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Intercept Wave

Intercept Wave is a powerful Quick Play Spell Card, but its power depends on how many Synchro Monsters are in your opponent’s Extra Deck. If there are a lot of Synchro Monsters in their Extra Deck, chances are that they will be able to Synchro Summon monsters easily. Intercept Wave switches all Synchro Monsters on the field to Defense Position. This will either make a Synchro Monster easier to destroy or prevent it from attacking (since Synchro monsters and most monsters cannot attack in Defense Position). Then, during the End Phase, Intercept Wave sends all of those face-up Synchro Monsters to the Extra Deck. The strongest Synchro Monsters are out of sight, and if you use a Deck based on XYZ Monsters while your opponent uses a Deck based on Synchro Monsters, Intercept Wave will give you a big advantage.

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Galaxy-Eyes Photon Dragon OR Red Dragon Archfiend

Galaxy-Eyes Photon Dragon and Red Dragon Archfiend are both powerful Dragon-Type monsters with 3000 ATK. Everything else about these two cards is different. One of these monsters is a LIGHT monster while the other is a DARK monster.Galaxy-Eyes Photon Dragon has 500 extra DEF and is an Effect Monster while Red Dragon Archfiend is a Synchro Monster.

Galaxy-Eyes Photon Dragon can also be Special Summoned from your hand by Tributing 2 monsters you control with 2000 or more ATK. When Galaxy-Eyes Photon Dragon battles, you can banish it and the monster it is battling. During the End Phase, both monsters return to the field in their respective positions. If the monster banished by this card’s effect is an XYZ Monster, this card gains 500 ATK for each XYZ Material attached to the XYZ Monster before it was banished.

When Red Dragon Archfiend attacks a Defense Position monster, all Defense Position monsters your opponent controls are automatically destroyed. If you use a card such as Zero Gravity to switch the Battle Positions of your opponent’s monsters so that a majority or all of those monsters are in Defense Position, you will be able to destroy a lot of monsters with Red Dragon Archfiend’s effect. Monsters you control that do not attack are destroyed during the End Phase, but if you can destroy a lot of your opponent’s monsters with this card’s effect, your other monsters will be able to your opponent’s life points directly.

If you had to win the duel, which card would you rather have on your side of the field? Red Dragon Archfiend or Galaxy-Eyes Photon Dragon. Please leave a comment with your answer.

 

Number 105: Battlin’ Boxer Star Cestus

Number 105: Battlin’ Boxer Star Cestus is a Rank 4 XYZ Monster with 2500 ATK and 1600 DEF that requires 3 Level 4 monsters as the XYZ Materials. When a Battlin’ Boxer monster you control battles an opponent’s monster, you can detach 1 XYZ Material from this card to negate the effects of the opponent’s monster until the end of the turn, the monster you control cannot be destroyed by that battle, and any battle damage you would have taken is implied to your opponent instead. This card allows your weaker monsters to do more damage to your opponent, and if a strong Battlin’ Boxer monster is attacking an opponent’s monster with a good effect such as Yubel, Number 105: Battlin’ Boxer Star Cestus will be able to negate that monster’s effect.

Madolche Hootcake

Madolche Hootcake is a Level 3 monster with 1500 ATK and 1100 DEF. When this card in your possession is destroyed by an opponent’s card (either by battle or by a card effect) and sent to the Graveyard, this card is shuffled into your Deck. This card’s effect guarantees that you will always have a card in your Deck as long as you can get your opponent to destroy this card with one of their cards. Madolche Hootcake allows you to banish 1 monster from your Graveyard in order to Special Summon 1 Madolche monster from your Deck except another Madolche Hootcake. You can only use the effect of this card once per turn, but if you are constantly Special Summoning Madolche monsters from your Deck, you will easily be able to XYZ Summon a strong monster.

 

Duck Fighter

Duck Fighter is a Level 3 monster with 1300 ATK and 1400 DEF that can be Special Summoned from your hand by Tributing Tokens whose total Levels equal 3 or more. By Special Summoning this card with this effect, you will be able to Normal Summon or Set another monster during the same turn. If the other monster you Normal Summon is a Level 3 monster, you can XYZ Summon a Rank 3 or higher XYZ Monster. You also have the option to Synchro Summon if you have a Tuner on your side of the field. Duck Fighter gives you a lot of options, and in a game where it is getting easier to Special Summon monsters, Duck Fighter is a great card to add to your Deck.

Mecha Phantom Beast Turtletracer

Mecha Phantom Beast Turtletracer is a Level 3 monster with 500 ATK and 2000 DEF. This card’s Level is increased by the total Levels of all Mecha Phantom Beast Tokens you control. This will allow Mecha Phantom Beast Turtletracer to quickly reach a very high Level depending on the number of Mecha Phantom Beast tokens you control. Mecha Phantom Beast Turtletracer is also able to keep its enhanced Level for awhile because each turn, the first Mecha Phantom Beast Token you control that would be deserted by  battle is not destroyed. This will make it less likely for your opponent to attack you directly, and it will take 2 of your opponent’s monster’s attacks to destroy one of your Mecha Phantom Beast Tokens.

Pinpoint Guard

Pinpoint Guard is a Trap Card that can be activated when an opponent’s monster declares an attack. When this card is successfully activated (given that your opponent’s monster is attacking), you can target 1 Level 4 or lower monster from your Graveyard and Special Summon it in face-up Defense Position. The Special Summoned monster cannot be destroyed by battle or by card effects this turn. Since the monster is in Defense Position, you won’t be able to lose any life points, and since the Special Summoned monster can’t be destroyed, your opponent won’t be able to attack your life points directly. The Level 4 or lower monster Special Summoned by this effect still has its ATK/DEF and its effect for next turn if that effect proves to be useful at the time.

