Yu-Gi-Oh! Preview: Dragons Collide

The next Yu-Gi-Oh! product to look forwards to is the Dragons Collide Structure deck, which brings with it plenty of reprints and 5 new cards. Dragons Collide is the third Dragon Structure Deck, because apparently you can never have too many dragons. This time however the deck is also themed around Light and Dark cards, because once again it’s not like there aren’t already lots of those in the game. Apologies in advance if any names/text etc isn’t 100% accurate, this is being written before the product is released in the TCG.

The majority of the new cards in the deck are purely for the support of other Dragons, but one of them, the new Field Spell, can find uses outside of Dragon decks. The deck brings us 3 new Monsters, one new Spell card and 1 new Trap card all of varying usefulness. To start things off I’ll be looking at the Monsters


Lightpulsar Dragon

Level 6 2500/1500 Light Dragon

You can Special Summon this card (from your hand) by banishing 1 LIGHT and 1 DARK monsters from your Graveyard. You can Special Summon this card (from your Graveyard) by sending 1 LIGHT and 1 DARK monsters from your hand to the Graveyard. When this card is sent from the field to the Graveyard: You can target 1 Level 5 or higher DARK Dragon-Type monster in your Graveyard; Special Summon that target.

Lightpulsar Dragon is the signature Light Dragon of the new deck, and of the new cards is arguably the best new addition to the Dragon deck. Lightpulsar can be summoned in a similar fashion to Dark Simorgh, except instead of being a Dark and a Wind, it’s a Dark and a Light, which is much easier to achieve. There are of course many more good Lights than there are good Winds.

Most of the time you’ll want to summon Lightpulsar from your hand, since it doesn’t cost you anything, compared to the -1 you’ll suffer summoning it from the Graveyard. There are cards you’d rather have in the Graveyard instead of your hand, but Dragon’s already have cards like Future Fusion to dump Dragons before they even reach your hand. Since there are no restrictions on summoning Lightpulsar you can also tribute summon or special summon him via other means.

Unlike Dark Simorgh he doesn’t offer a powerful lockdown effect once summoned, basically being nothing but a Summoned Skull whilst on the field. However once he hits the Graveyard he can really start to shine, making the opponent very wary of defeating him. Of course be warned that Lightpulsar can miss the timing, so don’t try and Synchro or Tribute him and expect to get his effect off.

The most obvious target for revival is Red Eyes Darkness Metal Dragon (REDMD), the big boss of the Dragon deck. Once you summon REDMD you can special summon even more monsters, including the Lightpulsar you just lost, opening up the chances for even more special summons. You can continually loop Lightpulsar with REDMD gaining more and more Dragons every time he falls, or if REDMD falls first you can bring him straight back and start all over again. These two cards combined can be quite a pain to take down unless you manage to banish them.

Its 2500 attack is useful since it means it can go head to head with cards like Stardust Dragon and trade off for a REDMD as a follow up.

Unfortunately there aren’t that many truly great level 5 or higher Dark Dragons after REDMD, so you’ll probably have to hope you can get two in the Graveyard at once. Something like Dark Horus is a potential choice, but you don’t want to be adding to the inconsistency by adding even more high level monsters than you really need. If I’m missing something glaringly obvious let me know, but all I really see is the chance to revive Synchros sometimes outside of REDMD. Within the deck it’s ideally meant to be paired with the next card in the preview.

Darkflare Dragon

Level 5 2400/1200 Dark Dragon

You can Special Summon this card (from your hand) by banishing 1 LIGHT and 1 DARK monster from your Graveyard. Once per turn: You can send 1 Dragon-Type monster each from your hand and Deck to the Graveyard to target 1 card from either player’s Graveyard; banish that target.

Darkflare Dragon is the dark signature card for the deck but unlike its Light counterpart it is a much less useful card. It is basically a walking D.D. Crow / Dark Smog or similar. Unlike those cards it doesn’t have the surprise factor though. It’s also much harder to make up for the discard in Dragons compared to Dark World, relying on other cards like REDMD to revive them. A combination of Red-Eyes Wyvern and REDMD is a potential combination, turning either of those in hand into a REDMD on the field by the end of the turn.

I imagine the card is intended for use with Eclipse Wyvern, the next card in the preview, since it doesn’t mind going to the Graveyard. It also provides a reason for why you’d want to banish one of your own cards from the Graveyard, something Dragons usually want to avoid outside of summoning other monsters.

Eclipse Wyvern

Level 4 1600/1000 Light Dragon

If this card is sent to the Graveyard: Banish 1 Level 7 or higher LIGHT or DARK Dragon-Type monster from your Deck. If this card in the Graveyard is banished: You can add the monster banished by this effect to your hand.

