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Everlasting Glory - Set - Posting won't hurt you


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Set Info:

Name: Everlasting Glory

Set Prefix: EVGL

Cover Card: Archlord Sabbathiel

Features:

- Includes further support for the Ice Barrier, Mist Valley, Naturia, Ally of Justice, Archfiend (Including brand new LIGHT Archfiends), Monarch and More

- Include 2 new Synchro Fusion Monsters: "Ocean Dragon Lord - Neo Daelnodon", XXXXXXXXXXXXXXXXXX

- New Dark Counterparts

- Including the 5 Signer Dragon's Signature attacks card version.

- Introduces 1 new archetype: Dark Depths

- Revamps the concept of the Darkfire Monsters

- Introducing support for the anime only archetype "Sacred Knights" and "Tech Genus"

 

Card List

EVGL-EN001

Power Stealer (Common)

 

powerstealer.jpg

 

During the battle between this card and an opponent's Attack Position monster, until the End of the Damage Step, this card gains ATK equal to half the original ATK of that monster. When this card is destroyed by battle and sent to the Graveyard during your turn, draw a card during the End Phase of that turn.

 

EVGL-EN002

Armored Beast - Nacathlon (Common)

 

armoredbeastnacathlon.jpg

 

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing an EARTH monster in your Graveyard. This card gains 100 ATK for each of your removed from play EARTH monsters. When this card is destroyed and sent to the Graveyard, you can put up to 2 of your removed from play monsters into your Graveyard.

 

EVGL-EN003

Second Wave Dragon (Secret Rare)

 

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This card can be Special Summoned from your hand by sending 1 Dragon-Type monster from your hand. When this card is Summoned from your hand, send 1 Dragon-Type Monster from your Deck to your Graveyard. When this card is sent to the Graveyard, add a Dragon-Type monster, except "Second Wave Dragon" from your Graveyard to your hand.

 

EVGL-EN004

Example Synchron (Rare)

 

 

examplesynchron.jpg

 

If this card is used as a Synchro Material Monster, you can treat this card as the required Tuner for the Synchro Summon of any Synchro Monster that requires an specific Tuner Monster.

 

EVGL-EN005

Archlord Sabbathiel (Secret Rare)

 

archlordsabbathiel.jpg

 

If your opponent Special Summon a monster for the second time during the same turn, you can Special Summon this card from your hand. When you do, you take no Battle Damage this turn.. Neither player can inflict effect damage. If this face-up card would be sent from the field to the Graveyard, it returns to the top of the owner's Deck, instead.

 

EVGL-EN006

Double Cannon Sabertooth (Rare)

 

doublecannonsabertooth.jpg

 

Once per turn, during your Main Phase, if you control this card on the field, you can equip it to 1 Level 5 or Lower monster you control as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, reduce the ATK of the equipped monster by 500, it inflicts Piercing damage and, once per turn, after that monster attacks a Defense Position monster, it can attack once more.(1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed, destroy this card instead.)

 

EVGL-EN007

Winter Soldier of the Ice Barrier (Special)

 

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Once per turn you can select a number of monsters your opponent control equal to the number of "Ice Barrier" monsters you control. Those monster have their effect negated until the End Phase of your opponent's next turn.

 

EVGL-EN008

Brain Researcher (Common)

 

brainresearcher.jpg

 

When this card is Summoned, look at the top 3 cards of your deck. If there is a Psychic-Type Monster Card among those cards, you can reveal it and add it to your hand. Then you take damage equal to the Level of that monster x 300. Return the remaining cards to the top of the Deck in any order.

 

EVGL-EN010

Aslaon, Lion King of the Ice Barrier (Special)

 

aslaonlionkingoftheiceb.jpg

 

1 Tuner + 1 or more non-Tuner WATER monsters

When this card is Synchro Summoned succesfully, return each other card on the field to its owner's hand. If you do skip your next Battle Phase. Each time this card attacks if you control 2 or more "Ice Barrier" monsters you can negate the activation of 1 of your opponent's Spell or Trap cards and send it to the Graveyard.

 

EVGL-EN010

Sacred Knight Reliquary-Bearer (Ultra Rare)

 

sacredknightreliquarybe.jpg

 

1 "Sacred Knight" Tuner + 1 or more non-Tuner monsters

As long as this card is face-up on the field other "Sacred Knight" monster you control cannot be target of your opponent's Spell or Trap Cards. When this card is destroyed and sent to the Graveyard, during your next Standy Phase, you can remove 1 "Sacred Knight" from your Graveyard and Special Summon this card in Attack Position.

