It’s been quite a while since my last look at cards from Return of the Duelist, with the set being out for well over a month now. There are still two final parts of my Overview (previously Preview) to go, and these are looking at the new cards added to the TCG set and the OCG imports also added to the set.
Noble Knight Gawayn: Level 4 1900/500 Light Warrior
If you control a LIGHT Normal Monster, you can Special Summon this card (from your hand) in face-up Defense Position.
The first of the TCG exclusives and the preview promo for the set was a new Noble Knight, Gawayn. His original intent is of course to be used alongside the rest of the Noble Knights, especially Artorigus, however he can also find uses in HERO decks alongside Neos Alius.
You can just normal summon him, and he’ll be pretty useful given that he’s a 1900 Light Warrior, so he’ll have plenty of support. If instead you want to use his effect, then he can be combined with the other monster in order to perform an Xyz summon. Gawayn will be especially useful for summoning Rank 4 Xyz monsters which require Warrior types, since it means you can pull it off in a single turn.
Given his low defense I find it unlikely you’ll keep him alive long enough after Special Summoning him to use him for anything other than Xyz summoning anyway.
Prophecy Destroyer: Level 6 2500 /1200 Dark Spellcaster
If this card is in your Graveyard: You can banish 3 “Spellbook” Spell Cards from your Graveyard; Special Summon this card from your Graveyard.
Prophecy Destroyer is a new Prophecy monster that at least partly seems to be counterproductive to the theme. Normally you want to have Spellbooks in your Graveyard rather than being banished, but there are some scenarios where this won’t be too much of a problem. As you’ll see later he can help you use “Spellbook Library of the Crescent” by clearing your graveyard of Spellbooks. Alternatively in the late game you could just have a graveyard full of Spellbooks, at which point you no longer really care about them and could quite happily banish some of them.
Within the theme he can be quite useful, since it gives Temperance another high level Spellcaster that she can summon, and it has slightly more power than the High Preistess. Once he’s been destroyed or you dump him to the Graveyard you can then revive him with his effect. This will basically be a free 2500 from your Graveyard and what’s more he can’t be stopped by cards like Thunder King Rai-Oh.
Lightray Madoor: Level 6 1200/3000 Light Spellcaster
If 3 or more of your LIGHT monsters are banished, you can Special Summon this card (from your hand). Once per turn, this card cannot be destroyed by battle.
Lightray Madoor is the new Lightray version of Neo Aqua Madoor. With a massive 3000 defense I find it unlikely that he’ll ever need to use his effect to protect himself in battle. Most decks would struggle to get a single monster on the field with enough attack to beat him, let alone two. As such most decks will instead just resort to other means to destroy or banish him. Having one time battle immunity attached to a giant wall does however mean he won’t be getting peirced by Gaia Dragoon like the smaller Spirit Reaper and Marshmallon do.
I think Lightray Madoor will find two main uses. He can either be used to stall, due to how hard it is to shift him, or he can be used for Xyz summoning. Since he’s Level 6 he could be quite handy for summoning a Rank 6 monster, since there’s nothing fancy to using him beyond simply having the Light monsters banished.
Blue Dragon Ninja: Level 5 2100/1200 Water Sea Serpent
Once per turn, during either player’s turn: You can discard 1 “Ninja” monster and 1 “Ninjitsu Art” card to target 1 face-up monster your opponent controls; this turn, that monster’s effects are negated, also that monster cannot attack.
Blue Dragon Ninja is a new Ninja to go along with “Ninjitsu Art of Super-Transformation”, since it gives you a lower Level summoning choice that still fits within the “Ninja” theme. Once summoned he is very similar to Effect Veiler, but there are some crucial differences between the two. Firstly of course is the surprise factor. Effect Veiler can come out of nowhere, whereas Blue Dragon Ninja will be sitting there on the field waiting for something to happen. This gives the opponent a chance to play around it. Secondly Blue Dragon Ninja can be used in either player’s turn, meaning you can use it during your own turn to stop the effect on an annoying monster, such as Spirit Reaper before destroying it.
Next you’ll notice that Blue Dragon Ninja negates an effect for the turn, not until the End Phase, this can be important for the interactions of some cards during the End Phase. It basically means the effect of the monster will stay negated throughout the End Phase, so for example Lightsworn will never mill if negated by Blue Dragon Ninja on that turn. Next he also blocks attacks which can be important for stopping huge powerful monsters. Sometimes it’s not good stopping the monster’s effect if it will just go ahead and kill you anyway afterwards.
