: You can target 1 Xyz Monster with Xyz Materials; detach 1 Xyz Material from it, and Special Summon 1 “Kurivolt” from your Deck. This card cannot be used as a Synchro Material Monster.
Kurivolt is the Kuriboh monster for the ZeXal era, many people were expecting it to be called Kuribolt. This is meant to be an anti-Xyz card, but can also enable them. The idea is to summon one, use it to detach an opponent’s Xyz material and summon a second, then use the second to do the same and grab a third. From here you can make Xyz like Galaxy Queen.
Darklon: Level 1 100/100 Dark Fiend
When this card is Normal Summoned: Until the End Phase, treat face-up monsters you control as DARK monsters, and increase their Levels by 1.
This can help you summon higher Rank Xyz monsters, such as Tiras and Adreus. Unfortunately it’ll get beaten up next turn since it’ll be left on the field alone. I doubt many people will use this, but it maybe one day we’ll have lots of Rank 5s people are desperate to summon.
Galaxy Storm: Quickplay Spell Card
Target 1 Xyz Monster with no Xyz Material; destroy it.
This is meant as an anti-Xyz card, but to be honest you’re betting off sticking to generic removal cards instead.
Star Light, Star Bright: Normal Spell Card
Target 1 face-up monster you control; all face-up monsters with the same ATK or DEF have their Levels changed equal to that target, until the End Phase.
Once again another card intended to make Xyz summons easier. Unfortunately in a lot of cases the only time you’ll only be able to meet the criteria for this card is when you have 2 copies of the same monster on the field, in which case it’s pointless. I suppose you could match Tour Guide to a Monarch?
Xyz Burst: Normal Spell Card
If you control a Rank 6 or higher Xyz Monster: Destroy all Set cards your opponent controls.
Here we have a combined but reduced power Raigeki and Harpies Feather Duster. Unfortunately in most decks it’s incredibly difficult to get Rank 6 or higher Xyz out right now, apart from in something like Evols. Even then I don’t think this card would be worth using.
Galaxy Wave: Continuous Spell Card
Each time you Xyz Summon, inflict 500 damage to your opponent.
Unless someone builds an OTK/FTK around summoning 16 Xyz in a turn (which I expect is quite hard with only a 15 card Extra deck) I don’t see this card getting any use.
Xyz Reflect: Counter Trap Card
Negate the activation and effect of a Spell, Trap, or Effect Monster that targets 1 Xyz Monster on the field, and destroy it. Then, inflict 800 damage to your opponent.
If you summoned lots and lots of Xyz this might be useful, however as with lots of Spell and Trap cards you’re generally better sticking with the generic cards instead. Or just let your Xyz monsters get targetted anyway. It’s usually not the end of the world if it happens, and this card could be unusable for entire games if you fail to summon any Xyz anyway.
Xyz Reborn: Normal Trap Card
Target 1 Xyz Monster in your Graveyard; Special Summon it, and attach this card to that target as its Xyz Material.
Here’s monster reborn specifically for Xyz monsters, except in this case it also gives them a new Xyz Material. Just like Reflect it’s useful if you summon lots of Xyz monsters, but nearly all the time you’ll be better of using Monster Reborn.
Number 96: Dark Mist: Rank 2 100/1000 Dark Fiend
3 Level 2 monsters
At attack declaration, when this card battles an opponent’s monster: You can detach 1 Xyz Material from this card; halve that monster’s ATK, and this card gains ATK equal to the same amount.
This card can kill anything in battle and cause 100 damage (provided it can be destroyed in battle), which makes it a useful killing machine for 3 battles. Unfortunately it’s usually very hard to get 3 level 2 monsters on the field at once, barring something like Sea Lancer decks which can abuse Ronintoadin for this purpose.
Now we have all the other cards that I feel don’t fit into any particular other category.
Reverse Buster: Level 4 1500/0 Light Fiend
This card can only attack face-down monsters. If this card attacks, your opponent cannot activate Spell or Trap Cards until the end of the Damage Step. If this card attacks a face-down Defense Position monster: Destroy that monster (without applying damage calculation).
Reverse Buster is just like Sasuke Samurai and Mystic Swordsman Level 2, except he has 1500 attack. Unfortunately this comes coupled with the ability to only attack face down monsters. This means that on the turns when you’ve cleared all your opponent’s monsters out it cannot inflict any battle damage. It also means that all its attack stat does is prevent a few monsters killing it by battle in your opponents turn. No one really plays the older face down killing cards and I doubt we’ll see that much out of this either.