Number 107: Galaxy-Eyes Tachyon Dragon

Number 107: Galaxy-Eyes Tachyon Dragon is a Rank 8 XYZ Monster with 3000 ATK and 2500 DEF that requires 2 Level 8 monsters as the XYZ Materials. Once per Battle Phase, at the start of your Battle Phase, you can detach 1 XYZ Material from this card to negate the effects of all other face-up monsters currently on the field. Then, the ATK and DEF of all of those monsters become their original ATK and DEF. If a monster was equipped with a card like United We Stand, all of the ATK and DEF that monster would have gained is negated. This will most likely make Number 107: Galaxy-Eyes Tachyon Dragon the strongest monster on the field. Even if this card is not the strongest monster on the field, it gains 1000 ATK when it attacks that turn. Number 107: Galaxy-Eyes Tachyon Dragon can also attack twice during each Battle Phase it uses its effect. Number 107: Galaxy-Eyes Tachyon Dragon will be able to inflict a lot of damage to your opponent’s life points, and it will be able to prevent your opponent’s monster effects from activating.

 

De-Synchro

De-Synchro is a Spell Card that allows you to target 1 face-up Synchro Monster and return that target to the Extra Deck. Then, if all of the monsters used for that Synchro Summon of that monster are in your Graveyard, you can Special Summon them to your side of the field right away. The advantage of De-Synchro is that you can disassemble your Synchro Monster so you can Synchro Summon an even better Synchro Monster, or you can use this card on one of your opponent’s Synchro Monsters. If you use this card on an opponent’s Synchro Monster, they won’t get the Synchro Materials back to their side of the field.

 

Greed Quasar

Greed Quasar is a Level 7 monster with ? ATK and ? DEF. The original ATK and DEF of this card is equal to the Level of this card times 300. When this card destroys a monster by battle, this card’s Level increases by the Level of the destroyed monster. With its own effect, Greed Quasar is able to exceed Level 12. If this card destroys a Level 6 monster, it will become a Level 13 monster. There is no limit to how much ATK this card can gain, but if it is flipped face-down or taken off of the field, this card’s Level goes back down to 7.

Windrose The Elemental Lord

Windrose The Elemental Lord is a Level 8 monster with 2800 ATK and 2200 DEF that cannot be Normal Summoned or Set. Windrose The Elemental Lord cannot be Special Summoned except by having exactly 5 WIND monsters in your Graveyard. This allows you to easily play a powerful monster without any Tributes. When this card is Special Summoned, all of the Spell and Trap Cards your opponent controls are destroyed. With no Spell or Trap Cards, this card will be able to do a lot of damage to your opponent, especially if he/she controls no monsters or a monster in Attack Position that doesn’t have a lot of ATK points. The effect of Windrose The Elemental Lord can only be used once per turn. The only flaw with Windrose The Elemental Lord is that when it leaves the field, you must skip the Battle Phase of your next turn.

Mecha Sea Dragon Plesion

Mecha Sea Dragon Plesion is a Level 5 monster with 2300 ATK and 1800 DEF that can be Normal Summoned without Tributing if you control a face-up Sea Serpent-Type monster. Once per turn, you can Tribute 1 WATER monster to target 1 face-up card your opponent controls and destroy that target. Mecha Sea Dragon Plesion will allow you to constantly Tribute 1 card you control to destroy 1 card your opponent controls, and this effect can be used more than once per turn. If you keep on exchanging card for card with your opponent, you will eventually leave their side of the field wide open so Mecha Sea Dragon Plesion can make a direct attack.

Armoroid

Armoroid is a Level 8 monster with 2700 ATK and 2000 DEF. When this card is Tribute Summoned by Tributing at least 1 roid monster, all Spell and Trap Cards on the field are banished. This effect is very good because Armoroid has 2700 ATK, and most monsters on your opponent’s side of the field won’t have enough ATK/DEF points to remain on the field if attacked by this card. By banishing all of the Spell and Trap Cards, Armoroid also allows your other monsters to be able to easily attack your opponent’s monsters without the risk of being destroyed or having their attacks negated.

CXYZ Dark Fairy Cheer Girl

CXYZ Dark Fairy Cheer Girl is a Rank 5 XYZ Monster with 2500 ATK and 1900 DEF that requires 3 Level 5 monsters as the XYZ Materials. This may sound like a lot for a monster with 2500 ATK, but if you can keep cards in your hand, this card will prove to be very valuable. When this card destroys an opponent’s monster by battle, and this card remains on the field, you can detach 1 XYZ Material from this card to inflict 400 damage to your opponent for each card in your hand. This effect can only be activated if Fairy Cheer Girl is an XYZ Material attached to this card, but if you can use this effect, your opponent will lose a lot of life points. As a bonus, when this card is sent from the field to the Graveyard, you are able to draw 1 card. By the time this card is sent from the field to the Graveyard, your opponent would have lost a lot of life points from this card’s effect (assuming that all of the requirements were met).

Advance Form

Advance Form is a Continuous Spell Card that allows you to Tribute 1 Level 5 or higher monster to Tribute Summon a Level 7 or higher monster. If you have a Level 5 or higher monster with a bad effect or can’t do anything at the moment (if your opponent uses a Spellbinding Circle on your monster), you can use this card to Tribute Summon an even stronger monster from your hand. A good strategy to use with this card is to use Change of Heart on one of your opponent’s Level 5 or higher monsters, Tribute it with this card, and then Special Summon 1 Level 7 or higher monster from your hand. With Advance Form, the possibilities are endless!

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