 

EVGL-EN011

Natural Consonance (Rare)

 

naturalconsonance.jpg

 

Activate only by selecting a face-up level 4 or lower "Naturia" monster you control . Special Summon 1 "Naturia" monster from your Deck, whose level 1 less than the selected monster. During the End Phase this turn, remove from play that monster.

 

EVGL-EN012

Rising Mist Current (Common)

 

risingmistcurrent.jpg

 

Once per turn, during any player's turn, you can return 1 card you control to your hand. "Mist Valley" monsters you control gain 500 ATK until the End Phase of any turn a card(s) you control is returned to your hand. When this card is destroyed by a card effect you can return it to your hand instead.

EVGL-EN013

Buster Breaker (Common)

 

busterbreaker.jpg

 

This card can only be activated if 2 or more cards were sent from the field to the Graveyard this turn. Select and destroy up to 2 cards on the field.

 

EVGL-EN014

Pluvios, the Rainstorm Monarch (Ultra Rare)

 

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When this card is Normal or Special Summoned, you can have your opponent shuffles up to 2 cards from his/her hand onto his/her Deck. This card cannot attack during the turn it is Normal or Special Summoned.

 

 

EVGL-EN015

Tech Genus Cyber Arm Ps-04 (Common)

 

techgenuscyberarmps04.jpg

 

When this card destroys a monster by battle inflict 500 Damage to your opponent's Life Points. This card is also treated as a Machine-Type monster. When a Spell or Trap Card you control targets this card as a Machine-Type monster, halve this card's original ATK and DEF. When this card is destroyed, you can add 1 "Tech Genus Cyber Arm Ps-04" from your Deck to your hand. You cannot use it this turn.

 

 

EVGL-EN016

Tech Genus Cyber Angel Fa-07 (Ultra Rare)

 

techgenuscyberangelfa07.jpg

 

When a Synchro Monster is Summoned, you can Special Summon this card from your hand. When you do that Synchro monster returns to its owner's Extra Deck. This card is also treated as a Machine-Type monster. When a Spell or Trap Card you control targets this card as a Machine-Type monster, halve this card's original ATK and DEF. When this card is destroyed, you can add 1 "Tech Genus Cyber Angel Fa-07" from your Deck to your hand. You cannot use it this turn.

 

 

EVGL-EN017

Genus Draw SP-00 (Common)

 

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Activate only while you control 2 or more different Types of monsters. Draw 2 cards, then discard 1 card.

 

EVGL-EN018

Conflict of the Unstable Army (Common)

 

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Activate only while you control 2 or more different Types of monsters. For each one of them, select and activate 1 of the following (You can only select each effect once): *Draw a card. * Select 1 face-up monster on the field and return it to its owner hand. * Your opponent discards 1 card from his/her hand. * Destroy 1 Spell or Trap card on the field. *Increase the ATK of 1 monster you control by 1000, until the End Phase.

 

EVGL-EN019

White Rook Archfiend (Common)

 

whiterookarchfiend.jpg

 

When an "Archfiend" monster you control is targeted by the effect of a card controlled by your opponent, you can send this card from your hand to the Graveyard to negate the effect and destroy that card. Also, if you control a "Terrorking Archfiend" you can Special Summon up to 2 "Archfiend Tokens" (Fiend-Type/DARK/Level 1/ATK 500/DEF 500) in Defense Position. They cannot be Tributed for a Tribute Summon during the turn that they are Special Summoned.

 

EVGL-EN020

White Queen Archfiend (Common)

 

whitequeenarchifiend.jpg

 

When this card is targeted by the effect of a card controlled by your opponent, you can send an "Archfiend" monster you control to the Graveyard to negate the effect and destroy that card. You can only control 1 "White Queen Archfiend". Increase the ATK of this card by 500 points for each "Archfiend" monster you control. As long as this card remains face-up on the field, your opponent cannot select another "Archfiend" monster as an attack target.

