Reviewer's Choice - Elemental Energy

Today we bring you a Reviewer's Choice thread. You'll get a bunch of reviews all at once from the remaining EEN cards. You're welcome. I'll get it started...

Roll Out!
Normal Trap
Select 1 Union Monster in your Graveyard and equip it to an Appropriate monster on your side of the field.

"¢ There are no published rulings for "Roll Out!".


Today, I have chosen Roll Out! (Get Ride! to some of you - I happen to like both names). With the new V and W pieces, VW, and VWXYZ, it's only natural we'd get more Union support.

Roll Out! is pretty simple really. If you have a Union monster in the Graveyard, you can bring it back and equip it to the card listed in the card text. There are currently 15 Union monsters in the game. 2 of them don't need a specific card to equip to - Heavy Mech Support Platform can equip to any Machine, and Metallizing Parasite "“ Lunatite can equip to any monster.

The benefits should be pretty clear. You get to protect your monster on the field, and give it an added bonus as well. Cut and dry. You'll then have the option of disassembling the pieces and fusing them. Nice, quick Fusion.

It should also be clear that you're only going to want to use Roll Out! in a deck with both the Union monster and the "equippable" monster, probably each in triplicate. (VW)XYZ decks and decks utilizing Heavy Mech Support Platform (which could be one in the same) will benefit the most from Roll Out! Other than those deck-types, the other Union monsters are seldom played at best.

So the ratings in a (VW)XYZ deck:
Advanced: 5/5 "“ extra Fusions? Yes, please.
Traditional: 4/5 "“ while harder to pull off here, the benefits are still extraordinary
Limited: --/5 "“ if you can get V, W, VW, and this all together"¦ great? Otherwise, Roll Out! is pretty useless here.
 
Kagadesires - Gateway to Dark World

Here is Kagadesire's review...

Gateway to the Dark World
Spell/Quickplay
If you activate this card, you cannot Normal Summon, Flip Summon or Special Summon during the turn this card is activated. Special Summon from your Graveyard 1 monster that includes "Dark World" in its card name.


Rulings:

-You cannot activate "Gateway to Dark World" if you have already Normal, Flip, or Special Summoned a monster that turn. You can Set a monster (but you cannot Special Summon a monster in face-down Defense Position).

-This card targets 1 "Dark World" monster in your Graveyard.


