We’re nearly at the end for the GAOV cards, this time I’m going to be looking at the 10 new TCG exclusives added to the set, which either support a variety of themes or are just generic cards.
Noble Knight Artorigus: Level 4 1800/1800 Light Warrior
“No one shall ever know the truth behind
That fateful day. Artorigus went forth
To where the brilliant sword didst lay.
‘Twas the first of many feats so great,
A legend through and through. We sing of him,
Artorigus, the Noble and the brave.
-From the Tales of the Noble Knights”
Artorigus is possibly the start of a set up for some new cards, maybe even a TCG exclusive line. The appeal of this card mainly comes from his art and flavour text, since as a card he doesn’t do much we’ve not already seen. He’s the biggest Warrior you can get with Rescue Rabbit in terms of Attack/Defense, coming in at 300 more defense than Dark Blade, another Warrior card with 1800 attack from a long long time ago. The other advantage is that he’s Light, opening up support from things like Honest.
Ancient Dragon: Level 4 1400/1300 Light Dragon
When this card inflicts Battle Damage to your opponent by a direct attack: You can increase this card’s Level by 1 and ATK by 500.
Ancient Dragon, like Atrorigus stands out mainly for his art, which is quite different from normal Yu-Gi-Oh! standards. I also get the feeling the two will meet at some point.He’s a Light Dragon who gets bigger every time he manages a successful direct attack, meaning that he can soon become a threat capable of taking down monsters normally more powerful than him. Since he starts at only 1400 he can be searched by Shining Angel or Masked Dragon. After 1 direct attack he becomes a 1900 which isn’t bad for something you can get off a battle searcher. The Level increase also means he could be used for higher Rank Xyz summons or higher Level Synchro summons. In a deck based around him Ancient Dragon might become quite threatening, but on his own there are already many better more consistent Dragons out there.
Hieratic Seal of the Dragon King: Level 6 0/0 Light Dragon
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.
● You can Tribute this card; Special Summon 1 “Hieratic” monster, except “Hieratic Seal of the Dragon King”, from your hand, Deck, or Graveyard, in face-up Defense Position.
This is the new Gemini for Hieratics, which is designed to help make summoning Atum easier. There are plenty of other Level 6 Dragons out there in the game which can hit harder than this Seal, but they’re vanillas and can’t gain any benefits from the Hieratic support. If you want to play this card it can help you set up combos by searching another Hieratic from more or less anywhere. However most of the time you’ll just use it for an Xyz summon without worrying about the extra effect. On turns where you have yet to use your normal summon and cannot Xyz summon it could be worth Gemini summoning this card, but you probably won’t do this too often. Unlike the other vanillas this card will always be a terrible top deck since it has no power at all. This Seal can add versatility to the Hieratic deck, but it can also add more inconsistency into the deck.
Evoltile Elginero: Level 2 0/0 Fire Reptile
When this card on the field is Tributed and sent to the Graveyard: Draw 1 card, then, you can shuffle 1 Dinosaur-Type monster from your hand into the Deck, then add 1 “Evoltile” monster from your Deck to your hand.
Elginero solves some of the problems currently faced by the Evol deck. You never want to draw some of the Evolsaurs, since they only get their effect from the deck, and Elginero allows you to send them right back for later. In addition you exchange it for an Evoltile, such as Najasho or Westlo, which you do want in your Hand. This then allows you to set up for even more combos on the following turn. I think Elginero definitely has a place in Evol decks, but I’m not sure you’d want to go much higher than 1 copy, due to the fact it has 0 attack making it useless on its own.
Lightray Grepher: Level 4 1700/1600 Light Warrior
You can Special Summon this card (from your hand) by discarding 1 Level 5 or higher LIGHT monster. Once per turn: You can discard 1 LIGHT monster; banish 1 LIGHT monster from your Deck.
Lightray Grepher is very similar to Dark Grepher, in both summoning condition and effect, except of course based around Light monsters instead of Dark. The other main difference is the fact that he banishes the Light monster from your deck instead of sending it to the Graveyard. One of the main uses could be to set up for Lightray Sorcerer who needs banished Light monsters. If they happen to be Fairy monsters you could also combine it with Miraculous Descent to special summon them back later. Right now to me Grepher seems like he could be a useful support card, it’s just the deck that he could support best doesn’t really exist yet.
Tardy Orc: Level 4 2200/0 Dark Fiend
This card cannot attack the turn it is Normal Summoned.
Tardy Orc is continuing the Tour Guide storyline, and honestly this seems like the main point of interest about the card. We’ve already had another card with the same stats for years in the form of Giant Orc. The only difference between the two is that Giant Orc has to go to defense, so will likely only get one attack, whereas Tardy Orc cannot attack on the turn he’s normal summoned. For use with cards like Deck Devastation Virus there’s not really any advantage to using one card over the other. In the long run Tardy Orc will be the better of the two, especially if you can special summon it, since it will be able to attack more times before being destroyed. Giant Orc is better if you need an immediate hitter though. Right now I don’t really see a deck that could particularly benefit from using him.
