Yu-Gi-Oh! Galactic Overlord Overview Part 9: The Rest

21 May

For the 9th part of my GAOV overview (once upon a time preview) I’m going to be looking at all the remaining cards from the original GAOV set. This means there’s quite a random mix of things like Effect Negation, burn and just general generic cards.

Negation (Attacks, effects etc)

Tasuke Knight: Level 4 1700/100 Light Warrior

When an opponent’s monster declares an attack, while you have no cards in your hand and this card is in your Graveyard: You can Special Summon this card from your Graveyard, then end the Battle Phase. Each player can only use the effect of “Tasuke Knight” once per Duel.

Tasuke Knight is yet another card which allows its user to end the battle phase and avoid losing for another turn. It joins the monster ranks alongside Battle Fader and Swift Scarecrow, but instead of coming from the hand he comes from the Graveyard. This takes away the surprise factor those other cards have, because you’ll usually not know they’re there until you actually get hit by them. There’s also the issue of actually getting Tasuke Knight into the graveyard. This could be done manually with a card like Foolish Burial or Card Trooper, or it could just be done by letting Tasuke Knight get killed in battle. Unfortunately for the decks that would benefit most from this card (Final Countdown for example) you won’t really have a choice beyond losing him in battle. As an added bonus after using him he actually has quite a decent attack power, meaning he can counterattack a bit better than something like Battle Fader can. He might be useful as a one-off in stall decks, but probably won’t see play elsewhere.

Number 25: Force Focus: Rank 6 2800/2400 Light Machine

2 Level 6 monsters
Once per turn, during either player’s turn: You can detach 1 Xyz Material from this card to target 1 face-up Level 5 or higher Effect Monster your opponent controls; negate the effects of that opponent’s face-up monster, until the end of the turn.

Force Focus is another Rank 6 Xyz monster with a similar effect to Photon Strike Bounzer, by allowing you to negate monster effects. However the conditions for this effect are more restrictive, since it can only be used on Level 5 or higher cards. This means it can’t touch other Xyz monsters or low level cards with powerful effects like Rescue Rabbit or Tour Guide from the Underworld. The advantage it has is that it negates the monster’s effect until the end of the turn, which provides several advantages over Bounzer. Some monsters can use their effects multiple times in a turn, which this can stop. Other cards could have continuous effects that you want to prevent, something which Bounzer cannot do. It also comes with slightly more attack power, but I would guess that beyond fighting something like Grapha the 100 points don’t matter too much. If we had more decks focused around high level monsters then this card could potentially shine, but right now it’s outdone by Photon Strike Bounzer.

Butterflyoke: Normal Trap

When an opponent’s monster declares an attack: Target the attacking monster; change that target to Defense Position, and if you do, equip this card to that monster. Once per turn, during either player’s Main Phase or Battle Phase: You can change the equipped monster’s Battle Position.

Butterflyoke is a new addition to the many many cards we have that allow you to stop an attack. I assume it’s main purpose is meant to be supporting and helping the new Butterspy cards, allowing Morpho to drain all their power, but it can be used outside of this. It’s first effect makes it similar to Kunai with Chain or Enemy Controller when used defensively, allowing you to hopefully overcome its weaker defense on the following turn. If you turn things around and manage to then summon a massive monster you can switch it back into attack mode to hit the opponent for damage. If however you fail to overcome the opponent’s monster that turn you can still keep them from attacking you on following turns, until you can deal with it. Whenever the opponent switches it back into attack mode, you just switch it back into defense and stop it in its tracks.

Xyz cards (Support + countering)

Overlay Owl: Level 4 800/1600 Wind Winged Beast

Once per turn: You can pay 600 Life Points; detach 1 Xyz Material from a monster on the field.

Overlay Owl lets you get rid of Xyz materials for 600 Life points. Sometimes this will be helpful because this can drastically weaken Xyz monsters. The problem is that often it’s just easier to kill the Xyz monster than deal with its materials, unless it’s something like Solda or Tiras. It can be helpful for taking down cards like that, but they aren’t really summoned enough to make it worth including a counter to those individual cards. If you have to drain Xyz materials something like Kurivolt does the job better anyway. The only real advantage this has is the fact it actually has some sort of a body meaning it won’t instantly die in battle should you need to play it in defense. Many things played will still be able to kill it no trouble, but it’s more durable than Kurivolt.

