Blake Posted April 7, 2016 Report Share Posted April 7, 2016 Before the reveals last night, I felt like TDIL was a very interesting set. We were shown a number of neat cards, concepts, and even some plain good cards (albeit in certain environments) like Pot of Cupidity, Shiranui Sage, and Block Dragon, to name a few. But… The final reveals were rather disappointing. Out of the 24 cards revealed by leaks instead of Konami, only 5 or so really stood out. The set as a whole is still interesting, but… Well, let’s cover it. Maybe when I’m done I’ll have change my mind? I’ll at least have established my opinion completely. ----- 001-008, 053: Performapals These were… Overall disappointing, really. Bot-Eyes sucks, though I guess it could be good if we ever got an Odd-Eyes that does something in the grave. Gongcat is hot garbage. Bad level, bad effects, bad stats… Just run Swincobra. Extra Shooter is weird. I want to justify it as a Barbar-esque card, but the issue is that it’s dead outside of those kill plays AND it can’t be used the turn you search it 9/10. IDK, not bad, not good. Barrier Balloon Baku’s just mediocre. It needed to be any damage and to have a better secondary effect. Rubber Mutton is mediocre in every aspect except scale. Given Trump Girl, you’d think being a 1 scale is relevant, but… It’s really not. Trump Girl goes in Odd-Eyes which has better 1 scales. Bubbulldog is okay. While neither effect is amazing, it does protect your Xyz/Synchros/Fusions, which isn’t bad at all. The Monster Effect is mediocre for needing to activate, but you’ll rarely ever summon this anyway, outside of Odd-Eyes builds, which idk. Scale 5 makes me sad. Radish Horse is a fine tech for the Partnaga slot. It’s not a reptile, but it’s still a solid card, especially seeing as it’s level 4 and EARTH, and its typing may garner some generic usage for it. Life Swordsman looks like a Magician. Is intended to synergize with the Magician tuner. And does nothing. It is just garbage. Super Hippo Carnival is absolutely great, though! If/when E-Tele gets hit, we have a replacement that isn’t as absurd, so that’s nice, not to mention the option to run 2 4-card E-Tele engines. 009, 046: Magician/Paladin Acrobat Magician is a whole bunch of effects that don’t actually do anything, and its scale is shared with Oafdragon, so… Nirvana High Paladin is overkill. Very cool overkill, neat boss, but overkill. Pendulum is unlikely to have a card it wants to instantly recur from the Graveyard, and Trump Girl, while good, doesn’t need the added utility of going into a situational boss. 010-011, 056: D/D Thomas will change how the deck is played, to a degree. Being able to go Rank 8 with him on the cheap is really funking good, and it has no fiend restriction on it. Kali Yuga, Harbinger, Felgrand, whatever. Not to mention that it’s the second best Pendulum Effect (Orthros is 3rd, Abyss Ragnarok is 1st). All around good card. Nikola, however… really mediocre. It does something that D/D doesn’t care about and lacks the resources to actively abuse… While restricting what it gets back onto the scale. The 2K buff is nice, but I don’t think it’s really worth it. Forbidden Dark Contract with the Swamp King sucks. I’m not sure why it has so many restrictions, because removing/loosening even one of them makes it a good tech, 012-013, 047-049: Blackwings Tornado seems… Okay? Or rather, it seems flawed. It also has one too many restrictions, and I’m not sure why it has so many Gofu is a good one-of, just because it’s an insanely searchable Cydra-esque revival card. Sayo is garbage, but at least it’s better(?) than Recipro Dragonfly…? Sohaya is a problem card waiting to happen, but I’m still not sold on it, overall. I know it has good interactions, but… I mean you’ll run it, but yeah. Onimaru is mediocre. You’re never really going to make it in a way that makes its +3000 live, at least not when it’s the optimal play to do so, and Chidori does the general beater thing better. Effect destruction immunity is cute, but it’s only really good against bad decks, and the level change had no reason to be once per DUEL. 014-016, 050, 070: Red (Dragon Archfiend) Red Wolf is okay, but it still feels bad. It only really pairs with Red Resonator, and that’s just not good enough. Furthermore, I really don’t get why it’s not generic for fiends/fiend-type tuners or why its stats halve (other than a nod to Vice Dragon), as if fiends having a level 6 Kagetokage would be absurd. Gardna needing RDA makes it trash. Should have been generic (at least somewhat), because a power handtrap that does nothing on its own isn’t that bad. Mirror is… a thing. It feels really gimmicky and slow, though I guess it’s not awful. It gets Decatron back, at least? I really wonder why all 5 of the “Red” cards have different aims, though. Red Resonator is generic, this makes sense. Red Sprinter is Fiend-type Tuners, okay. Red Wolf is Resonators… Um, why? Red Gardna is RDA-only… Again, why? Mirror is FIRE Fiend-types. Why didn’t you just do this in the first place (sans Redres)? I get that they wanted to support Jack in a way, but it’s so scatterbrained and confounding. 