The biggest problem though with Blue Dragon Ninja is the cost of his effect, which requires you to give up two quite narrow types of cards. You won’t always have these in your Hand, and multiple uses of his effect will very quickly drain your Hand away to nothing. I’d be surprised if you managed to successfully use his effect more than once or twice per game without ruining your own resources. If you’re in control of the game he can seal a victory, but if you’re on the back leg he’s not going to do you much good. Even if he saves you from one powerful effect you probably won’t have anything left to capitalise on it in the following turn.
Imairuka: Level 2 1000/1000 Water Sea Serpent
When this card on the field is destroyed by your opponent’s card (either by battle or by card effect) and sent to the Graveyard: Send the top card of your Deck to the Graveyard, then, if it was a WATER monster, draw 1 card.
Imairuka is a new water monster that I assume is getting ready for the new structure deck and Abyss Rising, which will both be filled with Water monsters. Since very soon you’ll want to get lots and lots of Water monsters into the Graveyard as quickly as possible he could be helpful with that. Unfortunately of course since you don’t know what you’ll be sending to the Graveyard you could instead hit another useful card, instead of a water monster. If you do get a water monster though you’ll end up replacing Imairuka with the card you’ve just drawn.
I think you’d probably be better off with other cards which give you more choice over what to dump, rather than Imairuka, since when he doesn’t work you’ll just end up losing a monster and a card from your deck for no real reason.
Revival Golem: Level 4 100/2100 Earth Rock
The effect of “Revival Golem” can only be used once per turn. When this card is sent from your Deck to the Graveyard: Activate 1 of these effects.
● Special Summon this card from the Graveyard.
● Add this card from the Graveyard to your hand.
Revival Golem is a useful new monster that can be used to bolster the new support Rock has received in this set. He can be used alongside Catapult Zone to give you free cards whenone of your Rock monsters would be destroyed in battle. He could also easily be used with Dust Knight, either for a Rank 4 Xyz summon, or just a way to make a defense should he be destroyed in battle.
A lot of the time you’ll want to special summon Revival Golem, since it will give you an instant 2100 wall, which if you want to can then be used for an Xyz summon later. However there will be time you’d rather have it in your Hand. For example if you’re afraid your of getting hit by Torrential Tribute, or are currently protecting a Fossil Dyna, thus preventing you from Special summoning. Also you might need a Rock monster for some of your Koa’ki Meiru.
Noble Arms – Gallatin: Equip Spell Card
You can only control 1 face-up “Noble Arms – Gallatin”. Equip only to a Warrior-Type monster. It gains 1000 ATK. During each of your Standby Phases, it loses 200 ATK. If this face-up card on the field is destroyed and sent to the Graveyard: You can target 1 face-up Warrior-Type “Noble Knight” monster you control; equip this card to that target. This effect of “Noble Arms – Gallatin” can only be used once per turn.
Noble Arms- Gallatin is a new Equip card that can support generic Warrior monsters, but will work best within a Noble Knight deck. Currently of course the latter category is rather narrow, but over time this should grow, and the card will get continually better.
Noble Arms- Gallatin gives a power boost as large as Axe of Despair on the turn you play it, but will gradually lose strength over time. Should the monster stick around for more than 5 turns it will actually end up getting weaker than it started off with. However I think it’s rather unlikely any monster will last this long.
The best thing about Noble Arms- Gallatin is unfortunately the hardest bit to use at the moment. Once per turn if it gets destroyed whilst face up and sent to the Graveyard , you can re-equip it to a Noble Knight. This makes it quite hard to get rid of, as long as you can keep a Noble Knight on the field. Even if you only have one of them you could keep on re-equipping Noble Arms- Gallatin until your opponent either manages to deal with the Knight, or the Arms twice. For most decks I imagine they’ll have an easier time getting rid of the Knight, although they might have to wait a few turns before they could do it by battle.
Spellbook Library of the Crescent: Normal Spell Card
If you have no “Spellbook” Spell Cards in your Graveyard: Reveal 3 “Spellbook” Spell Cards with different names from your Deck, your opponent randomly adds 1 of them to your hand, and shuffle the rest back into your Deck. You can only activate 1 “Spellbook Library of the Crescent” per turn. You cannot activate any Spell Cards the turn you activate this card, except “Spellbook” Spell Cards.