Overlay Eater: Level 2 300/800 Light Reptile

You can banish this card from your Graveyard; take 1 Xyz Material from a monster your opponent controls and attach it to an Xyz Monster you control as Xyz Material.

Overlay Eater is another way to deal with Xyz materials, except this time you steal them. This results in their Xyz monster being weaker and your one growing stronger. The requirements for Overlay Eater are a bit harder to achieve, since you need to have an Xyz monster yourself and Eater in the Graveyard, but if you can pull it off its effect is much better. Since it works from the Graveyard you don’t need to worry about using up your normal summon for the turn, and there are plenty of ways to dump it there that don’t rely on summoning it. It also makes it harder for the opponent to stop it, since most decks tend to pack less cards that can stop effects in the graveyard.

Neo Galaxy-Eyes Photon Dragon: Rank 8 4500/3000 Light Dragon

3 Level 8 monsters
When this card is Xyz Summoned using “Galaxy-Eyes Photon Dragon” as any of its Materials: Negate the effects of all other face-up cards currently on the field. Once per turn: You can detach 1 Xyz Material from this card; detach all Xyz Materials from monsters your opponent controls, then this card gains 500 ATK for each, also it can attack up to that many times during each Battle Phase this turn.

Neo Galaxy-Eyes Photon Dragon or NGEPD for short is a bit odd in it’s concept, since the ultimate Xyz killer is an Xyz monster itself. If you manage to successfully summon NGEPD chances are you’re going to win the game that turn or very soon at least. If you don’t you’ll probably pay the price for investing so many cards into one monster. Even if the opponent only has 1 Xyz monster NGEPD can be devastating, since just two materials will turn it into a 5500 double attacker, which will allow it to swing for huge of damage in one go. For every Xyz monster with 2 materials NGEP will gain an extra attack beyond defeating the Xyz monster allowing it to either hit directly or destroy an additional monster. It would be quite surprising if much was left standing after NGEPD goes into battle. If you summoned it using the normal GEPD then your opponent will be in for an even harder time since all their monsters will lose their effects, probably making it easier for you to hit through or make other additional plays.

Due to the heavy requirements for even playing this card in the first place there aren’t really all that many deck which can successfully summon it. Dragon variants and Hieratics (which are Dragons anyway) are probably your best bet.

Xyz Unit: Equip Spell Card

Equip only to an Xyz Monster. It gains ATK equal to its Rank × 200. If the equipped monster you control would detach its Xyz Material to activate its effect: You can detach this card as 1 of the Xyz Materials.

Xyz Unit provides your Xyz monsters with a power boost and allows them to use their effect an additional time (assuming it only requires a single material). The power boost only really starts mattering for Rank 3 or above cards, since most Rank 2 or 1 cards barely have any attack to start with. However Shining Elf (featured on the card) will find it useful since it means the opponent must summon a 2500 or higher card to be able to match him. Rank 3 cards like Leviair don’t often stick around beyond their first use due to a relatively low attack score, but this can help stave off most of the easy to summon monsters out there. It also means cards like the new Djinns can hit for even more damage than usual. Once you hit Rank 4 the power boost starts feeling quite significant. Steelswarm Roach can make better use of his effect, since he no longer has to worry about 1900 Level 4 cards being normal summoned and clashing with him. Utopia can focus on protecting your other monsters over himself. The Evolzars become even harder to kill because defeating them in battle is no longer an option and Dolkka can negate even more cards than before. Once you get beyond Rank 4 cards the attack boost is generally just going to help you win faster, because very few things can challenge them without the boost anyway. At this point the fact you can use their effect again is the more important matter.

Burn (For / against)

Double Payback: Continuous Trap Card

Activate only when you take 1000 or more damage from your opponent’s card effect: Place 1 Payback Counter on this card for every 1000 damage you took. During the End Phase of your opponent’s next turn: Destroy this card, and if you do, inflict 2000 damage to your opponent for each Payback Counter on this card.