 

EVGL-EN021

White Pawn Archfiend (Common)

 

whitepawnarchfiend.jpg

 

When this card is targeted by the effect of a card controlled by your opponent, you can send an "Archfiend" monster you control to the Graveyard to negate the effect and destroy that card. If you control a face-up "Archfiend" monster you can Special Summon this card from your hand. When 1 or more "Archfiend" monsters you control are destroyed and sent to the Graveyard you can send this card to the Graveyard instead.

 

EVGL-EN022

White Knight Archfiend (Common)

 

whiteknightarchfiend.jpg

 

When this card is targeted by the effect of a card controlled by your opponent, you can send an "Archfiend" monster you control to the Graveyard to negate the effect and destroy that card. This monster can attack twice during the same Battle Phase. This card cannot attack a player directly. If this card attacks, it is changed to Defense Position at the end of the Battle Phase. This card's battle position cannot be changed until the end of your next turn, except with a card effect.

 

EVGL-EN023

White King Archfiend (Common)

 

whitekingarchfiend.jpg

 

You cannot Normal Summon this card unless you control an "Archfiend" monster. This card's name is treated as "Terroking Archfiend" while it is face-up on the field. When this card is targeted by the effect of a card controlled by your opponent, you can send an "Archfiend" monster you control to the Graveyard to negate the effect and destroy that card. Once per turn, you can increase this card's ATK by the ATK of an "Archfiend" monster you control. If this card's ATK is increased by 1000 or more by this effect, damage inflicted to your opponent by this card is 0 and it is destroyed during the End Phase.

 

EVGL-EN024

White Bishop Archfiend (Common)

 

whitebishoparchfiend.jpg

 

When an "Archfiend" monster you control is targeted by the effect of a card controlled by your opponent, you can send an "Archfiend" monster you control to the Graveyard to negate the effect and destroy that card. When an "Archfiend" monster you control destroys an opponent monster by battle, you can select 1 card at random from your opponent's hand, and your opponent puts that card on the top of his/her Deck.

 

EVGL-EN025

Ally of Justice - Ultimum (Special)

 

allyofjusticeultimum.jpg

 

1 Tuner + 1 or more non-Tuner monsters

When this card is Synchro Summoned Succesfully it gains the following effects based on the number of LIGHT monsters in your opponent's Graveyard: * 1 or more: This card gains 500 ATK. * 3 or more: If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. * 5 or more: Remove from play each LIGHT monster on the field.

 

EVGL-EN026

Ocean Dragon Lord - Neo Daelnodon (Secret Rare)

 

oceandragonlordneodaeln.jpg

 

1 WATER Synchro + 1 Sea Serpent-Type monster

This card can only be Special Summoned by Fusion Summon. Once per turn you can send any number of cards from your hand to the Graveyard to send the same number of cards in your opponent 's side of the field or hand to the Graveyard. If you use this effect you can only declare an attack with this card during your Battle Phase.

 

EVGL-EN027

Leviathan of the Dark Depths(Secret Rare)

 

leviathanofthedarkdepth.jpg

 

1 WATER Tuner + 1 or more non-Tuner monsters

As long as you control a level 3 or lower Sea Serpent-Type monster, this card cannot be destroyed by battle and if this card attacks an opponent's monster, this card gains 400 ATK during the Damage Step only. When this card is sent to the Graveyard you can Special Summon level 3 or lower Sea Serpent-Type monsters whose total level is equal 7.

 

EVGL-EN028

Hidden in the Blindspot(Common)

 

hiddenintheblindspot.jpg

 

Remove 1 monster you control from play. During your Next Standby Phase after this card's activation return that monster to the field and it inflicts damage to your opponent equal to half its original ATK.

 

EVGL-EN029

Jester Changer(Rare)

 

jesterchanger.jpg

 

1 Tuner + 1 or more Non-Tuner Monsters

When this card is Synchro Summoned Succesfully, you can Special Summon 1 Tuner monster from your Graveyard in face-up Attack Position. Its effect is negated and cannot be used as a Synchro Material Monster this turn. If this card is sent to the Graveyard for a Synchro Summon, pay 800 Life Points to return this card to the Extra Deck.

 

EVGL-EN030

Junk Force (Rare)

 

junkforce.jpg

 

Activate only by selecting 1 face-up monster you control when you control 2 or more "Junk" monsters. The selected monster can't attack this turn. When a "Junk" monster you control, battles this turn, increase its ATK by half the ATK of the selected monster during the Damage Step only. If a "Junk" monster will be destroyed this turn, destroy the selected monster instead.

