Since I managed to fall massively behind on these Part 8 is now going to be part of a GAOV Overview, rather than Preview, given that the set is actually out now… It does mean the cards will have the correct names and texts though. This going to be rather large, looking at a multitude of new removal options we get in the set as well as new ways to alter the stats of cards.
Scoop Shooter: Level 4 1400/1600 Light Warrior
At the start of the Damage Step, if this card attacks a face-up monster on the field whose DEF is higher than this card’s ATK: Destroy that monster.
Cameraclops is an interesting version of the instant-kill attackers in the game. Usually these sorts of cards only take out defense position monsters, but Cameraclops can defeat cards regardless of their position. Of course usually he will still be defeating defense position monsters, because they are the ones that will have the highest defense. There are some high attack monsters out there though which also come coupled with high defense, such as the boss monsters of most decks nowadays. This means that Cameraclops can succeed where most of his brethren fail, and take down monsters bigger than him. Of course there are still plenty of things around like Thunder King that he can’t deal with, but you can’t expect him to be able to defeat every sort of monster.
Absorbing Jar: Level 3 600/500 Earth Rock
FLIP: Destroy all Set Spell/Trap Cards on the field, then each player draws 1 card for each of the cards they controlled that was destroyed by this effect. You cannot Set any cards this turn.
Absorbing Jar is the first new Jar card in a while, and this time it’s capable of clearing out spell and trap cards. However in doing so it gives their controller free cards, and prevents you setting cards this turn.
There are several possible uses I could see for this card. Firstly and most obviously it’s meant for some kind of game winning play. You clear their protection and hit them hard hoping to win that turn so you don’t have to worry about being defenseless on the following turn. Another use could be combining it with cards like Dark Coffin, which would allow you to gain advantage by taking out more of your opponent’s cards in the process. Finally it could possibly see a place in Deck Out decks, since it can force your opponent to draw and bring them closer to deck out faster.
Nomadic Force: Level 4 1700/1000 Wind Warrior
When this card destroys an opponent’s monster by battle and sends it to the Graveyard: You can Tribute this card to target 1 face-down Defense Position monster your opponent controls; destroy that target.
Exiled Force are back and they picked up some new weapons since last time. Much like the original this card is capable of sacrificing itself to destroy an opponent’s monster. However it is harder to pull off and more restrictive in what it can kill. Honestly if you’re determine to take down face down monsters there are better warriors out there already. The advantage this card has is that the attack score is much higher than all those kinds of cards, and as such can actually do things besides taking out face down cards.
Night Beam: Normal Spell Card
Target 1 Set Spell/Trap Card your opponent controls; destroy that target. Your opponent cannot activate the targeted card in response to this card’s activation.
Night Beam is another Mystical Space Typhoon like card, except this tries to get around the problem all the other cards suffer when facing chainable Spell/Trap cards. Since it prevents the card being immediately chained to it the hope is that it’ll force an even trade off, unlike the -1 you sometimes endure when hitting a chainable card. However there are ways around this, for example if another card is chained to Night Beam, the card that was targeted can then be chained to that. Sometimes this can force the opponent to make plays at inopportune times though, which can still be to your advantage. I suppose it would be most useful when the opponent only has 1 Spell/Trap card since it’ll then be guaranteed to work properly.
That Wacky Magic!: Normal Spell Card
Banish all Spell Cards in your Graveyard; destroy all face-up monsters your opponent controls with DEF less than or equal to the number of Spell Cards you banished × 300.
This is a mass removal card that benefits decks playing large numbers of Spell cards. Even if you’re not playing that many spell cards it shouldn’t be too difficult to overcome common monsters defenses. 7 Spell cards could deal with the vast majority of cards thrown at you, and by the time you reach something like 10 just about nothing could survive. Usually there’s no way to retrieve spell cards in most decks so you honestly won’t mind them getting banished. This card does suffer from the fact that it’ll be largely useless early in the game, and if you don’t draw many spell cards its power can be rather limiting. In spell heavy decks it might be fun to try, but for most decks I suppose there would be consistency issues.
Storm: Normal Spell Card
Destroy all Spell and Trap Cards you control, then destroy as many Spell/Trap Cards your opponent controls as possible, up to the number of your own cards you destroyed.
Storm is just like Heavy Storm, only weaker. The disadvantage this card has is that it will always be a -1, whereas Heavy Storm is usually a way to gain advantage for you. There are already other mass spell/trap removal cards in the form of things like Malevolent Catastrophe, which are more powerful but have more stringent activation requirements. The main advantage this card has over others of its time is that it can be played sooner and is easier to use. However in a world of Heavy Storm and 3 Mystical Space Typhoon I’m honestly not sure it’ll see any play.
Commander of Swords: Normal Trap Card
When your opponent draws for their normal draw in their Draw Phase: They reveal the card(s) they drew, then if any is a Spell/Trap Card, you apply 1 of these effects.
● Discard all cards they drew.
● Destroy 1 Spell/Trap Card they control.
Commander of Swords is sort of like a new age Drop Off, trying to get rid of the card your opponent just drew. It won’t succeed as often as Drop Off, since it doesn’t work on Monsters, but you’ll at least get to know what it was. In addition sometimes the Spell / Trap card your opponent drew might not actually be useful to them at this moment, or you could have another card to deal with it. In this case you can go after one of the other Spell / Trap cards they already control to try and clear out their defenses for your next turn. It’s an interesting card, but given Drop Off no longer and hasn’t seen play for years I don’t think this will either.