Chow-Len the Prophet: Level 4 1800/200 Fire Spellcaster
Once per turn: Declare 1 card type (Spell or Trap Card) and target 1 Set card in your opponent’s Spell & Trap Card Zone; look at it, and if the target is the declared type, it cannot be activated this turn.
This card is far more useful for gaining information that it is for sealing cards, since if you protect him you can reveal all your opponents set cards and play around them appropriately. He really shines when they only have 1 card though, because it means it’ll always be useless during your turn. Another thing it can do is force the opponent to set extra cards, potentially leaving them open to cards like Heavy Storm.
Dark Blade the Captain of the Evil World: Level 4 1800/1500 Dark Warrior
Once per turn: You can banish 1 DARK monster in your Graveyard to target 1 Level 4 or lower LIGHT monster your opponent controls; equip it to this card. If this card would be destroyed, you can destroy 1 of those cards instead.
Here we have the latest anti-light card. He basically absorbs an opposing light monster and uses it to protect himself. He might make an interesting side deck choice against Light decks like Agents, should you be playing a Dark heavy deck. If the opponent cannot remove him outside of destroying him they’ll likely have to destroy him twice in a single turn, otherwise he’ll just absorb another light monster next turn.
Numen Erat Testudo: Level 5 1800/0 Water Aqua
Neither player can Special Summon monsters with 1800 ATK or less.
Nowadays we generally special summon lots of smaller monsters and use them to make larger more powerful monsters, which this card will cut off. Unfortunately with cards like Thunder King still in heavy use and cards like Sabersaurus around a card like this won’t stick around for long should you summon it.
Full Force Strike: Normal Spell Card
Target 1 face-up monster you control; this turn, the target cannot be destroyed by battle, and neither player takes Battle Damage from battles involving the target. If the target battles a monster this turn: Destroy the monster it battled after damage calculation.
This card basically turns your monster into a piece of walking monster removal for a turn, whilst protecting it from battle. However as mentioned many times before the generic removal cards, such as Smashing Ground, do this job much better in most cases.
Double Defender: Continuous Spell Card
Once per turn, if you control 2 or more face-up Defense Position monsters, when your opponent declares an attack: You can negate that attack.
This is yet anothere stall card that could be added to slower decks such as Final Countdown. However decks like that don’t tend to keep monsters on the field anyway. In most general decks though this deck won’t see much use. I could potentially see it being useful for something like PACMAN, but even that’s a stretch.
Dicephoon: Quickplay Spell Card
Roll a die. If the result is 2, 3, or 4, destroy 1 Spell or Trap Card on the field. If the result is 5, destroy 2 Spell or Trap Cards on the field. If the result is 1 or 6, you take 1000 damage.
This is meant to be a luck based version of MST. 2/3rds of the time it’ll be as good as MST, 1/6th of the time it’ll be better and 1/6th of the time it’ll be much worse. Unless you like gambling you’re just better off sticking to the ordinary MST.
Counterforce: Normal Trap Card
When a battle between face-up Attack Position monsters is negated: Inflict damage to your opponent equal to the difference of those monsters’ ATKs.
I don’t know about you, but I don’t see this happen very often at all, so I think it’s unlikely you’ll ever be able to cause burn damage with this card under most circumstances.
Over Capacity: Normal Trap Card
When your opponent Special Summons a monster: You can banish all Level 2 or lower monsters on the field.
This card is meant to be an anti-level 2 card, however it’s not like level 2 monsters are exactly causing much of a problem for the game right now anyway. About all it does is screw over Sea Lancer by ridding the field of their Ronintoadins. Maybe at one point in the future it will become useful if level 2 cards ever became a problem, but not right now.
The Huge Revolution is Over: Counter Trap Card
If an effect of a Spell, Trap or Effect Monster that would destroy 2 or more cards on the field is activated: Negate that activation, and banish it.
As part of the continuing story that goes on amongst some of the cards in Yu-Gi-Oh! it would seem like the Huge Revolution has failed to overthrow the Tyrant and its leader are soon to either be captured or killed. Card background aside this is basically Starlight Road except it doesn’t summon a Stardust. Maybe if you already played three of those and needed more protection you might use this, but otherwise Starlight Road is the better card.
