For the 9th part of my REDU Preview I’m simply going to be looking at the remaining cards from the original 80 card set that I didn’t feel particularly fell into any of the other 8 categories. Arguably some could have gone in Remaining Themes but I’m sure there won’t be too many complaints as long as they get covered. As such these cards are all over the place, from Vanillas, to anti-burn, to effect negation to gambling.
Trance the Magic Swordsman: Level 6 2600/200 Earth Spellcaster
A former dimensional drifter who not only practices sorcery, but has obtained true strength of considerable might.
There’s not really much to say about Trance, other than the fact he’s a massive Vanilla Spellcaster. He’s currently tied with Frostosaurus for the biggest 1 tribute vanilla, who I suppose he has advantages over due to Spellcasters having more support than Dinosaurs.
Damage Mage: Level 3 600/1200 Dark Spellcaster
When you take damage from a card effect: You can Special Summon this card from your hand, then gain Life Points equal to the damage you took.
Damage Mage is the latest in a long line of anti-burn cards, and is quite similar in function to the rarely used 2nd effect of Gorz. Except instead of dealing the damage out to the opponent it heals yourself. Whether you’d rather kill the opponent faster or keep yourself in the game longer is entirely dependent on the current situation, and how close you both are to death. As such it’s a bit hard to give a definitive statement about whether this healing is better than Gorz’s burning, but in general in Yu-Gi-Oh! I’ve found burn tends to be more useful.
A big advantage Damage Mage has over Gorz though is the fact you can still use this effect whilst you control cards, making it much easier to use, especially against Burn decks, which have a habit of leaving you with lots of cards. Once you summon Damage Mage it’s a bit easier to use for for Xyz summons or Synchro summons than Gorz is, but Gorz on its own is much more powerful.
Usually it’s better to stop burn ahead of time than react to it, but the fact this can remain a surprise hidden in your hand could give it an edge. I suppose it also means that if we ever got another FTK burn deck then this could possibly disrupt those if they can only just cause 8000 damage.
Goblin Kirikomu Butai (Goblin Marauding Force): Level 4 1900/0 Earth Beast-Warrior
When this card declares an attack, your opponent cannot activate Spell/Trap Effects, Effect Monster Effects, or Spell/Trap Cards. If this card attacked, switch it to Defense Position at the end of the Battle Phase, and its Battle Position cannot be changed until the end of your next turn.
Once again we’ve got another new Goblin card, which seems to be happening with lots of sets nowadays. Goblin Marauding Force is similar to most of the other Goblin cards, in that after attacking it goes to defense position and gets stuck there for a turn. Usually this was because the Goblin Force cards had massive attack scores (2300 for Attack, 2200 for Elite Attack), whereas in this case it’s because a powerful effect comes coupled to good stats. This potentially makes it a better standalone card than the others, but means it’s worse with the old friend of the Goblins, Skill Drain.
Basically Goblin Marauding Force cannot be stopped by your opponent’s cards when it attacks. This makes it much harder to defeat than other monsters, but you have to remember that cards can still be used after Attack Declaration. What this means is that whilst cards like Mirror Force or Dimensional Prison cannot stop them, cards like Forbidden Lance or Book of Moon can still deal with them. Stall decks will also hate this card because it stops Battle Fader or Swift Scarecrow being used against them. (Or at least I believe it does).
If anyone still plays beatdown it could be quite useful for those decks, and I suppose it could be a nice side card against Stall decks, as a way to break their final defenses.
Alchemic Magician: Rank 4 1500/1500 Dark Spellcaster
3 Level 4 Spellcaster-Type monsters
This card gains 200 ATK for each Spell Card in your Graveyard. Once per turn, during your End Phase: You can detach 1 Xyz Material from this card and send 1 card from your hand to the Graveyard; select 1 Spell Card from your Deck and Set it in your Spell & Trap Card Zone.
On the face of it Alchemic Magician might look quite small given that it takes 3 cards to summon her. If you look past the printed stats you’ll soon realise that it doesn’t take much for her to become massive. Since she gains 200 attack for each Spell card you have in the graveyard, it’s not too hard to imagine her hitting somewhere in the 2500-3500 range fairly regularly.