 

EVGL-EN031

Absolute Powerforce (Common)

 

absolutepowerforce.jpg

 

Activate by selecting 1 face-up monster you control. Increase the selected monster's ATK by 1000. Until the End Phase only the selected monster can declare an attack. When it destroys a monster your opponent controls, destroy all Defense Position monsters your opponent controls after Damage Calculation. During your End Phase, destroy all other monsters you control that did not declare an attack this turn.

 

EVGL-EN032

Darkfire Witch (Common)

 

darkfirewitch.jpg

 

When this card is Normal or Flip Summoned, tribute this card and 1 "Darkfire" monster you control to Special Summon 1"Darkfire" monster from your hand, or Deck. When this card is in your Graveyard, you can treat this card's name as "Darkfire Soldier" or "Darkfire Dragon".

 

EVGL-EN033

Archfiend Wiseman (Common)

 

archfiendwiseman.jpg

 

When the effect of a Spell or Trap card would destroy 1 or more monsters you control, you can activate this card's effect by selecting 1 monster you control. That monster is not destroyed and this card is Special Summoned from your hand. If this card is Special Summoned with this effect, remove it from play when it is removed from the field.

 

EVGL-EN034

Advanced Engineering Development (Rare)

 

advancedengineeringdeve.jpg

 

Activate only while you control 2 or more different Types of monsters. Tribute 1 "Tech Genus" monster on the field. Special Summon 1 "Tech Genus" monster from your Graveyard.

 

EVGL-EN035

Darkfire Meteor Dragon (Special)

 

darkfiremeteordragon.jpg

 

1 Darkfire Tuner + 1 or more Darkfire non-Tuner monsters.

Once per turn you can remove a "Darkfire" monster in your Graveyard. If you removed a card named "Darkfire Soldier", destroy your opponent's face-up monster with the highest ATK. If you removed a monster named "Darkfire Dragon", your opponent sends 2 cards from his field, hand or deck to the Graveyard.

 

EVGL-EN036

Escaping from the Warfield (Common)

 

escapingfromthewarfield.jpg

 

When a monster you control would be destroyed by battle while you control this face-up card it is not destroyed (Damage calculation is still applied), then a "Scar Counter" is placed on each of those monsters. When there are 3 or more "Scar Counters" on the field destroy this card. When this card is destroyed by a card effect, draw 1 card.

 

EVGL-EN037

Treason of the Dark Depths (Common)

 

treasonofthedarkdepths.jpg

 

Activate when you control a face-up level 3 or lower WATER monster. Take control of 1 of your opponent's monsters that is equipped with this card. When you control no level 3 or lower WATER monsters this card is destroyed and you take damage equal to the equipped monster's ATK.

 

EVGL-EN038

Dark Conductor Tyranno (Super Rare)

 

darkconductortyranno.jpg

 

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by tributing a Level 7 or higher monster. Once per turn you can tribute 1 DARK monster to inflict 1000 Damage to your opponent

 

EVGL-EN039

Eternal Sunshine (Common)

 

eternalsunshine.jpg

 

Activate only while you control a face-up "Ancient Fairy Dragon".Select and activate 1 of these effects:* Destroy 1 Field Spell Card on the field. you gain 1000 Life Points. Then add a Field Spell Card from your Deck or Graveyard to your hand.*Special Summon 1 Level 4 or Lower LIGHT monster.

 

EVGL-EN040

Dark Gearfried (Secret Rare)

 

darkgearfried.jpg

 

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 send 1 face-up Equip Card you control to the Graveyard to negate the activation of an effect that would destroy a DARK monster on the field and destroy it.

 

EVGL-EN041

General of the Dark Depths (Super Rare)

 

generalofthedarkdepths.jpg

 

1 WATER Tuner + 1 or more non-Tuner monsters

This monster cannot be Special Summoned except by Synchro Summon. All WATER monsters you control (except this card) gains 400 ATK. Negate the effects of a Trap Card that targets this card and destroy it. The effect of an Effect Monster that this monster destroys as a result of battle is negated.

 

EVGL-EN042

Cavalier of the Dark Depths (Secret Rare)

 

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Once per turn by tributing 1 "Dark Depths" monster you control, return 1 card on the field to its owner's hand.