017-019, 052, 057-059, 071: Dark Magician Support This support feels more coherent than most of the other legacy revivals (which says a lot for how little it got, 8 cards), but it still feels underwhelming. It has power plays, but nothing supremely outstanding, and it’s not that hard to answer. Biggest thing going for it is that you can burst OTK in certain setups, which can be funking terrifying. I’m not UPSET with it like I was for 905-907, but it’s still not amazing. 020: Master Peace, the True Dracoslayer I want to see what this card does. It feels like a reasonable boss, and while Clash is at 3 it’s not hard to fulfill… Buuut you don’t really want to run too many copies and Forge doesn’t seem too worth it, either. It’s a very cute boss monster, but it’s probably not going to see much, if any, play. 021-024, 043-045, 060-061, 072-073: Metalphosis From the Monsters, Fusions, and the first 2 S/T, this was… Interesting, at least. It had potential. Its last 2 supports, Metalphosis Counter and Metamor Formation, are funking trash. It feels dead in the water, honestly, and it’s the 5th time in a row that this has happened to a degree. Majespecter faired a bit better, admittedly, but they still dropped off before long. I’m really disappointed in how underwhelming this deck is now that it’s all said and done, and the fact that it can mix with other decks with some ease does not change that this deck, itself, doesn’t feel complete. Maybe we have a Level 5 and Level 6 in the next set, but for now? Meh. None of the hybrid builds, outside of the unplayable Performage/Ariadne build, feel worth it. 025: Agnismazd Vanisher, the True Dracoking Interesting and solid card. You can make advantage plays to summon it, and if you used 2 FIRE… Kudos, you get a banish to make it only a -1 to summon! -1 2900 isn’t even that bad, anyway. Probably fine, moving forward. 026: Dinomist Ankylos “We’re Sorry for BOSH: Part 1” It’s good. … I’m not sure what else to say. It’s a very boring but solid card. 027-030, 062-063, 074: Tramid I have no idea what to make of these. They seem more coherent than most of their equivalents in 905-908 on release, but it still feels… IDK, clunky. Hunter is insane, but the rest are just okay, so. 031: Shiranui Sage “We’re Sorry for BOSH: Part 2 - Electric Boogaloo” Absolutely insane card. Made Shiranui/Zombie somewhat playable, and made Sword into a really good card. Time will tell just HOW playable, but very ,very good card, probably one of the best in the set. 032: Toon Dark Magician Again, I’d rather low level toon stuff, but this is still very funking good. And I’m glad that it’s not just another port from OG to Toon form, because that’s what Toon needs to have an identity, not nostalgia bait. 033: Scapeghost Level 1. 0/0. Tuner. Zombie. DARK. These are all very good things. I really don’t put much stock in the effect, though it’s fine, but those facets make it a good card, regardless of the effect.. 034: Block Dragon Another very good card. A recurring Level 8 EARTH Rock is good, considering that Rock IS one of the easier types to dump, and it only has a restriction on its powerful search. While the blanket protection isn’t what it once was, it’s still strong, and the last effect does not care how it hit the grave, so… Fusions (Gem-Knights) and Synchros will love it to death. Not sure if any Rituals really work with it, though… Nope, none. 035: Amaterasu Um… Okay? It’s very cute, but between NA rulings and how slow it is, it just doesn’t seem good. I’d rather work at putting Yamata/Hino on board than this. 036: Black Dragon Ninja This card is funking garbage, and I have no clue why it’s so BAD. It feels like it was meant to be one of the TCG exclusives back in… 2013? But never got released. Just… Eew. 037: Magic Strider Searchable out to Fields/scale/etc.Not bad, not amazing, though I wish there was a bit more flavor to this upgrade. That’s just a personal thing, though. 038: Electrifying Mustangun I really find it funny how this got printed right after Lavalval Chain got the OCG axe. Chain + CotH into this would be absolutely disgusting. However, we don’t have that to worry about, so that’s good. It’s a Sea Horse target, but it can’t be double summoned onto the board… Or even Normal Summoned. I’m not sure WHERE this card fits, though I’m sure there’s a place, and it’s definitely going to pop up at some point. Just continues the idea of Thunder = Stun type. Muh Stun Gun, after all. 039: Totem Five Adorable. I can’t call it bad, because it can realistically go off, it just feels so overkill in doing so. I’m not going to completely write it off, I just can’t see it taking off. 040: Tuning Gum It’s a Level 1 DARK Fiend Tuner. That’s not bad. And neither are the effects. It just really feels like it lacks a home right now, so idk. 041: Wrecker Panda Despite Wiki listing a OPT, the Japanese text does not have one, and I haven’t seen an update since the