Ah, reviewer's choice! Today, the day of reckoning, the day I have waited my entire life for! Ever since I was small, and writing reviews of Acorn the Nature Nut music videos I have dreamed of this day...and so, upon this day I make a vow: I will make you proud Toppyoushimonai-sensei! So, as a treat, I have invited a special guest reviewer to take my spot, Ms. Toppyoushimonai herself! She recently returned from the Dark Realm, of which today's card is obviously linked, so I figured she could shed some much need light on the situation.

~~~---~~~
Hello all, this is the beautiful Toppyoushimonai! However, for those of you that don't wish to even attempt to pronounce that bear of a name, I prefer to go by Topi.

As Kaga-kun so kindly pointed out, I recently returned from a trip to the Dark Realm. And let me tell you, it was horrible. Don't ever make a Dark Deal for your hotel room, or you'll find yourself without a Tempest, and without any options staring down a 2300 ATK War God. It just isn't fun. The bed's creaked, the draft was terrible, and there was a pair of Scarr's sleeping in the room next to me that snored louder than an Elephant Statue. And their lasgana was horrible. Don't ever trust an Italian restaurant that misspells "Pizza." They couldn't bake a decent calzone to save their boney, disfigured, grotesque backsides. But enough about my journey to hell and back (Dante's got nothing on me), I'm sure you were looking for a card review.

The Gateway to the Dark Realm, apart from being a rather uncomfortable way to travel betwixt the two realms, is an amazing recursion card that suits these dysfunctional Fiends perfectly. It's sneaky, flashy, and doesn't give a lick for what's going on before or after it: As long as someone gets eaten. Of course, a recursion card is only as good as what it can recur. Luckily for the Dark World residents (and unluckily for the expecting parent of a bundle of beatdown), all but two of the Dark Realm monsters make for at least half decent beatsticks. Among their ranks are an 1800 ATK swarm-maker and a pair of 2300 ATK gargantuans. This is good news for these ugly little beasties.

If there is anything the current format has taught us, it is that large monsters are good. And the only thing better than large monsters are large monsters that won't stay dead. This means that an immortal 2300 ATK demon War God is pretty much the pick of the litter. Of course, there is always a drawback to these sorts of things. You can't summon in any way during the same turn you activate this. However, seeing as this is a Quickplay Spell card, that is an easily avoided problem. You can chain it to Spell destruction or simply activate it at the end phase of the opponent's turn, seeing as it is highly unlikely that you will be summoning then anyway. Even if you are forced to use it during your turn, there isn't much else I would rather summon most of the time than a 2300 ATK monster anyway, so I won't complain. Also, don't forget that should your monster meet an unfortunate fate, such as Sakuretsu Armor during the battle phase, you can play this directly from the hand (supposing you didn't already summon) and bring back the little bugger for a second chance.

The Dark Realms overall are pretty nasty. A direct hit from a Bronn (Bronze) will almost insure a nice 3400-4100 damage swing. Along with Dark Deal, though, I think this unrestricted recursion makes these creepy ghoulies about as close to absurdely powerful as Konami is willing to venture after that whole "Chaos Dominated Meta" incident. In my opinoin, recursion makes a theme. If you can take a hit and keep on running, then you essentially have the game in the bag. I think this ranks among the best recursion in this meta, right up there with Book of Life and Rite of Spirit-high above the forever-regaled Premature Burial and Call of the Haunted (though you shouldn't leave them out just because you have this; it makes a nice supplement).

So...how does this work? I'm supposed to give a rating based on the current formats? Okay, I can play your game, I guess.

Advanced: 4.5/5 This is as clsoe to broken as you can get in the right deck. Run 2+ in a dedicated Dark World deck.
Traditional: 2/5 Very little to say about this format, except that CED-EotE doesn't trigger Dark Worlds, so it isn't nearly as good (recurring a 2300 is fine against a 2100, but not so great against a 3000).
Sealed: 3/5 This is beautiful if you pulled Silvva (Silver) or Goldd (Gold) and it SOMEHOW died. IT will be your bomb, all over again.


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Thank you Topi-sensei! I wish I was as cool as you!
~~~---~~~
Too bad you're not
~~~---~~~
 
EEN-EN045, Armed Changer

Armed Changer
(Equip Spell Card)
Send 1 Equip Spell Card from your hand to the Graveyard to activate this card. If the equipped monster destroys a monster as a result of battle, the controller of this Equip Card can add 1 monster with ATK equal to or less than the equipped monster from their Graveyard to their hand.

Rulings:
  1. The effect of "Armed Changer" activates when the destroyed monster is sent to the Graveyard in the Damage Step. This effect can be chained to.

  2. If the monster equipped with this card destroys a monster like "Sangan" or "Mystic Tomato", its effect will form a chain with them according to the rules of simultaneous effects (see Advanced Gameplay FAQ).

  3. If the monster equipped with this card destroys a monster with equal ATK, then its effect will not activate, since "Armed Changer" is sent to the Graveyard at the same time as the opponent's monster.