 

EVGL-EN043

Child of the Dark Depths (Common)

 

childofthedarkdepths.jpg

 

When this card is Normal Summoned, you can send 1 level 3 or lower Sea Serpent-Type monster from your Deck to your Graveyard. If you do, you can add 1 "Child of the Dark Depths" from your Deck to your hand.

 

EVGL-EN044

Heart of the Dark Depths (Common)

 

heartofthedarkdepths.jpg

 

When this card inflicts Battle Damage to your opponent, send the top card of their Deck to the Graveyard. When this card is sent from the field to the Graveyard, add 1 level 3 or lower Sea Serpent-Type monster from your Deck to your hand.

 

EVGL-EN045

Shaman of the Dark Depths (Common)

 

shamanofthedarkdepths.jpg

 

When a Spell or Trap card is activated you can send this card to the Graveyard, then your opponent sends 1 card of the same type as the targeted Spell or Trap. If your opponent does not, negate the activation of that Spell or Trap Card and destroy it.

 

EVGL-EN046

Queen of the Dark Depths (Ultra Rare)

 

queenofthedarkdepths.jpg

 

1 WATER Tuner + 1 or more non-Tuner monsters

The effect of level 3 or lower WATER monsters cannot be negated. When your opponent Normal or Special Summon a non-WATER monster, they send a card from their hand to the Graveyard.

 

EVGL-EN047

Vanguard of the Dark Depths (Common)

 

vanguardofthedarkdepths.jpg

 

When this card is Normal Summoned, you can Special Summon 1 Level 2 or lower monster from your Graveyard. That monster cannot be used as a Synchro Material monster this turn. As long as that monster is face-up on the field, this card gains 500 ATK.

 

EVGL-EN048

Rarity of the Dark Depths (Common)

 

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If this card is used for the Synchro Summon of a WATER Synchro monster, you can add 1 level 3 or Lower WATER monster from your Graveyard to your hand, except "Rarity of the Dark Depths".

 

EVGL-EN049

Terror of the Dark Depths (Rare)

 

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As long as you control at least 1 level 3 or lower WATER monster, when this card destroys an opponent's Defense Position monster by battle, you can select and Special Summon 1 Level 3 or lower Sea Serpent-Type monster from your Graveyard.

 

EVGL-EN050

Spawn of the Dark Depths (Common)

 

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Once per turn during your Main Phase, if you control this monster on the field, you can equip it to a face-up Sea Serpent-Type monster on your side of the field as an Equip Spell Card OR unequip the Union equipment and Special Summon this card in face-up Attack Position. When equipped to a monster by this card's effect, that monster's ATK is increased by 500 points. Also that monster's Level is increased by 2 (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed, this card is destroyed instead.)

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i'm really lazy, so i'm only going to rate some of them:

 

1. power stealer

not that powerful, since the effect wouldn't work on any monster with more than 1600 atk. but it is only a 3 star, so its balanced. 8/10

 

2. example synchron

its useful, but most synchros don't need a specific tuner. so 7.5/10

 

3. Winter Soldier of the Ice Barrier (i chose him cause he sort of looks like altair)

useful effect, balanced. 8/10

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Power Stealer

Can run over a decent amount of monsters. If it still doesn't run over a monster, it leaves a little nice gift, letting you draw a card the turn it gets destroyed. If that turn was during your turn of course. Simple effect, but can be helpful with the draw power it can give you. 8.4/10

 

Armored Beast - Nacathlon

That first effect reminds me of a certain Rock-Type monster, I forgot which one though. I swear this card is like support for that one Rock-Type monster I forgot. 8.8/10

 

Second Wave Dragon

Interesting how you can Normal Summon it from your hand but it has a cost. It's like an additional Normal Summon I guess? The card pretty much dumps and recycles Dragon-Type monsters you urgently need. I'm guessing this is Hopeless Dragon support? It's just a guess, I don't know much about the Hopeless Dragon decks. 9.2/10

 

Example Synchron

This card is just LOVELY. It's like a more advanced version of Quickdraw Synchron. This fears me though, this might be the new kind of Quickdraw Deck. Mainly because it's a better Quickdraw. The card needs some sort of drawback. Otherwise, this card is a great card in Synchro Decks. 9.7/10

 