Double Payback as the name suggests allows you to hit the opponent back with twice the burn damage they hit you with. In some instances this might be enough to finish them off in a single blow. 4000 damage ends the game, and even something like 3000 would often be enough to help you win if you’ve just managed to get a single attack through their defenses. Usually you’ll probably only take somewhere in the region of 1-2000 damage in a single hit, so expect to still take out a decent chunk of their lifepoints. There are two major drawbacks to this though. Firstly is the fact that it doesn’t prevent any of the burn damage, which means you could be dead before you manage to pay them back. Second is the fact that there’s a fair bit of a delay between activating this card and causing the burn damage. If your opponent is siding in for anti-burn cards then there’s a chance they’ll be able to destroy it before you can get your own back.

Gamushara: Normal Trap Card

When a Defense Position monster you control is targeted for an attack: Change that Defense Position monster to face-up Attack Position. Then, if the attacking monster is destroyed by that battle and sent to the Graveyard: Inflict damage to your opponent equal to that monster’s original ATK in the Graveyard.

This is a surprising burn card which can lead to sudden victories. Your monsters could be in defense position for 3 main reasons. It could have a high defense but low attack, meaning this card will be useless in those situations. Secondly it could have been forced into defense either by a card like Enemy Controller or because you can’t stop your opponent’s stronger monsters. This means that when the opponent tries to defeat it with a weaker monster you can switch it back to attack position and not only defeat their monster but also burn them as well. Of course this doesn’t work it they just try and hit it with the big monster anyway. The final situation would be the biggest surprise. You can set a big monster bluffing it to be a weaker card, wait for the opponent to attack and then take it down and hit them with additional burn damage. This can could be fun to use for the shock factor and leaving your opponent guessing as to what you’ve got, but unfortunately is useless if you have no monsters or are just staring down lots of big monsters.

Generic / Other

Wattaildragon: Level 6 2500/1000 Light Dragon

“Capable of indefinite flight. Attacks by wrapping its body with electricity and ramming into opponents.
IMPORTANT: Capturing the “Wattaildragon” is forbidden by the Ancient Rules and is a Level 6 offense, the minimum sentence for which is imprisonment for no less than 2500 heliocycles.

I think Wattaildragon basically exists for 2 reasons. Firstly to give Hieratics a big Level 6 Vanilla, and secondly so they can write joke flavour text.

Cardcar D: Level 2 800/400 Earth Machine

Cannot be Special Summoned. During your Main Phase 1, if this card was Normal Summoned this turn: You can Tribute this card; draw 2 cards, then it becomes the End Phase of this turn. You cannot Special Summon during the turn you activate this effect.

Cardcar D is the star card of the set and the new big money card. There is a huge amount of hype surrounding the card but it remains to be seen whether or not it will live up to this. Why the card is good should be obvious to anyone, but it should also be obvious why it’s not necessarily an automatic in for every deck under the sun. Cardcar D is an instant +1, which is always good and it allows you to draw more of your deck adding consistency and speed to some decks. It’s at its absolute best on the first turn, because you’ll probably not be too worried about special summoning and you have no Battle Phase anyway, so you won’t care about ending your turn early.

After this how useful the card will be depends on your deck type and your current position in the game. For passive decks like Burn or Final Countdown this is a godsend, because they more than anything need as many free cards as they can get to stay in the game. For aggressive decks it will slow you down if you’re mid assault, but during a lull in the game it can set you up for future turns if you’d otherwise just be passing anyway. Where it falls down is the times when you need an answer to a problem now, since you won’t be able to use the cards you just drew until your next turn, unless they were things like Effect Veiler. This is where something like Pot of Duality could serve you better, because whilst it also shuts down special summons, you can at least do something after digging for extra options. It’s no good if you’ve drawn the perfect out to the current situation but die before you can use it.

Rocket Arrow Express: Level 10 5000/0 Earth Machine

Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by controlling no cards, and cannot be Special Summoned by other ways. You cannot conduct your Battle Phase the turn you Special Summon this card. You cannot activate cards or effects, or Set any cards. During each of your Standby Phases, destroy this card unless you send all cards in your hand to the Graveyard (min. 1).