leaks, sadly. So I’ll make 2 sides. If it’s OPT, it sucks. End of story. It it’s NOT OPT, it’s a really good sleeper card. It makes sense that it was printed after Reasoning got slammed, given things like Red Mirror feel like secret Infernoid support, so I’d definitely lean more towards this one. Reminder that Omega has similar timing, but he has a OPT to make sure he doesn’t do it over and over. 042: Fairy Tail – Shirayuki Sleeper card. Both effects are genuinely good, and it is just a matter of time until it sees play. Who knows? It could see IMMEDIATE play, for all I know. Lack of OPT anywhere on the card just sells it even more. 051: Coral Dragon Eh? As a Level 6 Synchro, it’s worse than most of the others. It’s neat that it’s a tuner and has a float, but it’s still not enough for me to say it’s a better card than Nothung, Psyhemuth, and so on. 054: Moonlight Perfume Good card, not really what they needed. I mean, okay, the second effect kinda is, but the fact they have to revive to do it makes this card potentially slow, unless you also opened Sheep. Given the deck’s absolute lack of survivability (outside of Lion Dancer), it needed more speed than this grants. Insane card, even, but… yeah. 055, 069: Frightfur Both of these cards are garbage ngl. There are cute interactions with them, but absolutely nothing good, and I’m not sure why Waltz says BOTH “Opponent’s” and “Fusion Monster”, instead of Opponent’s Special Summoned OR Fusion. Also not quite sure why it;s a Frightfur card in its current state. 065: Cosmic Cyclone Konami realized MST was total sheet… Because they printed Twin Twisters in BOSH. That’s about all. It’s not 100% better, but I’d put it over 90% better. 066: Pot of Cupidity Great card that is undervalued by many, many players. You don’t play this in decks with lots of search/thin naturally, you play this for slow decks. Things you banish are resources you’d never see anyway (like Milling but a little more harsh), and cards like Omega synergize really well with it. Criminally underrated by many, but not some gamebreaking card, just a very strong card for slower decks or Shiranui. 067: Semi-Spell Zone I… still do not like this card. I don’t think it actually does anything. It hurts you just as much as the opponent in many cases, and only really benefits you if/when you can make it to Ignister, so... 068: Card of Soul Adorable garbage. Maybe we’ll get consistent LP manipulation at some point to make it good, but I very highly doubt that. 075: Destruction Sword Reminiscence “We’re Sorry for BOSH: Part 3 - Give Us Your Money” Slow as it is, it’s a solid card for a failed support attempt. It’s nothing amazing, and I’m not even sure it needed the discard (Revealing 1 in hand would have been enough), but as I said, overall solid. Helping you cheat into Fusion Blader without running Poly/finding the spell to potentially go neg is a big plus. 076: Endless Trap Hole It’s good in lolGhostrick. Otherwise… I don’t know, it feels underwhelming elsewhere. I know it makes Raff into a generic mini-Evilswarm Nightmare, but is that a good enough use? It doesn’t really seem like it’s as good as BTH/TTHN/others, so I’m really unsure. I guess it lets you beat over Ships without needing a 5K Utopia/buffs/etc? It also lets Dweller punish them some. 077: Premature Return I know we got a trap banish version of The Shallow Grave, but I really don’t think this needed to banish from the hand to go off. Yes, it can be used in EP for value, I just don’t really think it needed THAT cost. Maybe something smaller. 078: Joining Forces A story card. Nothing more. It’s really kinda bad. 079: Pendulum Hole Too narrow and outclassed. Even putting Strike down to 1 or 2 doesn’t sell this card, at all. And putting them back in the deck is arguably worse than sending them to the grave, outside of destroying Ariadne. 080: Examination I like the idea, but it’s waaaaaay too late into YGO for this type of card to be good. Kudos for an attempt? ----- Overall I feel there was more effort put into this set than most of 905-908 had. It’s not the best set ever, but I don’t think it’s one of the worst, either, and it adds a good number of interesting cards into the game. Some good, some bad, some sleeper, but the general idea remains that these cards aren’t that bad. The final 24, as I said, were… really funking uninteresting or bad. I said 5 before, but maybe 6-7, at most, of those cards were interesting. I don’t think I could pinpoint a best of the set, despite saying that Shiranui Sage is one of the best, just because the set seems to have a few levels of power within it, which stay fairly consistent, making it harder to judge. Overall, while the final 24 were a bit of a let down, the set as a whole was a lot more fun to anticipate and see reveals for than SHVI or BOSH. Or DOCS. And technically CORE, though that was mostly because reveal day showed everything in it to be a flop, barring Performages and Luster/Ignister. Point remains, though. Link to comment Share on other sites More sharing options...