Archlord Sabbathiel

Can pretty much save your arse if your opponent is going to do an OTK or FTK that turn. You get a beater on your field and it saves you for that turn from any battle damage, giving you one more chance to change the duel in that 1 turn. Saving you from effect damage is nice as well. It's a 'Screw You' to the Froggy FTK. It gets recycled easily, which I love. Overall, this is superb tech or side-deck kind of card. IMO, this makes great Anti-Meta. I could see this being limited or semi-limited though somehow. 9.8/10

 

Double Cannon Sabertooth

To pretty much simplify this card's union effect is, it makes the equipped a piercer that can attack twice a turn. Pretty sweet IMO. I can see a deck based around this as a fun deck or possibly a competitive one. The stat reduction of 500 is to high IMO. I'd make it 200. Overall, decent card. 8.6/10

 

Winter Soldier of the Ice Barrier

A bit of Anti-Meta this card has. Seeing you can just target this card and a monster your opponent controls. Can screw over lots of cards. Infernity, Stardust Dragon, DAD, etc. It's also nice how it's a 1800 beater. Great support for Ice Barriers and for Anti-Meta decks as well. 9.9/10

 

Brain Researcher

It pretty much gives you to make a plan before you even draw the cards. Has decent searching ability, but IMO, the x300 is to high. I'd make it a simple x200 or even a x100. The simple last effect of placing them back in any order helps even more with a plan or combo you would have in mind. 9.5/10

 

Sacred Knight Reliquary-Bearer

Protects your Sacred Knight monsters by pretty much any destruction Spell or Trap cards. Can recycle itself again and again, as long as you have enough Sacred Knights. I don't really know what kind of archetype is the Sacred Knights in the OCG, so I don't know whats their theme. If their theme is around Spell and Trap cards, I'd say this card fits quite well. 9/10

 

Natural Consonance

Great card. You can search out a Naturia and use it's effect for that 1 turn, or maybe get out a Tuner or Non-Tuner for a really quick Synchro. Or use it for an attacker for that 1 turn. Quite the flexible card in Naturias. 9.6/10

 

Rising Mist Current

OMG A MIST VALLEY FIELD SPELL. It's pretty much a simple supporter. Trigger a few effects when you bounce a certain Mist Valley or something, while at the same time, boosting their stats up by a decent 500, which can even make monsters with as low as 1300 ATK to a beater of 1800 for that turn. It also can recycle itself, which is nice and optional. Decent card I would use for the Mist Valley's if I was going for beatdown. 9.3/10

 

Buster Breaker

It kinda reminds me of Starlight Road for some reason. Can be quite the threat if used at the right time. The main reason I love this card is that because I love card destruction xD Nice card overall, don't know what kind of deck it would go into, but nice card. 9.7/10

 

Pluvios, the Rainstorm Monarch

That picture looks oddly similar to Dimensional Alchemist. To simplify the card's effect, the card is for hand control. Some great control while I might add it. Abuse this card's effect by using this card by the following: 1. Special/Normal it, trigger effect. 2. Get a Tuner on the field if you don't have one already. 3. Synchro a monster. 4. Use De-Synchro. 5. Activate Pluvios's effect again. This way your opponent loses 4 cards in their hand. Which can be quite sucky. Nice card overall. 9.8/10

 

Overall, can't wait for more of this set and what's the new archetype for it :D

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Power Stealer

Can run over a decent amount of monsters. If it still doesn't run over a monster' date=' it leaves a little nice gift, letting you draw a card the turn it gets destroyed. If that turn was during your turn of course. Simple effect, but can be helpful with the draw power it can give you. 8.4/10

 

[b']Armored Beast - Nacathlon[/b]

That first effect reminds me of a certain Rock-Type monster, I forgot which one though. I swear this card is like support for that one Rock-Type monster I forgot. 8.8/10

 

Second Wave Dragon

Interesting how you can Normal Summon it from your hand but it has a cost. It's like an additional Normal Summon I guess? The card pretty much dumps and recycles Dragon-Type monsters you urgently need. I'm guessing this is Hopeless Dragon support? It's just a guess, I don't know much about the Hopeless Dragon decks. 9.2/10

 

Example Synchron

This card is just LOVELY. It's like a more advanced version of Quickdraw Synchron. This fears me though, this might be the new kind of Quickdraw Deck. Mainly because it's a better Quickdraw. The card needs some sort of drawback. Otherwise, this card is a great card in Synchro Decks. 9.7/10

 