However it’s not just her attack score that can be impressive, she also comes with an impressive second effect. Every turn (for 3 turns at least) you can fetch a Spell card from your deck and set it, to use on the following turn. It’s very rare that you can search for generic Spell cards in this game, so this is a welcome effect. What’s more she’ll become even more powerful after using the Spell card in question, making it even harder to kill her and thus more likely to be able to use the effect on the following turn.
The fact the Spell card is set on the field can be somewhat of a double edged sword. On the one hand it will allow you to use Quickplay Spell cards straight away during the opponent’s next turn, on the other hand it means your normal Spell cards will be extremely vulnerable to removal from the opponent. Due to this fact you’ll probably be left with three choices in your mind when using her effect; Do you get a Quickplay knowing you’re going to be able to use it, even though it’s less effective when the opponent knows what’s there? Do you get a less important Spell card from your deck, to mitigate the impact of it being destroyed before you can use it? Or do you get an important Spell card and risk it being destroyed?
Unfortunately despite all these impressive effects she has some glaring downsides. The fact she requires 3 materials makes her incredibly difficult to summon under most circumstances, although I suppose Summoner Monk can aid in summoning her. On top of that her searching effect requires you to send a card from your hand to the graveyard, which means that on top of the fact you’ve lost 2 cards just to make her, you won’t be gaining any extra cards using her effect.
Alchemic Magician has some impressive stats, but unfortunately I think it’s just too costly to play her.
DOGGY!? (Wanchan!?): Normal Spell Card
While you control a Level 1 monster: Add 1 Level 1 monster from your Deck to the hand. If you do not Normal Summon a monster with the same name as the card you added to your hand during this turn, you take 2000 damage during the End Phase.
It seems like we finally know what happened to Outstanding Dog Marron that resulted in him becoming a skeleton and then finally a robot. I suppose it’s quite a sad story, his owner losing him, but at least he became a robot in the end…
This card can be a big boost to decks which rely on Level 1 monsters, such as Piper, Skull Servant, Meklord or Exodia. Of course for the latter two decks you have to worry about the fact you will be losing 2000 lifepoints afterwards (unless you do something silly like summon the Exodia limb), so it’s a very big risk to take. This is also something you have to bear in mind at all times when playing this card, that you can lose a quarter of your lifepoints if you don’t play this properly.
What this means is that to avoid taking the damage you will want to have a Level 1 monster on the field before you play this card, so that you still have a normal summon to use. Either you can do this by protecting the Level 1 monster for the duration of a turn, which can be quite difficult, or use something like Treeborn Frog or One for One to special summon a Level 1 monster before using this card.
I think this could add some consistency to decks which rely on Level 1s, but you have to be careful not to kill yourself with this card.
Daikanki (Cold Air): Quickplay Spell Card
During this turn, you cannot play or Set Spell and Trap Cards.
Cold Air is the new version of Cold Wave, but don’t be confused into thinking it’s anywhere near as good. Rather than stopping your opponent from playing or setting Spell / Trap cards it stops you playing them. This means that in order to be useful you’ll need to use this card with Mystical Refpanel, otherwise you’ll just be ruining yourself. If you can pull the combo off you’ll get quite a powerful effect, but I really don’t think it’s worth playing a card that’s useless until you get a second specific card.
Kougeki no Mutekika (Impervious Attack): Normal Trap Card
During the Battle Phase: Activate 1 of these effects:
-Target 1 monster on the field; it cannot be destroyed by battle or card effects during this Battle Phase.
-During this Battle Phase, Battle Damage you would take becomes 0.
Impervious Attack is yet another card which allows you to save yourself from damage and comes in two varieties. The first protects a monster, the 2nd your lifepoints.
The first effect can be used both offensively and defensively. When on the offense there are two possible uses for it, firstly you can use in on your attacking monster to drastically increase the chances that your attack will go through. Secondly you could use it on an opponent’s monster to make it easier to win the game. By making one of your opponent’s smaller monsters unkillable you can repeatedly hit it with your larger monsters, causing more damage than if you were to attack their larger monsters instead (which sometimes won’t be possible anyway since theirs could be bigger than yours). Of course this is only really a sensible play if you can win the game that turn, since if you can’t you’d have been better off just attacking normally and killing their other more dangerous monsters instead. When used defensively it can keep one of your monsters alive and keep you in the game longer, since it will of course also save you from direct attacks and further damage. Just be careful not to cause the reverse of the situation detailed above and hand your opponent an undeserved win.
