Return of the Duelist Overview Part 11: OCG Imports

8 Oct

For the final part of my Return of the Duelist Overview I’m going to be looking at the OCG imports in the set. Most of these are themed support for certain decks, but half of them appear to be dedicated to Number 91: Thunder Spark Dragon.

Chewbone: Level 3 300/300 Earth Zombie

FLIP: Special Summon 3 “Chewbone Jr. Tokens” (Zombie-Type/EARTH/Level 1/ATK 100 / DEF 300) in Defense Position to your opponent’s side of the field.

Chewbone is an odd little Zombie, since it gives your opponent free tokens. In this way it’s similar to Ojama Trio, except that Ojama Trio restricts what your opponent can do with them. For this reason it’s a little harder to use Chewbone to clog the opponent’s field. This means you have to try and be a bit cleverer with him.

One possible use is to turn the tokens against your opponent in some way. This could be done via a card like All-Out Attack, forcing the tokens to attack your more powerful monsters, or via cards like Token Thanksgiving or Feastival to heal / burn respectively. Unfortunately this seems too much effort to be honest, considering that you can usually get equal or better effects just by playing a single card instead.

The other possibility is making  Chewbone work for you, by Creature Swapping it to the opponent and giving you 3 tokens. This seems like the best use of the card to me, however the problem is that you’d have to hold back until you have both Chewbone and Creature Swap.

Overall it’s probably too much effort to try using Chewbone effectively.

Eco, Mystical Spirit of the Forest: Level 4 1700/1000 Earth Plant

When you take damage from an opponent’s card effect: You can Special Summon this card from your hand, and if you do, inflict damage to your opponent equal to the damage you took, also both players take no further effect damage this turn.

Eco is very similar to Damage Mage, another card from the same set, but seems to be the much better card. Instead of healing the burn damage you’ll hit the opponent with the same amount, and in Yu-Gi-Oh! it’s usually better to kill the opponent faster than make yourself harder to kill.

Just like Damage Mage he also special summons himself, but he has much higher attack, meaning you could actually attack other monsters with Eco, or alternatively just make a more successful blocker of attacks.

The biggest thing though is the fact that it prevents both players from taking effect damage this turn. This can stop burn decks in their tracks for the turn which can sometimes make all the difference. You won’t really care for the fact the opponent can’t be burned either.

The only downside really compared to Damage Mage is that you can’t summon it from your own effect damage to yourself, but this only rarely happens anyway. As such I doubt it will ever make much difference. As such I see few reasons not to use Eco if you had a choice between the two.

Number 6: Chronomaly Atlandis: Rank 6 2600/3000 Light Machine

2 Level 6 monsters
When this card is Xyz Summoned: You can target 1 “Number” monster in your Graveyard; equip that target to this card. This card gains ATK equal to half the ATK of that equipped monster. Once per turn: You can detach 1 Xyz Material from this card to send the monster equipped by this effect to the Graveyard; halve your opponent’s Life Points. You cannot conduct your Battle Phase the turn you activate this effect.

Atlandis is a potentially very powerful Xyz monster, but isn’t the easiest to set up in the game. Many decks struggle to get Rank 6 monsters out, but at least Chronomaly themselves can do it via 2 Moai and a Golden Jet. The next issue is that in order to use Atlandis to his full power you’ll need another Number monster in your Graveyard already. Fortunately though there are several popular generic Number monsters in use at the moment in lots of decks, such as Shockmaster, Leviathan Dragon, Utopia, Giga Brilliant and Acid Golem of Destruction. If you are planning to use him in Chronomaly you’ve also got Machu Mech to use.

In most cases once you’ve attached the Number monster to Atlandis his power should be in the 3500-4000 range, which should be enough to take down most threats. If there is nothing in your way then you might not even want, or need, to use his second effect, since you can do more from battle alone.

If on the other hand you’re not sure if you’ll be able to successfully attack you can just use the second effect instead. Halving your opponent’s lifepoints can be a massive hit, but it depends on when in the game you use it. Summon Atlandis at the start of the game and you can take off 4000 lifepoints, but wait until later in the game and you might not even manage 1000.