Next up with Reviewer's Choice day for Elemental Energy is Armed Changer, a personal favorite card of mine from EEN. Had the text of Armed Changer not stated that you needed to send an Equip Spell Card from your field to the Graveyard to activate it, I would've dared say it was rather broken. Imagine the number of times you could Recycle Magician of Faith and Sangan with this card! It's insane-o! (And bingo was his name-o... Yeah, I'm a lame-o... Okay, enough puns-os.:dope: )

Armed Changer is actually pretty easy to use, considering the amount of commonly-used Equip Spells that there are these-a-days-a. Premature Burial, Snatch Steal, and to some, United We Stand and Mage Power. Heck, even Divine Sword - Phoenix Blade, which is like the new Sinister Serpent to some. But that's for a past review. Then, considering the amount of low-ATK monsters that are commonly-used, how could this card be a bad recursion card? It's flippin' sweet!

Consider this, for those of you who remain loyal to Airknight, as I know some have not: Airknight equipped with Armed Changer. Trample + Card Draw + Graveyard recursion? EXTREME HAND ADVANTAGE! And for those of us who love Mefist the Infernal General, it's about the same formula. Basically, any monster with a trample effect can make insane use of this card. Especially the aforementioned two. It's just that good.

Sadly, every card, except a few, and those are banned, comes with its disappointments. First of all, it's an Equip Spell. That already says "dead draw". Secondly, it's an Equip Spell with a COST. Remember Wicked Breaking Flamberge - Baou? Now do you know why that wasn't terribly used and abused like it could've been? Yeah. Thirdly, it's an Equip Spell with a cost that requires you to have an Equip Spell in your hand. How often are you going to give up a card like Premature Burial or Snatch Steal from your hand for Armed Changer? How often do you let those two cards linger in your hand anyway? If any of you duel the way I do, you'd probably, like me, draw Premature or Snatch and let it marinate in your hand until you drew this, just because. Now granted, it can fuel your hand up after a while, and if you keep getting Magician of Faith back, it won't matter, but still. If it's not equipped to a trampler, odds are, its effect won't go off too much before the equipped monster is destroyed. You and your luck.

Either way, though, it's an awesome card, and I do recommend it.

Ratings:
Advanced: 3.5/5. Given the costs, the rating goes down, but the overall effect is just too good. Especially combined with Airknight and Mefist.
Limited: 2/5. Not sure how it'd work out, but... Not recommended.
 
Cyber Blader
Fusion Monster (Warrior / EARTH / 7 Stars / ATK 2100 / DEF 800)

"Etoile Cyber" + "Blade Skater"
A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. While your opponent controls only 1 monster, this card is not destroyed as a result of battle. While your opponent controls only 2 monsters, double the ATK of this card. While your opponent controls only 3 monsters, this card negates the effects of your opponent's Spell, Trap, and Effect Monster Cards.

"¢ "Cyber Blader" only has 1 of her 3 effects at any one time. For example, if the opponent has 3 monsters, only her third effect applies, not the first or second effects.

"¢ When applying the effect to double this card's ATK, double the total amount. So if you equip "Cyber Blader" with "Axe of Despair", her ATK will become 6200. (2100 + 1000) x 2 = 6200.

"¢ When the opponent has exactly 3 monsters, "Cyber Blader"'s effect only negates the effects of Spell, Trap, and Effect Monster Cards that activate or are active on the field. It will not negate the effect of "Sangan" or "D.D. Survivor".

"¢ The effect of "Cyber Blader" changes immediately when the number of monsters the opponent controls changes.

"¢ Example 1: The opponent controls "Gemini Elf" and "Dark Magician". The opponent attacks with their "Dark Magician", attacking "Cyber Blader", whose ATK is currently doubled. The opponent activates "Mystik Wok" and Tributes their "Gemini Elf" to gain 1900 Life Points. "Cyber Blader" now has 2100 ATK points, so it does not destroy "Dark Magician", but since the opponent has only 1 monster now, "Cyber Blader" is not destroyed as a result of battle, either.

"¢ Example 2: The opponent has 3 monsters on the field, 1 of them is "Exiled Force". The opponent Tributes "Exiled Force" to activate its effect and destroy "Cyber Blader". Now they only have 2 monsters on the field, so the effect of "Exiled Force" is not negated and "Cyber Blader" is destroyed.

Alright, time for the new Fusilier morph: Cyber Blader. Say you manage to bust out these beastly card. And they have no monsters. So they special summon a Cyber Dragon hoping to take it down. Well, Cyber Blader's first effect lets it eat Cyber Dragon in battle without dying itself. And say they summon another monster to get around that effect, then Cyber Blader has 4200 ATK! So Cyber Dragon is still screwed. Then they special summon a 3rd monster so how, and they finally can take down Cyber Blader by suiciding with Cyber Dragon, however if you have a protective trap down, then Cyber Blader will definately stay alive, and Cyber Dragon will die, because Cyber Blader will negate any attempts they have to stop youe defensive trap, be it Jinzo, My Body as a Shield, or Royal Decree, Cyber Balder will negate them all. I personally see this card being Fusilier + Meta abused, but that will still be rare due to 1 Metamorphosis. In a deck full of defensive traps, an Ojama Trio, and a Ground Collapse, Cyber Blader can lock down all your opponents options, especially if you throw in a Spatial Collapse or two.