Dimension Slice: Normal Trap Card
When a monster(s) is Special Summoned to your side of the field: Target 1 face-up monster your opponent controls; banish that target. If the Summon is an Xyz Summon, you can activate this card the turn it was Set.
Dimension Slice is a piece of targeting removal which banishes an opponent’s card, which is usually quite hard to come by and tends to have a cost attached to it as well. Nowadays just about everyone special summons all the time, so it shouldn’t really be all that difficult to activate this card. It becomes even easier with Xyz monsters since it means you don’t even have to wait a turn to use it. I can see people trying this card out because there are some commonly played monsters which you want to banish to either get rid of them more easily, or make sure they don’t come back.
Sealing Ceremony of Raiton: Continuous Trap Card
Once per turn: You can return 1 face-up WIND monster you control to the bottom of the Main Deck to target up to 2 cards in your opponent’s Graveyard; banish those targets.
We seem to be getting a new Sealing Ceremony card every set, and this time it’s the turn of Wind monsters. This makes all of your Wind monsters into a super D.D. Crow, which could be quite annoying for deck which rely on certain cards in the Graveyard, like Dark World or Inzektors. Unfortunately there aren’t really many Wind monsters in use in competitive decks nowadays, but it could possibly be a good side deck choice in a fun deck like Gustos which is full of Wind monsters. If possible when playing this card you’ll want to either use it to shut down revival effects, or in response to removal on your cards, so you can get the most out of it.
Jumbo Drill: Level 4 1800/100 Earth Machine
When this card is Normal Summoned: You can increase the Levels of all Machine-Type monsters you currently control by 1. If this card attacks a Defense Position monster, inflict piercing Battle Damage to your opponent. If this card attacks, it is changed to Defense Position at the end of the Damage Step.
Jumbo Drill serves two purposes. Firstly it can increase the level of all your Machines, which opens up a new range of Xyz and Synchro options for the deck. Secondly when you can’t or don’t want to do this he can hit for quite a lot of piercing damage due to his 1800 attack. I imagine that often you might hit the opponent with Jumbo Drill and your other machines to cause more damage, and then once he’s gone to defense position you turn him into an Xyz or Synchro monster before he can be defeated by the opponent.
Red-Headed Oni: Level 4 1700/1000 Dark Zombie
When this card is Special Summoned from the Graveyard by the effect of a Zombie-Type monster: You can target 1 face-up Zombie-Type monster you control; detach 1 Xyz Material from a monster on the field, and if you do, increase the targeted monster’s Level by 1 and its ATK by 300 (even if the targeting conditions are no longer correct).
Red-Headed Oni is I would assume designed to work with his brethren Blue-Blooded Oni, who can summon him from the graveyard. Alternatively he could be used with one of the many revival cards like Mezuki, Zombie Master or Book of Life. In a Zombie deck you should never have any trouble being able to set up his effect. The problem though is that his effect isn’t really that useful for the effort of bringing him back. Like Jumbo Drill it can help with Xyz or Synchro summoning, the problem though is that normally your Zombies match levels, so changing only one monster’s level could actually be detrimental. The attack boost isn’t massively impressive either.
Mini-Guts: Normal Spell Card
Tribute 1 monster to target 1 face-up monster your opponent controls; its ATK becomes 0 until the End Phase. This turn, when it is destroyed by battle and sent to their Graveyard: Inflict damage to your opponent equal to its original ATK in the Graveyard.
Mini-Guts turns an opponent’s monster into an easy kill with added burn damage on top, but comes at the cost of one of your monsters. In order to make the best use of this you’ll need another monster alongside the tributed one as well, otherwise you won’t be able to kill the opponent’s monster in battle. This card would probably be best suited to decks that can either special summon lots of expendable monsters, or decks which summon lots of tokens, since it makes paying the cost very easy. For general decks you’re probably better off just using plain monster removal.
Falling Current: Normal Spell Card
Target 1 face-up monster you control and declare a Level from 1 to 3; it becomes that Level.
This is another card that could help Synchro and Xyz summons, but probably mostly the latter. It’s meant to help you summon Rank 1-3 cards more easily, however if you want to summon those sorts of cards your deck probably already has plenty of ways of doing that on its own. (Ronintoadin, Tour Guide etc.)
Berserk Scales: Quickplay Spell Card
Target 1 face-up monster you control (except a monster that is attacking directly); it gains 1000 ATK but cannot attack your opponent directly for the rest of this turn, and in the End Phase of this turn, it loses 2000 ATK.
Berserk scales is a powerful attack booster, I think being the most powerful we have that can be used during the damage step. However after you’ve used it your monster will probably lose most or all of its attack power. It might be useful to take a single card out, but you’ll be losing your monster on the following turn anyway. In general unless it’s a card that can only be destroyed by battle you’re going to be much better off just using one of the many straight removal cards at our disposal now.
Nitwit Outwit: Normal Trap Card
Discard 1 monster to target 1 face-up monster on the field; it loses ATK equal to the discarded monster’s original ATK.
Nitwit Outwit could be an interesting card to use in decks with high attack monsters which you’d rather have in the Graveyard, since this will essentially allow you to rob an opponent’s card of all their attack power. The problem with lots of decks nowadays is that they run quite a few smaller cards with the objective of summoning larger ones from the Extra Deck. This means Nitwit Outwit often won’t be able to reduce the attack of the opponent’s monsters by much. As usual though it’s probably going to be better to just stick to straight removal rather than messing about trying to win through battle at the cost of 2 cards.
For the next part of my Overview I’m going to be looking at all the remaining cards from the original GAOV set, such as the well known Cardcar D. Following this I’ll be winding things up with the TCG exclusives and finally the OCG imports.