Early game it would be better to halve the opponent’s lifepoints, but it’ll also be much harder to even set up for this effect. Late game I think you’d be better off just keeping the attack boost and trying to go for game via battle damage.

Miracle Contact: Normal Spell Card

Shuffle into the Deck, from your hand, field, or Graveyard, the Fusion Material Monsters that are listed on an “Elemental HERO” Fusion Monster that lists “Elemental HERO Neos” as a Fusion Material, then Special Summon that Fusion Monster from your Extra Deck, ignoring its Summoning conditions.

Miracle Contact is a powerful card for Neos decks, but this is unfortunately the only place where it can find uses. The Neos fusions have always had an advantage over normal fusions due to not requiring a fusion card to perform, however have suffered from the fact you need to summon the two or more monsters to the field. Miracle Contact gives up the freedom of not using a fusion card but makes the fusions much easier to achieve. For example since you can use cards from the Graveyard you won’t lose any cards in the process. Some Neos fusions have very powerful effects, but were just too hard to summon before.

Do note that if you intend to use this for Neos Knight, that since he isn’t fusion summoned, he won’t gain any attack boost.

Advanced Dark: Field Spell Card

All “Crystal Beast” monsters on the field and in the Graveyard become DARK. If “Rainbow Dragon” or “Rainbow Dark Dragon” attacks, negate the effects of the attack target during that Battle Phase. During damage calculation, if a “Crystal Beast” monster you control battles and you would take damage: You can send 1 “Crystal Beast” monster from your Deck to the Graveyard; you take no Battle Damage from that battle.

Advanced Dark is a new field spell for Crystal Beasts that functions in a completely different fashion from Rainbow Ruins. It seems to be dedicated to summoning either of the Rainbow Dragons, and finally gives the deck a way to summon Rainbow Dark Dragon.

The first effect could either be used to allow Dark support to be mixed into the deck, or to allow the summoning of monsters that require Dark monsters, such as Dark Armed Dragon or of course Rainbow Dark Dragon. Since most Dark support for on field cards, such as Dark Illusion, aren’t used anyway I doubt anyone will incorporate them into a Crystal Beast deck. On the other hand I could see people putting in the Dark monsters.

The 2nd effect will make your Rainbow Dragons even more powerful, since they can negate the effects of opponent’s monsters that they attack, making them a bit harder to kill.

Finally the last effect can save you from some battle damage, whilst also thinning your deck and setting up your Rainbow Dragons. This can hopefully allow you to send the less useful Crystal Beasts to the Graveyard before you draw them.

If you’re playing a version of Crystal Beasts based on the Rainbow Dragons then Advanced Dark will help you, however if you’re playing a version of the deck without them you’d still be better off with Rainbow Ruins.

Pahunder: Level 4 1300/600 Light Thunder

Once per turn: You can Normal Summon 1 Level 4 LIGHT Thunder-Type monster from your hand, except “Pahunder”, as an additional Normal Summon.

Mahunder: Level 4 1400/700 Light Thunder

Once per turn: You can Normal Summon 1 Level 4 LIGHT Thunder-Type monster from your hand, except “Mahunder”, as an additional Normal Summon.

Since Pahunder and Mahunder are practically the same I’ll cover them both at the same time. The only difference between the two being that Mahunder has an additional 100 Attack and Defense. The main purpose of these cards appears to be for Xyz summoning, especially those that require 3 materials, such as Number 91: Thunder Spark Dragon, which we’ll get to later.

They both give you an extra Normal Summon for a Level 4 Light Thunder-Type monster, which is a fairly narrow category consisting of less than 20 cards. This means there isn’t an awful lot you can do with them. You could simply try to swarm the field with monsters such as Thunder King Rai-Oh, or you could summon use Vylon Prisma for a Synchro summon, and finally you can perform Xyz summons. If you only have Pa/Mahunder and one other Level 4 Light Thunder-Type monster then you can get a Rank 4 that needs two materials, but if you have both of them and another Level 4 Light Thunder-Type monster then you can gain two additional normal summons and instantly get a Rank 4 with 3 materials.