VCR_CAT Posted April 7, 2016 Report Share Posted April 7, 2016 I'm only going to comment on the stuff I really care about atm. Dark Magician SupportA fun deck, especially in the Pendulum variants, that's capable of some silly crap; but knowing where Magician Pendulums have laid on the chopping-block for the OCG and potentially the TCG pretty much tells me that the best way of playing this deck is probably not going to be around very long. It's a cool deck and the support has a lot of cohesion to it; definitely this and BEWD has the best legacy/nostalgia support out of recent sets so far. MetalphosisHad potential, and I liked where it was going, but it ultimately falls short. The deck, from my testing, has problems with opponents disrupting their plays. If your starting play gets the axe, it kind of kills your momentum and allows the opponent to steal away. The new trap, being just a normal trap, does nothing to help this and it's very disappointing. The field spell could have been so much better. Definitely a deck you'll be able to do some fun stuff with, but I'm sad it's not as good as it could have been. Tramid These guys looked cool at first, and it looked like you'd be able to build something solid with them; but in practice it's kind of a mess. The deck suffers from consistency and speed issues something fierce, and while there's potential for these to be paired with decks like Chronomaly or Gogogo's, neither of these really fill in the holes that the archetype naturally has. I'm sure the new rock support we got will have a proper home; it's just not with these guys. Thankfully, not nearly as bad as Digital Bugs, but still kinda bad. You have amazing consistency and deck thinning on the S/T department, but the monster part is just dead in the water. GenericsPot of Cupidity is at least something you can run for decks without good consistency or thinning, but I unfortunately tried it in a deck that had such traits and wow I almost decked out from using only one. I might have a couple decks that would like to use it, but for now I can see this being a sleeper card that will really make an impact in a proper home. I really like Block Dragon; it's a super solid card that I can see some real potential in. Too bad Tramids are kinda bad. Wrecker Panda better not have an OPT; that artwork is to die for and want this card to be as silly as it can be. I really like Coral Dragon as well. I've been testing it in the pool of level 6 synchros, and compared to the others it offers spot removal, which is actually kind of needed. It has a good niche, and while not utterly amazing out of the gate, it definitely has some great uses in store for it. Endless Trap Hole was almost the best trap hole on reason of forcing the opponent's field to be clogged with useless set monsters and being at 3 to boot with no special requirements on what it can hit or how the monsters it can hit were summoned; but it can only hit one monster. Shame. Could be a good option with Raff; but I doubt it. Card of Soul I can see having some funny uses. While not competitive, I definitely enjoy this card. Yah boyee get on that Cyclone train chooo choooooooo Final ThoughtsOverall better than the utter disappointments that 905-908 have been. There's some cool stuff in here, but I can't say this set was a total redemption for those trash sets just yet. Frickin' no good machine support yet either. Hopefully 910 is the Konami Redemption we all need. Link to comment Share on other sites More sharing options...