Royal Prison: Continuous Trap Card
While this card is face-up on the field, neither player can Special Summon monsters from the Graveyard.
Here we have a more limited replacement card for Royal Opression, except this time the people are in prison rather than being merely oppressed. Against some decks this could do wonders, such as Darkworld, whilst others like Dino Rabbit will barely be affected. This card is definitely an interesting Side Deck choice.
Sealing Ceremony of Katon: Continuous Trap Card
Once per turn: You can banish 1 FIRE monster from your Graveyard to target 1 card in your opponent’s Graveyard; banish that target.
This is sort of like a Dark Smog forFire types, except the problem is that it runs contradictory to what fire decks usually want to achieve nowadays. Since Rekindling came out Fire monsters want to remain in the Graveyard, rather than get banished, so the problem is that this card will hurt your own strategies whilst it hurts your opponent. If you use it well enough it can hurt them more than you, but I doubt most Fire decks will find the space for it, apart from maybe in the Side Deck.
Interplanetarypurplythorny Dragon: Level 5 2200/1100 Dark Dragon
If a monster you control is destroyed by battle or by a card effect and sent to the Graveyard: You can Special Summon this card from your hand.
Here we have a TCG exclusive with a very long name which is meant to provide a little extra offense or defense when one of your monsters is destroyed. I can see this being incredibly useful during the Sneak Preview if you do a draft, but I doubt will see much play beyond that.
Tour Bus From the Underworld: Level 3 1000/1000 Dark Fiend
When this card is sent to the Graveyard: Target 1 monster in either player’s Graveyard, except “Tour Bus From the Underworld”; shuffle that target into the Deck.
So many people were so hyped up for this card speculating about its effect an what everything in the picture might mean. Unfortunately people were by and large disappointed when it was finally revealed because it wasn’t anything game breaking. However it is actually a very useful card that I imagine we’ll be seeing lots of as a single card. You can either use it to ruin opponents plays by putting cards like Glow Up Bulb or Grapha back into their deck, from which it’s harder to get them back from. Or you can use it to reuse some of your own cards, like Reborn Tengu, Tour Guide herself or your restricted cards.
White Night Queen: Level 7 2100/800 Light Fairy
This card cannot be Special Summoned. Once per turn, you can destroy 1 face-down card on the field.
White Night Queen gets better and better the longer the longer she can stay on the field, since every turn she can destroy an opponents card for free. This means you can gradually destroy their defenses and take out their monsters once these have fallen. Unfortunately she cannot be special summoned, making her fairly difficult to summon and under most circumstances she would need to live for 2 turns in order for her to become break-even. Also her attack points are woefully low for a level 7 monster, something as simple as a Cyber Dragon could take her down. Honestly it’s too much effort to summon her and keep her alive for what you get out of it.
Sweet Corn: Level 2 0/0 Earth Plant
Once per turn, during your Main Phase 2: You can pay 500 Life Points; Special Summon 1 “Grain Corn Token” (Plant-Type/EARTH/Level 1/ATK 0/DEF 0).
Sweet Corn is meant as tribute fodder, should you be able to successfully keep him alive for long enough. However protecting monsters with 0 attack and defense for extended periods of time can be quite difficult. The game already has plenty of ways to get tribute fodder and this doesn’t really add much to that capability.
Driven Daredevil: Level 7 2400/2100 Earth Warrior
1 Warrior-Type Tuner + 1 or more non-Tuner Warrior-Type monsters
If this card is attacked by an opponent’s monster that has more ATK than this card, this card cannot be destroyed by battle. Then, destroy the monster that this card battled with at the end of the Damage Step.
If this card worked when it attacked as well as when it gets attacked this would be much better. As it stands you will practically never use its effect, instead it is meant to act are a deterrent to the opponent attacking you. This essentially turns it into a 2400 attack wall, meaning it can try to take cards out when it’s not facing down larger monsters. I do question how often you’d ever have the requirements to summon it and why you’d choose it over one of the other level 7s already available, but at least it gives you more options.
And here we are at the end of the long slog that’s been the ORCS cards. In future I hope to start things a little earlier, so I don’t have to write so much within a single week next time. Thank you to everyone that’s read this far and I hope you’ve found it useful in some way. Expect to see something about Dragons Collide at some point in the future.