Last one for now. For this one, I decided to pick a card that's been out in the OCG for awhile. It is a promo card from the Yu-Gi-Oh! R Comic Book. Since Shonen Jump has almost completed the main Yu-Gi-Oh! story arc, MAYBE they'll finally get around to doing the Yu-Gi-Oh! R Story arc (which is set after the fall of Marik in the original story arc). If they do, then the odds that the TCG will finally get this card will dramatically improve. Until then, don't hold your breath.
Gorz the Emissary of Darkness
Dark/Fiend/7/2700/2500
When there are no cards on your side of the field, if you take damage from a card your opponent controls, you can Special Summon this card from your hand. If you Special Summon this card successfully in this way, the following effect activates depending on the type of damage you received:
"¢ If it was Battle Damage, Special Summon 1 "Emissary of Darkness Token" (Light/Fairy/7/?/?). The ATK and DEF og this Token is equal to the amount of Battle Damage you received.
"¢ If it was Effect Damage, your opponent receives the same amount of damage you received.
Where From: Yu-Gi-Oh! R Comic Book
Likely TCG Appearance: Shonen Jump Magazine (if they do YGO R)
Perhaps the most powerful, non-banned card in the game. (Debate would be between this and Light and Darkness Dragon which will be looked at next time. Both however have many tournament winning decks built around them.) It's power and effect caused Gorz to be Restricted to 1 on the March 07 Restriction list. As a regular Normal Summon or Special Summon (from say the Graveyard), Gorz can easily overpower most monsters and is about as strong as you will see for a 7 Star monster.
However, Gorz' effect is what truly makes him a dominating monster. Just when your opponent looks like he has a free shot on you in Battle, Gorz can instantly turn the tide with a very powerful monster in himself, and the potential of an equally strong monster with the Token he creates (a Token that has no restrictions as far as what you can do with it). Gorz' effect will activate in the Damage Step at the same time effects like Don Zaloog and Spirit Reaper would activate, so yes you can Special Summon him at that time to avoid the possibility of losing him to a random card discard.
On the flip side, say your opponent decides to activate Ring of Destruction on your only monster (with you having no S/T on the field). Your monster will be destroyed, you're taking some damage but again, Gorz can come to the field from your hand and you dish out the same damage to your opponent (and then he has a 2700 ATK monster to deal with again).
With Gorz in the Metagame, leaving yourself wide open can be a very powerful bluff. Does your opponent dare to attack knowing he might be staring at several powerful threats, or pass because he/she doesn't have the tools to deal with it right now. The thing to remember is that your field MUST be completely empty. No Field Spell cards. No chaining cards when Damage may be coming (since they'd stay on the field until the chain resolves). You also MUST take Damage. Responding with Waboku or Hallowed Life Barrier won't help if you're hoping to bring Gorz to the field. However, in a high aggressive/swarming Metagame, Gorz is the perfect solution to not only shut down your opponent, but shift the advantage back your way.
If Gorz is brought to the TCG, expect to see him EVERYWHERE until they decided he needs to take a vacation on the Banned list. The perfect compliment in just about every deck out there.
4.75 out of 5. Not quite perfect but given his strengths, Gorz will become the most dominant (and overplayed) card. Decks will be built around him to minimize the effect of taking the hit in order to summon him as well ways to prevent your opponent from doing the same. Given that he's a major card in most OCG Tournament winning decks as well, it won't be that hard to do.
Gorz the Emissary of Darkness
Dark/Fiend/7/2700/2500
When there are no cards on your side of the field, if you take damage from a card your opponent controls, you can Special Summon this card from your hand. If you Special Summon this card successfully in this way, the following effect activates depending on the type of damage you received:
"¢ If it was Battle Damage, Special Summon 1 "Emissary of Darkness Token" (Light/Fairy/7/?/?). The ATK and DEF og this Token is equal to the amount of Battle Damage you received.
"¢ If it was Effect Damage, your opponent receives the same amount of damage you received.
Where From: Yu-Gi-Oh! R Comic Book
Likely TCG Appearance: Shonen Jump Magazine (if they do YGO R)
Perhaps the most powerful, non-banned card in the game. (Debate would be between this and Light and Darkness Dragon which will be looked at next time. Both however have many tournament winning decks built around them.) It's power and effect caused Gorz to be Restricted to 1 on the March 07 Restriction list. As a regular Normal Summon or Special Summon (from say the Graveyard), Gorz can easily overpower most monsters and is about as strong as you will see for a 7 Star monster.
However, Gorz' effect is what truly makes him a dominating monster. Just when your opponent looks like he has a free shot on you in Battle, Gorz can instantly turn the tide with a very powerful monster in himself, and the potential of an equally strong monster with the Token he creates (a Token that has no restrictions as far as what you can do with it). Gorz' effect will activate in the Damage Step at the same time effects like Don Zaloog and Spirit Reaper would activate, so yes you can Special Summon him at that time to avoid the possibility of losing him to a random card discard.
On the flip side, say your opponent decides to activate Ring of Destruction on your only monster (with you having no S/T on the field). Your monster will be destroyed, you're taking some damage but again, Gorz can come to the field from your hand and you dish out the same damage to your opponent (and then he has a 2700 ATK monster to deal with again).
With Gorz in the Metagame, leaving yourself wide open can be a very powerful bluff. Does your opponent dare to attack knowing he might be staring at several powerful threats, or pass because he/she doesn't have the tools to deal with it right now. The thing to remember is that your field MUST be completely empty. No Field Spell cards. No chaining cards when Damage may be coming (since they'd stay on the field until the chain resolves). You also MUST take Damage. Responding with Waboku or Hallowed Life Barrier won't help if you're hoping to bring Gorz to the field. However, in a high aggressive/swarming Metagame, Gorz is the perfect solution to not only shut down your opponent, but shift the advantage back your way.
If Gorz is brought to the TCG, expect to see him EVERYWHERE until they decided he needs to take a vacation on the Banned list. The perfect compliment in just about every deck out there.
4.75 out of 5. Not quite perfect but given his strengths, Gorz will become the most dominant (and overplayed) card. Decks will be built around him to minimize the effect of taking the hit in order to summon him as well ways to prevent your opponent from doing the same. Given that he's a major card in most OCG Tournament winning decks as well, it won't be that hard to do.