Yu-Gi-Oh! Galactic Overlord Overview Part 11: OCG Imports

The OCG imports in GAOV are a fairly random mix of cards, picked from all over the place, such as Jump Festa packs, V Jump and Tag Force 6.

Number 11: Big Eye: Rank 7 2600/2000 Dark Spellcaster

2 Level 7 monsters
Once per turn: You can detach 1 Xyz Material from this card to target 1 monster your opponent controls; take control of that monster. This card cannot attack the turn you activate this effect.

Big Eye has a very powerful effect, provided you can summon him, since he’s basically a walking Change of Heart (albeit a more powerful one). Like Change of Heart it doesn’t care about position and can steal face down cards as well as face up cards, meaning it’s useful for breaking past powerful threats and through defenses.

As you might expect given his effect,  it’s fairly hard to summon a Rank 7 in most decks. For example the Gagaga cards can pull this off, since that’s what they’re designed to do. Many other decks need to either go out of their way to summon him or incorporate unusual card choices just for summoning him (such as Octavius in GB). Many times if they could summon him they’d be better off just leaving the two level 7 monsters there instead anyway. In the next set we get a few new cards which help summoning Rank 7s though.

Number 7: Lucky Straight: Rank 7 700/700 Light Fairy

3 Level 7 monsters
You can detach 1 Xyz Material from this card; roll a six-sided die twice and this card’s ATK becomes the larger number rolled x 700, then if the total roll was exactly 7, you can apply 1 of these effects.
● Send all other cards on the field to the Graveyard.
● Special Summon 1 monster from your hand or either Graveyard.
● Draw 3 cards, then discard 2 cards.

Lucky Straight is another Rank 7 and this time it’s even harder to summon, needing 3 Level 7 cards. You need to dedicate yourself to summoning him, and honestly once again the Gagaga route is probably your best bet. Once you do summon him it’s all a massive gamble though. You could get lucky and end up with a powerful monster who wipes the field, or you could do nothing and end up with a tiny monster for the cost. At best he can hit 4200 attack, whilst at worst 700. You’re not that likely to be stuck at 700 though, since you can repeatedly use his effect in the same turn until you get something useful or run out of Xyz materials.

I would really only recommend this card if you decide you want to make a deck based on luck and gambling, otherwise it’s really not worth taking the risk of giving up 3 cards.

Beetron: Level 4 1600/900 Dark Insect

You can send 1 face-up Spell/Trap Card you control to the Graveyard to target 1 Level 4 or lower Insect-Type monster in your Graveyard; Special Summon that target in face-up Defense Position. The effect of “Beetron” can only be used once per turn.

Beetron is new Insect support and it just so happens that one of the big decks at the moment is an insect deck. This means Beetron can pull off some interesting plays in an Inzektor deck, but is probably not actually needed.

Usually it’s quite hard to have face up spell/trap cards for Beetron to destroy, since most decks barely run any. Fortunately though Inzektor decks are full of them, from the Equip cards, to Call of the Haunted, to the Inzektor monsters themselves.

If you’ve failed to get an Inzektor that can detach itself, such as Hornet, he can be very useful for starting your combos off. However by this point you’d need at least 1 of them in the Graveyard, on the Field and in your Hand, which is already quite an unusual position to be in. As soon as you do get someone like Hornet or Ladybug, Beetron will be completely outshone.

His best use would probably be for clearing out dead Call of the Haunteds, but you can’t rely too much on them sticking around on the field.

Overall I think Beetron could give Inzektors a few more plays, but they don’t really need the help, since he’s outshone by the Inzektors themselves.

Influence Dragon: Level 3 300/900 Wind Dragon

Once per turn: You can target 1 face-up monster you control; it becomes Dragon-Type until the End Phase.

Influence Dragon is basically a limited version of D. Tribe which only goes after 1 monster. He’s very limited in his uses, given his tiny stats, and the fact that if you need a Dragon type monster you’re probably already playing them anyway. He can help summon Synchro monsters that require Dragon materials (especially since he’s a tuner too), but if you’re planning to do that in your deck it’ll probably already be filled with Dragon Type monsters. The main use I could see for it would be to steal an opponent’s monster, turn it into a Dragon and then use it for a summon which requires Dragons, such as REDMD. Overall I don’t think he’s worth using.

Bright Star Dragon: Level 4 1900/1000 Light Dragon

When this card is Normal Summoned: You can target 1 face-up monster on the field, except this card; increase that target’s Level by 2 until the End Phase.