Archlord Sabbathiel

Can pretty much save your arse if your opponent is going to do an OTK or FTK that turn. You get a beater on your field and it saves you for that turn from any battle damage, giving you one more chance to change the duel in that 1 turn. Saving you from effect damage is nice as well. It's a 'Screw You' to the Froggy FTK. It gets recycled easily, which I love. Overall, this is superb tech or side-deck kind of card. IMO, this makes great Anti-Meta. I could see this being limited or semi-limited though somehow. 9.8/10

 

Double Cannon Sabertooth

To pretty much simplify this card's union effect is, it makes the equipped a piercer that can attack twice a turn. Pretty sweet IMO. I can see a deck based around this as a fun deck or possibly a competitive one. The stat reduction of 500 is to high IMO. I'd make it 200. Overall, decent card. 8.6/10

 

Winter Soldier of the Ice Barrier

A bit of Anti-Meta this card has. Seeing you can just target this card and a monster your opponent controls. Can screw over lots of cards. Infernity, Stardust Dragon, DAD, etc. It's also nice how it's a 1800 beater. Great support for Ice Barriers and for Anti-Meta decks as well. 9.9/10

 

Brain Researcher

It pretty much gives you to make a plan before you even draw the cards. Has decent searching ability, but IMO, the x300 is to high. I'd make it a simple x200 or even a x100. The simple last effect of placing them back in any order helps even more with a plan or combo you would have in mind. 9.5/10

 

Sacred Knight Reliquary-Bearer

Protects your Sacred Knight monsters by pretty much any destruction Spell or Trap cards. Can recycle itself again and again, as long as you have enough Sacred Knights. I don't really know what kind of archetype is the Sacred Knights in the OCG, so I don't know whats their theme. If their theme is around Spell and Trap cards, I'd say this card fits quite well. 9/10

 

Natural Consonance

Great card. You can search out a Naturia and use it's effect for that 1 turn, or maybe get out a Tuner or Non-Tuner for a really quick Synchro. Or use it for an attacker for that 1 turn. Quite the flexible card in Naturias. 9.6/10

 

Rising Mist Current

OMG A MIST VALLEY FIELD SPELL. It's pretty much a simple supporter. Trigger a few effects when you bounce a certain Mist Valley or something, while at the same time, boosting their stats up by a decent 500, which can even make monsters with as low as 1300 ATK to a beater of 1800 for that turn. It also can recycle itself, which is nice and optional. Decent card I would use for the Mist Valley's if I was going for beatdown. 9.3/10

 

Buster Breaker

It kinda reminds me of Starlight Road for some reason. Can be quite the threat if used at the right time. The main reason I love this card is that because I love card destruction xD Nice card overall, don't know what kind of deck it would go into, but nice card. 9.7/10

 

Pluvios, the Rainstorm Monarch

That picture looks oddly similar to Dimensional Alchemist. To simplify the card's effect, the card is for hand control. Some great control while I might add it. Abuse this card's effect by using this card by the following: 1. Special/Normal it, trigger effect. 2. Get a Tuner on the field if you don't have one already. 3. Synchro a monster. 4. Use De-Synchro. 5. Activate Pluvios's effect again. This way your opponent loses 4 cards in their hand. Which can be quite sucky. Nice card overall. 9.8/10

 

Overall, can't wait for more of this set and what's the new archetype for it :D

 

 

THANK YOU

 

This was a really complete review.........

Glad to have members like you around

 

Everyone else thanks as well.

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Aslaon, Lion King of the Ice Barrier

This reminds me of well, the Lion King xD That first effect is confusing. Each other card? Needs to be somewhat more specific. How do you know if a card is an 'other' card or just a normal card? Skipping the Battle Phase I don't know if is a good drawback or not, since I do not understand the first effect. That last effect I guess works best against cards like Mirror Force, Negate Attack, Dimensional Prison, cards like that. Decent card for field control and for battling control. 8.2/10

 

Tech Genus Cyber Arm Ps-04

Lol it's a dude attached to Armory Arm xD That first effect can be somewhat OP'd, with the 1900 beater + an additional 500 when it runs over a monster. I'd lower the stats to maybe 1800 ATK and lower the additional burn to maybe 200-400. Those last signature effects always makes sense. Problem is, why a Psychic-Type? Most Psychic's involve effects where you have to pay LP as a cost, this doesn't. I think it should be Warrior. 8.3/10