Spellbook Library of the Crescent is a search card for Spellbooks, but is quite a restrictive card. Since you can only use it when you have no Spellbook Spell cards in your Graveyard, it will only be useful during certain points of the game. In addition due to the name restriction you can’t just pick 3 copies of the same Spellbook to guarantee it’ll get into your hand.
Finally on the turn you use it you can only use other Spellbook Spell cards, this means you have to be careful how you follow it up. If your opponent has large defenses in your way there’s no guarantee you’ll get through and your new Spellbook could end up being wasted. If instead there is little to stop you, you won’t be too worried about the lack of other Spell cards, since your Spellbooks should be able to do their job.
It will be an excellent card at the start of the game, before you’ve drawn any other Spellbooks, since it can start off the rest of your strategies. However once any Spellbooks make it into the Graveyard you can no longer use the card, making it a completely dead card later in the game. However if you use Prophecy Destroyer you can clear 3 of them out and allow use of Spellbook Library of the Crescent.
Unless you’re playing builds with Prophecy Destroyer I’d be very cautious about trying to play more than 1 copy of this card.
Advance Zone: Continuous Spell Card
Once per turn, during the End Phase of any turn in which you Tribute Summoned a monster(s): You can apply these effects, depending on the number of monsters you Tributed for Tribute Summons this turn.
● 1 or more: Destroy 1 Set card your opponent controls.
● 2 or more: Draw 1 card.
● 3 or more: Add 1 monster from your Graveyard to your hand.
Advance Zone is similar to Trial and Tribulation from last set however there are important differences. Advance Zone is continuous, whereas Trial and Tribulation is a normal Spell card. This means it’s possible to use Advance Zone multiple times and you don’t have to worry about holding it back until you can get the most out of it. It does mean that your opponent can destroy it and stop you getting its effect though. Another problem is the fact that were you to use Treeborn Frog to fuel your Tribute summons, the two cards would clash, making Treeborn Frog unusable after that.
Another difference is that Advance Zone only counts for Tribute summons, whereas Trial and Tribulation does any type of tribute. This means Advance Zone is more restrictive in its uses, but I suppose this is to prevent decks like Hieratics from gaining too much of an advantage from playing it.
Advance Zone also has less powerful effects, which I assume it to balance the fact that you could use it repeatedly. It would be unfair otherwise. Most of the time you’ll manage to get the first effect to work, which can then be used to either clear out a Spell / Trap card or a set monster you didn’t deal with in battle. You’d rather have this effect during your turn than at the end of it though.
The second effect will happen on rarer occasions, but you won’t really mind when you draw the card, since it will start to make up for the fact you gave up two cards during that turn. The final effect is unlikely to ever happen, given that it’s only really the Wicked cards or the God cards that require 3 Tributes. Most of the time these sorts of cards can seal the duel anyway, but retrieving a Monster from the Graveyard will be a nice added bonus. You’ll probably want to save this for monsters that you can’t summon from the Graveyard.
Ninjitsu Art of Shadow Sealing: Continuous Trap Card
Tribute 1 “Ninja” monster to target 1 monster your opponent controls; banish that target. While that card is banished, its Monster Card Zone cannot be used. When this face-up card leaves the field: Return the card banished by this effect to the same Monster Card Zone in the same battle position.
Ninjitsu Art of Shadow Sealing is an interesting piece of removal, but I can’t help but feel you might be better off with simpler generic cards instead. Since it has no restrictions on the type of card you can banish it can be useful for getting rid of either attacking threats or defensive / face down cards you can’t deal with. However you can’t get rid of the card permanently, since it will come back once Ninjitsu Art of Shadow Sealing leaves the field. This means you’ll want to try and win the game before this happens. Alternatively if you expect that not to happen before the monster returns, you could instead banish an Xyz monster or similar, which will be weakened upon its return.
The fact you also seal away the monster zone that was previously in use will only ever be of a minor inconvenience to the opponent, since they’ll still have 4 spaces free to them. Unless you wanted to try throwing in cards like Ojama Trio too.
The only real advantage this has over the simpler straightforward cards is the fact that its searchable, and can be used to fuel other cards that require a Ninjitsu Art card.
Next time I’ll be back with the final part of my look at the Return of the Duelist cards with the OCG imports.