Blake Posted April 7, 2016 Author Report Share Posted April 7, 2016 Endless Trap Hole was almost the best trap hole on reason of forcing the opponent's field to be clogged with useless set monsters and being at 3 to boot with no special requirements on what it can hit or how the monsters it can hit were summoned; but it can only hit one monster. Shame. Could be a good option with Raff; but I doubt it.Actually... From wiki: When your opponent Summons a monster(s): Change that monster(s) to face-down Defense Position. Monsters changed to face-down Defense Position by this effect cannot change their battle positions. Still doesn't seem amazing, though. Link to comment Share on other sites More sharing options...
Kaiji Posted April 7, 2016 Report Share Posted April 7, 2016 Scapeghost can use its Flip Eff using Briilliant Fusion sending A/D changer and make the new Cardian Synchro so that's some gimmicky sheet right thefe Link to comment Share on other sites More sharing options...
VCR_CAT Posted April 7, 2016 Report Share Posted April 7, 2016 Actually... From wiki:When your opponent Summons a monster(s): Change that monster(s) to face-down Defense Position. Monsters changed to face-down Defense Position by this effect cannot change their battle positions. Still doesn't seem amazing, though. Whoa, okay that's actually really good. Outside of decks that can Tribute Summon or Fusion Summon, forcing a Book of Moon effect on a monster without the ability to change its position is really, really good. It not only renders the monster mostly useless for a lot of decks, but anything that just planted a lot of stuff on the field really clogged said field and most likely won't be able to do anything significant for the rest of the turn. So, while it is a little match-up dependent in that decks like Monarchs or anything Fusion related don't really care at all for it; the decks it does hit it kind of hits hard. It being at 3 and not caring about what was summoned or how it was summoned is a pretty dang big boost for it, especially with some solid pseudo-removal. Link to comment Share on other sites More sharing options...
Blake Posted April 7, 2016 Author Report Share Posted April 7, 2016 Scapeghost can use its Flip Eff using Briilliant Fusion sending A/D changer and make the new Cardian Synchro so that's some gimmicky sheet right thefeI funking love all these cute little interactions. Link to comment Share on other sites More sharing options...
Premier Alexander Romanov Posted April 7, 2016 Report Share Posted April 7, 2016 Black, you didn't say anything about Tyrant or King's Scarlet. Link to comment Share on other sites More sharing options...
Toffee. Posted April 7, 2016 Report Share Posted April 7, 2016 I funking love all these cute little interactions.It's fun card made for funtimes. So of course it can do things like that =D Link to comment Share on other sites More sharing options...
Kaiji Posted April 8, 2016 Report Share Posted April 8, 2016 cAN'T believe i missed this, but thanks to a friend you can also use Amaterasu with Brilliant + A/D Changer. Use the extra normal for Aratama to search Amaterasu at the same time (tunnel vision made me think of Trick Clown + Seraphinite as the tributes for Amaterasu) Link to comment Share on other sites More sharing options...
The Highlander Posted April 8, 2016 Report Share Posted April 8, 2016 Well quite a good recapitulation, the only fact I would object would be that sage is among the best cards in the set, coinsidering the set has nothing all too flashy and all too game changing (except perhaps cosmic cyclone and pot of cupidity), let alone those being cards which establish an archtype from a terrible archtype to a quite synergetic archtype, not to mention Sage alone fixes most, if not all problems shiranui did have.That at the very least is my reason to state Sage is propably the most promising and best card in the entire set, for it establishing zombie/shiranuis as a really solid deck, while also fixing their speed. Link to comment Share on other sites More sharing options...
Blake Posted April 8, 2016 Author Report Share Posted April 8, 2016 Well quite a good recapitulation, the only fact I would object would be that sage is among the best cards in the set, coinsidering the set has nothing all too flashy and all too game changing (except perhaps cosmic cyclone and pot of cupidity), let alone those being cards which establish an archtype from a terrible archtype to a quite synergetic archtype, not to mention Sage alone fixes most, if not all problems shiranui did have. That at the very least is my reason to state Sage is propably the most promising and best card in the entire set, for it establishing zombie/shiranuis as a really solid deck, while also fixing their speed.I... did say that it's among the best cards, not that it wasn't. It seems like you're agreeing with me...? Link to comment Share on other sites More sharing options...
The Highlander Posted April 8, 2016 Report Share Posted April 8, 2016 I... did say that it's among the best cards, not that it wasn't. It seems like you're agreeing with me...?I am agreeing with you, I am just adding that the distance to the next best card is big enough to state it to be the best card in the set. Link to comment Share on other sites More sharing options...
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