Draconnection: Normal Spell Card
Reveal 1 Dragon-Type monster in your hand, add 1 Dragon-Type monster with the same Level from your Deck to your hand, then shuffle the revealed monster into the Deck.
Draconnection is a new searching card for Dragon decks, however unlike other searching cards it doesn’t come free. In exchange you potentially get access to a much wider range of Dragon cards, because most searching cards are restricted to Level 4 or below. Some decks like Hieratics or Malefics use higher level Vanilla monsters which you don’t want to draw, this card allows you to trade those in for other more useful monsters and use the Vanillas later when you actually need them in the deck. You could also combine it with searching cards like White Stone of Legend, which often nets you a free card, to mitigate the fact you lose a card here, as well as searching for a new more useful Dragon.
This card also makes it easier to play single copies of certain cards, since you no longer need to worry about the fact you had no real way of searching them beyond Gold Sarcophagus. Provided you play other monsters of the same level of course.
I think this could be interesting to use in some dedicated Dragon decks.
Trial and Tribulation: Normal Spell Card
You can only activate 1 “Trial and Tribulation” per turn. During the End Phase of the turn this card was activated, apply this effect, depending on the number of the monsters you Tributed from the field and from your hand this turn, except Tokens.
● 1: Draw 1 card.
● 2: Add 2 monsters from your Graveyard to your hand.
● 3+: Destroy up to 3 face-up cards on the field.
Trial and Tribulation is a versatile card that could find uses in quite a lot of different decks.
The first and most obvious would be for decks which perform tribute summons a lot. The problem here is that these will usually only tribute 1 monster per turn, meaning you’ll usually only be able to draw 1 card. Using cards like Enemy Controller could increase this number, or summoning 2 Tribute monsters like Light and Darkness Dragon, or even a 3 Tribute like Obelisk. Although I might wonder how often Obelisk needs even more help, given his in built protection.
Another use is for Ritual decks such as Gishki, since it would usually allow you to get back the cards you used for the Ritual summon, going some way to making up for performing the Ritual summon.
It could also be useful for decks like Hieratics which Tribute all the time and should make it very easy to fulfill this cards requirements. Even Wind Ups could consider it for when they pull of the Hunter loop, but I somehow doubt adding inconsistency to the deck is a good idea.
The main flaw of this card is the fact that on its own it’s useless, so when you’re in deep trouble it probably won’t help you. Also you’ll have to wait until the following turn to fully capitalise on the effects gained by this card. When you’re winning the game this will help you seal the game faster, but it could also be used to just tip the scales a little when the game is evenly matched.
Hieratic Seal From the Ashes: Continuous Trap Card
Once per turn, during your opponent’s turn: You can send 1 “Hieratic” monster from your Deck to your Graveyard. Once per turn, during your turn: You can target 1 of your banished “Hieratic” monsters; return that target to the Graveyard. When this face-up card on the field is sent to the Graveyard: Target 1 “Hieratic” monster in your Graveyard: Special Summon that target.
This is a multipurpose Hieratic support card intended to make playing the theme much easier. Unfortunately since it’s a little slow and doesn’t lend itself to super fast wins the many people will probably overlook it. This card has 3 effects, each designed to help with different parts of the deck.
The first effect will mostly be used to dump the Hieratic Seal monsters to the Graveyard. This thins your deck and stops you from drawing them, but also allows you to summon Hieratic Seal of the Dragon King with your other Hieratics. As a Gemini you can’t summon it from the deck, but once in the Graveyard it’s a Normal monster meaning you can revive it.
The second effect is meant to support Sutekh, allowing you to summon it without completely ruining all your other Hieratic plays. It can also bring back cards banished by the opponents cards for future use.
The final effect allows you to at the very least put up a greater defense when your opponent clears out your Spell / Trap cards, and might on rare occasions even stop them playing cards like Heavy Storm if you have a massive Hieratic that they can’t defeat. If you have ways to destroy it yourself you can also use it to start off your bigger combo plays.
Xyz Wrath: Continuous Trap Card
Once per turn, when a Level 5 or higher monster’s effect is activated (except during the Damage Step), and you control an Xyz Monster: You can discard 1 card; negate that effect, and if you do, destroy that monster.
The final new TCG exclusive is Xyz Wrath, a new version of Divine Wrath. This card is a lot more restrictive than the original, but can also cause problems for much longer. Effects in the damage step can often be some of the most annoying to stop, so not being able to touch them is a bit of a downside for this card. The fact it can also only touch level 5 or higher cards means Xyz monsters and powerful low level ones are immune to it, which means you’ll have a hard time stopping some of your opponent’s combo plays. This is because usually lower level cards with good effects are there to set up big plays into or working with other cards i.e. Tour Guide, whereas higher level cards are usually just powerful in their own right i.e. Black Luster Soldier Envoy of the Beginning.
The fact it also relies on your own Xyz monster means your opponent can shut it down simply by killing that Xyz monster. If you can keep both the Xyz monster and this card around for long enough you can shut down lots of bigger power plays by your opponent. However most of the time I’d think you’d just be better off with Divine Wrath, and that barely sees play as it is.
For the final part of my Galactic Overlord series I’m going to be looking at all of the OCG imports, which are of varied usefulness.