Bright Star Dragon is another high attack low level card for Dragons to play with, but unfortunately I feel he’s a bit lacking compared to the others like Koa’ki Meiru Drago. Bright Star is useful for summoning a wider variety of Synchro or Xyz monsters, or making those you already play easier to summon. Unfortunately though this means that on his own he’s no better than a vanilla, and often he won’t actually do you any good. For Synchro summoning you’ll need to already have a Tuner on the field or get one out. For an Xyz summon you’ll either need 1 monster 2 levels below Bright Star, or 2 other monsters with a 2 level difference between them.

He’ll be helpful sometimes, but often he’ll be no better than a vanilla. In fact nowadays a vanilla like Alexandrite Dragon would probably do you better anyway since it can be combined with Rescue Rabbit.

Buten: Level 1 200/300 Light Fairy

During your Main Phase: You can banish this card from the Graveyard to target 1 face-up Level 4 or lower LIGHT Fairy-Type monster you control; it is treated as a Tuner monster while face-up on the field.

After the Forbidden/Limited list Fairy decks, or at least Agents, lost of lot of their ability to Synchro summon easily. Buten is meant to help them get this back a bit, but it’d take a lot more than just this little pig for them to see play again. The restrictions on his effect means he’s limited to a very narrow range of decks, and you need to find a way to get him into the Graveyard. Something like a Herald deck could benefit from him, since he’s easy discard fodder and can turn spent searching cards into Tuners to allow for Synchro summons. He won’t be pushing Fairy decks back into the limelight, but some of them might appreciate having a new toy to play with.

Doom Donuts: Level 1 0/0 Dark Fiend

FLIP: Destroy all face-up monsters on the field with an original ATK or DEF of 0.

The playability to Doom Donuts depends entirely on what decks are popular at the time. If there are decks with lots of 0 Attack or Defense cards being played he can be an excellent piece of removal. If there aren’t he’ll be fairly useless. Currently he probably won’t do much except clear out Snowman Eater, but if Zombies ever make a big comeback he could be an excellent side deck choice against them.

Nimble Manta: Level 2 800/100 Water Fish

When this card is sent from the field to the Graveyard by a card effect: You can Special Summon any number of “Nimble Manta” from your Deck.

Nimble Manta can be a good aid for fish decks, allowing for easy summons of Coelacanth. Unfortunately it will be very difficult to use his effect without forcing it yourself. With only 800 attack and 100 defense there is practically no time the opponent will need to get rid of Manta via card effects, so you’ll have to do it yourself. If the opponent has lots of monsters in your way you could combine it with Dark Hole or Torrential Tribute to leave yourself with two monsters on the field. However unless you can protect them or get the first Manta there without using up your Normal summon, you probably won’t get a chance to use them to summon Coelacanth.

If you’re determined to find easy ways to summon Coelacanth you’d be better off just sticking to Frogs or Mausoleum instead.

Shining Elf: Rank 2 1600/1000 Wind Spellcaster

2 Level 2 monsters
When your opponent Normal or Special Summons a monster(s) (except during the Damage Step): You can detach 1 Xyz Material from this card; that monster(s) loses 500 ATK.

Shining Elf is one of the better OCG imports, but it has a very narrow range of uses, with only decks like Sea Lancer or other Frog engine based decks really capable of making use of him. He might not look too impressive at first, but he helps fill some holes in the Rank 2 lineup. Previously they were mostly defensive (Gachi) or reliant on the opponent (Dark Mist), now you can turn 2 Ronintoadins from 200 to 1600 attack, which could help you end the game when you need that last push for damage, or get over smaller monsters when you lack your big guns. It also means the opponent has to summon a monster with 2100 attack or higher to deal with him, unless they want to resort to removal. This can be a pain for decks full of monsters that cap out around 1900 like Hero decks.

Most decks won’t ever be able to summon him, but for those that can they’ll be glad to finally have an offensive Rank 2 option.

Flelf: Level 2 800/1300 Wind Spellcaster

Once per turn: You can reveal 1 monster in your hand; increase the Level of this card by the Level of that monster, until the End Phase.

Finally we have Flelf, who I assume is a younger / less powerful version of Shining Elf. Flelf is another card that’s meant to help with Synchro or Xyz summons, by allowing easier access to high level or Rank cards. He’s easy to search too thanks to cards like Apprentice Magician. He shines best when you manage to get two copies of him at the same time, since they can both gain the same levels and Xyz summon a high ranked card. If you decide to dedicate some of your deck to him he might be quite useful, but as a general use card he doesn’t really have a place in current decks.

With GAOV finally finished it’s soon going to be time to move onto REDU, which brings with it plenty of new themes and even turns old single cards into full themes. Hopefully it won’t be too long before I can get started on these.


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