 

Tech Genus Cyber Angel Fa-07

First effect can be easily be pulled off, saving your arse or just to continue a heavy beatdown your planning to dish out. But then, I read the second effect, bouncing the Synchro monster back D: Last effect is standard. Overall, IMO, I think you should have a different drawback then bouncing back the Synchro monster. 8.5/10

 

Genus Draw SP-00

Simple effect for the Genus archetype. Draw 2 and discard 1. Simple draw power is simple. 9.6/10

 

Conflict of the Unstable Army

One again, support for Tech Genus. Lets run down the effects. First one is simple draw power which everyone loves. Second effect has simple bouncability (<- not a real word) to piss off your opponent. Use it on cards they took a long time to get out. Effect after this is simple hand advantage/control over your opponent. The effect after this one is pretty much a MST, which is nice. Last one is a great boost for 1 of your monsters. Simple and flexible card, but lacks a few drawbacks. 9.4/10

 

White Rook Archfiend

OMG ITS A COUNTERPART ARCHETYPE! This first effect seems just awesome. Negating effects that can save your monsters arse. Reminds me of Starlight Road, but for monsters. Even better, the card now reminds me of Dandylion, being able to generate tokens for any type of fodder. Simple card but great effect. On the field can be used for stall and fodder as well. 9.7/10

 

White Queen Archfiend

This card protects itself from your opponents effect at the cost of tributing an Archfiend you control. Interesting. I think this is going to be their key effect. This card can become quite the beater. With the wording, the card already starts off as a 1400 attacker. This card can become as high as...3400 if I am not mistaken. Which is incredibly OP'd if I am right. What'd I do is make it's original stats either 400 or ? and change the 500 per Archfiend to a 300-400. That way the highest it can be is 1900 or 2400, not as high, but decent. That last effect adds to the OP'dness IMO. 9.1/10

 

White Pawn Archfiend

I'm guessing the key way to protect your Archfiends is by having a decent amount of them on the field. Can simply be Special Summoned just by that first effect, making it instant fodder. That last effect just screams out 'Fodder' to me. Seeing it protects your Archfiends from being destroyed and shiz. Great for fodder overall. 9.6/10

 

White Knight Archfiend

Another beater :O Standard first effect. Being able to attack twice is always nice. Has that signature effect for most Level 4 beaters, switching to DEF position at the end of the Battle Phase. Overall, it's a decent beater, but nothing else. Besides fodder that is. Maybe add something else to the beating, like it can give piercing damage if you tribute an Archfiend monster as well? 8.9/10

 

White King Archfiend

It kinda bugs me that the King and Queens are only Level 4. First effect is standard. It being also treated as Terrorking Archfiend can be helpful. That last effect just continues the beatdown with this deck. I don't think that this card should be destroyed if it gets beefed up by 1000 or more, it should be the selected monster that should be destroyed. Or maybe even removed from play. Yet another beater. Now I know that the main concepts for the archetype is beatdown and protecting each other. 9.4/10

 

White Bishop Archfiend

Standard first effect. The card is pretty much for hand advantage. Keep on using this, your opponent will be stuck using the same cards every single time, unless they can destroy this card. The card overall, has simple hand/duel control. The card is pretty much stalling your opponent's tactics. 9.6/10

 

Ally of Justice - Ultimum

Lets see these effects. First one can make it a 2800 beater, which rivals cards like Colossal Fighter and Goyo Guardian. Second effect pretty much makes it an Ancient Gear Golem, which can be helpful. That last effect is simply for monster control. Simple LIGHT hating effects, even though only 1 of them involve LIGHT monsters. 9.2/10

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I can't rate these cards right now, since around a quarter to a half of them are either half loaded or a quarter loaded xP Probably a glitch when they changed YCM's format. When all the bugs and glitches get cleared out, (hopefully in 2 weeks or less), I'll rate them ASAP, and when I do, expect a looong review xD

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I can't rate these cards right now, since around a quarter to a half of them are either half loaded or a quarter loaded xP Probably a glitch when they changed YCM's format. When all the bugs and glitches get cleared out, (hopefully in 2 weeks or less), I'll rate them ASAP, and when I do, expect a looong review xD

 

 

Weird I just uploaded and they are all good now...

 

Anyways...Thanks for keep tracking this set

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