The 2nd effect will generally only be useful if you are about to suffer direct attacks or lose the game, since otherwise the first effect will generally serve you better, since it at least leaves you with a monster at the end. If you have no monsters though this will be able to extend your time in the game and hopefully give you a chance to turn things around.
Soul Drain: Continuous Trap Card
Pay 1000 Life Points: The effects of monsters in the Graveyard and banished monsters cannot be activated.
Soul Drain is a similar card to Skill Drain (they both feature Ha Des in trouble for example), but has some very important differences. What you’ll notice first is that Soul Drain goes after effects which Skill Drain cannot touch, namely those in the Graveyard and that are banished, which are effects that historically have been very hard to stop.
The second thing is that unlike Skill Drain, Soul Drain doesn’t negate effects it prevents their activations. This is a very important difference to understand. It means that unlike Skill Drain you can’t dodge the effect by changing the location of the monster as it uses its effect, since you’re never even allowed to use the effect in the first place. This means you will have to get rid of or negate Soul Drain, rather than simply play around it like you could with Skill Drain.
The other important thing to understand is that Soul Drain does not negate effects that activate in the Graveyard or whilst banished, it just prevents their initial activations. This means that if you chain Soul Drain to one of these effects it will not stop it, since by that point it’s already too late for Soul Drain to do anything. This eliminates some of the surprise factor Skill Drain has.
As always it will be important to understand how the game works before using or facing Soul Drain. Remember all effects activate and resolve in the same place, so even if a card has a cost which sends itself to the Graveyard (Honest) or banishes itself (Rescue Rabbit) it will not be affected by Soul Drain.
Re Bound: Counter Trap
When your opponent activates a card that would return a card from the field to the hand: Negate that effect and send 1 card from either your opponent’s hand or field to the Graveyard. If this Set card is destroyed by your opponent and sent to the Graveyard: Draw 1 card.
Re Bound is an interesting Counter Trap that can ruin bounce decks, but can also mess up generic useful cards like Compulsory Evacuation Device, all whilst netting you a +1 in the process. Even if your opponent destroys this card you’ll still end up with a free card anyway. Since it sends the card rather than destroying or discarding it won’t set off Dark World monsters, and can be used to get around cards that have immunity from destruction.
Currently I’m not sure there are enough decks around that involve bounce effects for this to really see much play at the moment, but if a time ever comes in the future where this changes, Re Bound would be a great choice for the Side Deck.
Lucky Punch: Continuous Trap Card
Once per turn, when your opponent declares an attack: Flip a coin three times, if you get three heads, draw 3 cards, if you get 3 tails, destroy this card. If this face-up card is destroyed, you lose 6000 Life Points.
Lucky Punch is an incredible gamble to take and could very well lose you the game. Every time your opponent attacks there are three possible outcomes for this card either you’ll draw 3 (1 in 8 chance), lose 6000 Lifepoints (1 in 8 chance) or nothing will happen (6 in 8 chance). In the event you take 6000 damage you are probably very likely to lose either immediately or in the very near future. You can’t even combine this effect with something like Prime Material Dragon, since you’re losing Lifepoints not taking damage. If you manage to draw 3 cards on the other hand it can dramatically help you win the game. The vast majority of the time though, this card will do absolutely nothing.
Even when you’re not actually using this card’s effect Lucky Punch will be a liability to you, since it will be a massive target for the opponent to destroy, since they know you’ll be losing 6000 Lifepoints if they pull it off.
For sane people I think Lucky Punch is just too much of a risk to play. If you want to have a laugh or are playing a deck based around gambling cards you’ll probably love this card though.
This brings us to the end of the REDU preview for the original 80 cards. There are still two more parts to come in the future, but right now since all of the remaining 20 cards have not been revealed I cannot write those parts. Also given that nowadays we tend to not see the full contents of a set until it’s actually released I probably won’t be able to say anything about these extra cards until the set is actually out, so it’ll be a bit of a wait until I can write them.
In the meantime though there might possibly articles on the new cards in Roar of the Sea Emperor, some Abyss Rising previews, or maybe some important information about cards in the Battle Pack in preparation for Sheffield. I cannot guarantee when these would happen, or whether there would actually be time for all of these though.