Sishunder: Level 4 900/400 Light Thunder

When this card is Normal Summoned: You can target 1 Level 4 LIGHT Thunder-Type monster with 1600 or less ATK in your Graveyard, except “Sishunder”; banish that target. During the End Phase of this turn, add that card to your hand.

Sishunder is different from her mother and father, since she doesn’t give you an extra normal summon. Instead she allows you to get back a Level 4 Light Thunder-Type monster from your graveyard in your End Phase, via being banished. However she has an additional Attack power restriction, further limiting your range of choices. In all honesty she’ll most likely be used to bring back copies of one of her parents to allow for future combos and to make up for cards spent in previous turns.

Since she’s such a small monster it’ll take a lot of effort to protect her, and unless you really need her for a big Xyz summon I’d probably just let her die anyway.

What I think you’re meant to do with these 3 cards is summon Pa/Mahunder, summon the 2nd out of Pa/Mahunder, then summon Sishunder and banish a card to retrieve at the end of the turn. Finally you combine them all to summon the next card Number 91: Thunder Spark Dragon. Or alternatively you could summon Shockmaster instead.

Number 91: Thunder Spark Dragon: Rank 4 2400/2000 Light Dragon

3 Level 4 monsters
Once per turn, you can activate 1 of these effects.
● Detach 3 Xyz Materials from this card; destroy all other face-up monsters on the field.
● Detach 5 Xyz Materials from this card; destroy all cards your opponent controls.

Number 91: Thunder Spark Dragon is meant to be the end point of the Hunder family, but other decks capable of summoning lots of Level 4s could also use it, such as Wind-Ups or Six Samurai. Although I think those decks may just go for Shockmaster instead. The stats on Number 91: Thunder Spark Dragon aren’t too impressive for requiring 3 monsters, but it does have 2 powerful effects. Unfortunately for most decks you’ll never be able to use the second effect.

By detaching 3 materials from him you can destroy all your opponent’s face up monsters. This is of course a powerful effect, but you could get the same just by playing Lightning Vortex, which is much easier to pull off. Or instead Dark Hole, which can also destroy face down monsters. If you want to make this worthwhile you’ll want to aim for hitting at least 3 monsters, otherwise it will feel like a waste of investing 3 cards.

The 2nd effect requires 5 materials, but is very powerful, capable of destroying everything your opponent controls. The problem though is the fact that you need to get 5 materials on him in the first place, since he only comes with 3 when you summon him. This could be achieved via cards like Overlay Eater or Spirit Converter (which we’ll see next). Whilst this is a powerful effect it will take you far too many cards to pull it off, and chances are if the opponent has enough cards to make this worthwhile, they’ll probably be able to stop you. It’ll be even worse if you get hit by an Effect Veiler after all this effort.

Spirit Converter: Continuous Spell Card

Once per turn: You can target 1 Xyz Monster you control; attach 1 Level 4 LIGHT monster you control to that target as an Xyz Material. When this card is sent from the field to the Graveyard: Target 2 Level 4 LIGHT Thunder-Type monsters with the same name in your Graveyard; add those targets to your hand.

The final card in the set is Spirit Converter, which can be used to replenish your Xyz materials, but only if you’re playing a Light deck. This is of course meant to be used with Number 91: Thunder Spark Dragon, since after 2 turns you can use his 2nd effect, but that will have cost you 6 cards in the process, without even giving you the win. You’d be better just trying to gather Exodia instead. In any scenario I think you’d probably be better just not worrying about gaining extra Xyz materials, since it’s rarely worth losing a monster, and having another nearly dead card.

At least once Spirit Converter is gotten rid of you’ll get two Level 4 LIGHT Thunder-Type monsters with the same name back, which can make up for all the cards you’ve lost in the process. I think that probably the best use for this card is actually to try and use it to discourage Heavy Storm plays or similar. Rather than even bothering to gain Xyz materials you could just try and concentrate on getting back cards from the Graveyard.

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One Response to “Return of the Duelist Overview Part 11: OCG Imports”

  1. Nhan-Fiction October 8, 2012 at 2:39 am #

    I love the Hunder cards! ❤

    http://nhanfiction.com/2012/10/01/wonder-thunder/

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