On the face of it this looks like it’s just a silly last resort card, which it is to an extent, but it does have a few uses beyond that. This card comes with heavy restrictions which means most of the time it’ll probably be fighting on its own. At 5000 attack this is nothing to scoff at, but it’ll take two turns before it can start going, and even then there’s no guarantee it’ll break through the opponent’s defenses. If it does then no monster can stand in its way and victory could be swift. Chances are this will only very rarely happen. The fact you can’t do anything alongside him other than summon other monsters makes it very hard to pull off any sort of combos, and these can only be used on the first turn you summon him, since you’ll lose your whole hand next turn and keep on losing it until this card dies. One possibility is using it for quick tribute fodder, but there are probably safer ways than this. Another is to special / normal summon other monsters alongside it and hope that on the following turn the opponent can’t stop them and you manage to win. It is also useful when both players are top-decking, since it’s quite hard to overcome 5000 attack with only a single card. Finally it could be a card to side deck against Skill Drain decks to overcome their high powered monsters.

Personally I feel this guy is a bit too risky to use, but I’m sure someone will give it a go.

Flame Tiger: Level 4 1800/0 Fire Beast

During your Draw Phase, if this card is in your Graveyard, and you control no monsters, instead of conducting your normal draw: You can Special Summon this card from the Graveyard. If this card is Special Summoned with this effect, banish it when it leaves the field.

Flame Tiger gives you a reasonably powerful Beast at the cost of your Draw for the turn. Sometimes you’d rather have that draw and try to get an out to current problems, but other times all you need is some power to end the game. We’ve all had games where all we need to do to win is draw a monster with even a couple of hundred attack and score one last blow to win. This is where Flame Tiger will be perfect, since rather than hoping for a good draw you can guarantee an 1800 attack card. You won’t care that you won’t have got your next card, since you’ll already have won by that point. He’ll also be useful at times when you know you have to clear out a monster with 1800 or less and you can’t guarantee you’ll be able to get one off the top of your deck. Whilst that card will sometimes have served you better there are other times where it’ll lose you the game. Where he’ll shine most is in decks which make use of Horn of the Phantom Beast. If all you’re looking for is a Beast then one with 1800 attack will do you better than just about any other monster you could draw off the top of your deck. He can also be especially useful against Wind-Ups, since after their loop often they won’t have anything left on the field that can stand up to a Flame Tiger, should you happen to discard it during the loop.

Gaia Dragon, the Thunder Charger: Rank 7 2600/2100 Wind Dragon

2 Level 7 monsters
You can also Xyz Summon this card by using a Rank 5 or 6 Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) If this card attacks a Defense Position monster, inflict piercing Battle Damage to your opponent.

Gaia has now appeared as a Normal, Effect, Fusion, Synchro, Synchro Fusion and an Xyz monster meaning that he’s probably one of the monsters with the most number of forms in the game. This new one will practically never be summoned through the normal means of 2 Level 7 monsters, because for a 2600 attack piercer it’s just not worth the effort. However expect to see him summoned a lot through his alternate method. There are several situations where Gaia Dragon can be useful. Firstly you might upgrade a spent Xyz monster to him to get some extra worth out of the card. One of the most common things you’ll see is a Hieratic deck turning a spent Atum into Gaia so that they can attack on that turn. You might also see cards like Tiras or Adreus turned into him when they run out of materials, since it’s a free upgrade to a better monster at that point in time. The other time you’ll see him summoned is with stolen Xyz monsters, much like you see stolen Utopias changed into Utopia Ray, since this prevents the opponent from being able to get them back. I expect to see Gaia Dragon turning up in quite a few extra decks from now on.

Return: Normal Trap Card

When your opponent adds a card(s) from the Graveyard to the hand: They must shuffle 1 of those cards into their Deck.

The final card to cover from the original 80 in GAOV is Return. This is a counter card against decks which rely on adding cards from their Graveyard to their hand. Unfortunately a large number of decks nowadays go straight from the Graveyard to the Field, so it can be a little hard to use this card. Some examples I could think of is using it against Monster Reincarnation or Beckoning Light in Lightsworn, Salvage in Sea Lancer, or Zektkaliber in Inzektors. The problem though with some of those cards is that because they can add multiple cards at once you won’t necessarily be getting rid of the most important ones. Against Monster Reincarnation or Zektkaliber though it will result in your opponent losing the card they’ve just gone through the effort of getting back, and since it’s now it the deck this is usually the hardest place to get the card back from. This card might be good in the future, but since Zektkaliber is probably about the only thing you’ll commonly get a chance to use it against it’s probably not worth it right now.

Having covered the 80 original cards in GAOV I’m now going to be looking at all the TCG exclusives followed by OCG Imports which round off the set.


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