Eclipse Wyvern is a new tutor for the Dragon deck. By combining it with either Lightpulsar or Darkflare you can easily get him into the Graveyard and banish one of your powerful Dragons for later. Obvious choices include cards like REDMD, Light and Darkness Dragon and Dark Armed Dragon. If you’re playing for fun it can even fetch things like Blue Eyes White Dragon. It can also be sent from the field to the Graveyard, should you be forced to summon/ set it to the field. Once Eclipse Wyvern is in the Graveyard you can use him to summon Lightpulsar or Darkflare and retrieve the banished card. If you focused the deck around him you could even use Darkflare’s banishing effect on Eclipse Wyvern. Also good news, since it’s an “If” card you don’t need to worry about missing the timing with this effect.

I can see Eclipse being more useful than Darkflare, but nowhere near as good as Lightpulsar. It may see some use, but the deck needs to be pretty specialised to support it.

Spell Card

Chaos Zone

Field Spell Card

Each time a monster(s) is banished, place 1 Chaos Counter on this card for each of those monsters. Once per turn: You can remove 4 or more Chaos Counters from your side of the field to target 1 banished monster whose Level is equal to the number of Chaos Counters removed; Special Summon that target. When this card is sent from the field to the Graveyard by an opponent’s card effect: You can add 1 LIGHT or DARK monster from your Deck to your hand whose Level is equal to or less than the number of Chaos Counters that this card had.

Chaos Zone is the Field card of the deck, since for some reason structures decks always seem to come with Field cards now. It is also the only general use card of the new cards. It’s very easy to utilise in this deck, gaining a counter when you special summon REDMD by banishing a Dragon or through Red-Eyes Wyvern’s effect, and gaining two when you summon cards like Lightpulsar from your hand. It soon becomes very easy to build up enough counters to start bring back the monsters you’ve banished, or that have been banished by opponent’s card like Dimensional Prison or Caius the Shadow Monarch.

You can banish powerful monsters with the purpose of reviving them with Chaos Zone (Although it will cost a lot of counters, so be careful trying to bring back REDMD this way), or just stick to smaller things like Red-Eyes Wyvern so they can be reused.

The card can also draw fire away from your other Spell/Trap cards by encouraging your opponent to destroy it as fast as possible, lest they allow you to search your deck for any Light or Dark Monster you like. After a certain point your opponent will be stuck choosing whether to let you revive banished cards, or stop that, but allow you to add what could be nearly any monster from your deck to your hand, still leaving you with a +1.

Since neither of these effects are restricted to Dragon monsters it can find a place in plenty of other decks which banish a lot. Macro Cosmos / Dimensional Fissure deck will love this card, since it can have access to both effects, just be careful of having too many continuous Spell/Trap cards that don’t do much on their own. These sorts of decks will especially love the card because it gains counters even when the opponent banishes things, and you can even steal their monsters with its effect.

Another deck which might like it is Lancer Frogs, due to how commonly they banish cards, but I would question the problem it causes for Treeborn Frog and the fact that the deck will probably only build up the counters very slowly. I suppose at the very least the ability to search Effect Veiler and maybe Caius will sometimes be useful, but I doubt you’ll be searching any higher than that.

It’ll be interesting to see what decks if any pick up on this and put it to good use.

Trap Card

Dragon Reincarnation

Normal Trap Card

Banish 1 face-up Dragon-Type monster you control; Special Summon 1 Dragon-Type monster from your hand or Graveyard.

Dragon Reincarnation is a new piece of themed revival for the deck, and also plays into the new banishing theme they appear to be building for Dragons. However compared to generic revival, and cards already at their disposal such as REDMD I find this card a little lacking. The only real advantage I see for this card over something like Monster Reborn is the ability to summon from your hand. However the problem is that cards like REDMD can do this without the need for another card, same for cards that are 1 tribute. Those like Lightpulsar that can summon themselves at the cost of no cards also don’t really benefit from this.

I suppose another purpose of the card is to allow quick summoning of cards from your hand you wouldn’t otherwise be able to do in 1 turn (assuming Dragon Reincarnation was set from a previous turn), but a -2 to do this is just terrible.

The main redeeming quality of the card, is that as a Trap card you can use a smaller monster to bait out certain Spell/Trap cards before reincarnating them into something stronger. This of course doesn’t help against things like Mirror Force or Smashing Ground, but it could find uses somewhere.

With so much revival elsewhere in the deck and generic cards like Monster Reborn around I don’t think this card will see much play.

Let me know if you have any thoughts on these cards, and whether I’ve missed anything obvious out, or disagree with my assessment of some of the cards.


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