Advanced: 3.75/5 Watch out for Smashing Ground and Bottomless Trap Hole here.
Traditional: 0/5 as Kaga-kun once said, if it ain't broke, don't run it.
Sealed: 0/5 How are you going to play it?
Draft:0/5 Pass it along, it's no good here.

-chaosruler
 
Archfiengeneral's Review - Goldd, Wu-Lord of Dark World

Dark/Fiend/5/2300/1400

Effect: If this card is discarded from the hand to the Graveyard by a card effect, Special Summon this card to your side of the field. If this card is discarded from the hand to the Graveyard by your opponent's card effect, you can select up to 2 cards on your opponent's side of the field and destroy them.


Rulings

1. Also see rulings for "Dark World Monsters".

2. The second part of this card's effect targets 2 cards on the opponent's side of the field. If the opponent chains a card to remove 1 of the 2 targets, the other targeted card is still destroyed.

3. "Goldd, Wu-Lord of Dark World" must be Special Summoned to resolve the second part of his effect. If you cannot Summon him because you activated "Scapegoat" that turn, or your Monster Card Zones are full, then the second part of his effect does not resolve.

4. If the Special Summon of "Goldd, Wu-Lord of Dark World" is negated with "Royal Oppression", the second part of his effect does not resolve.

5. If "Goldd, Wu-Lord of Dark World" is discarded by your opponent's card effect, when his effect resolves, he is Special Summoned first, and then the second part of his effect resolves. So the opponent cannot activate "Bottomless Trap Hole" or "Torrential Tribute"; the timing is no longer correct. Also, you could not draw a card for the effect of "Card of Safe Return".

6. If monsters are targeted by "Goldd, Wu-Lord of Dark World", the opponent can chain "My Body as a Shield".

7. If at least 1 Trap Card is targeted by "Goldd, Wu-Lord of Dark World", then the opponent can chain "Fake Trap" and the targeted Trap Card(s) will not be destroyed.

8. [Re: Infernal Incinerator] Discarding your hand is a cost to Normal Summon or Set this card. It will not activate the effect of a card like "Goldd, Wu-Lord of Dark World".


Today, we take a look at another card for the Dark World Theme: Goldd Wu-Lord of the Dark World.

His stats are pretty decent for a LV 5. While 2300 may not stand up to other single tribute monsters like Jinzo, its still good enough to tackle on anything below 2300. Besides, its the effect that really makes it stand out. Unlike other tribute monsters this guy can hit the field without a tribute if you (or the opponent) discard it to the graveyard from your hand by a card effect.

There are several cards specifically designed to bring him out with the effect and luckily they have all been reviewed. So I'll briefly highlight them.

One is Dark World Lightning. You can destroy a monster/spell/trap whatever as long as its face down (even your own). If it does, discard this guy and you special summoned a LV5 2300 hitter to the field from the graveyard without using a recursion card like Premature Burial or Call of the Haunted. Only problem is if the first effect fails, second one won't go off.

Brron, Mad (geez, what's wrong with Berserk?) King of Dark World will also get it on the field rather easily. To a certain degree its the best resource to get it on the field, since as a Monster it won't go to the graveyard after using the card effect. You can use it to keep discarding Dark World fiends as they enter your hand. The only problem is getting the effect to go off. You must do battle damage to activate the effect.

Another way is Dark Deal. This trap will negate whatever effect, an opponent's normal spell would normally do and change it to forcing you to randomly discard a card from your hand. Nasty, ain't it? If it works, not only will the first effect of Dark World fiends go off but so will the second since technically THIER card effect made you discard a card from your hand. The catch of course is paying 1000 LP. Very pricey, especially going up against Life draining decks.

A more general card to bring out this monster is Card Destruction, assuming people still use it. In any case, its a MUST in a Dark World Fiend deck. Both you and your opponent toss out your hand but in your case you activate the first effect of all the Dark World Fiends you discard. As such, getting a hand full monsters can be a good thing since, that means you can either be special summoning the the Vanguard, the Lord, or drawing a card for the huntsman.

Dark World fiends also have their very own recursion card called Gateway to the Dark World. Let's say for one reason or another Goldd was destroyed as soon as you brought him out or attacked. No problem (if you haven't already summoned or special summoned a monster), use this to bring him back for a second try. Its a quick-play spell which means you can use during the opponent's turn where can't summon monsters anyway unless your using Call of the Haunted. Best bet is to activate it during the near the end of the opponent;'s turn. If a Cyber Jar goes off after you play this, you'll lose whatever monsters you draw.

As you can see, the decktype revolves around activating card effects from the graveyard and in most cases its special summoning. As such there are cards that you must get rid of as soon as you encounter them. Special Hurricane is a Raigeki to Dark World monsters brought out by their own effects. Jowgen and End of Anubis both prevent Dark World monsters from hitting the field. Jowgen is easier to deal with because of his stats but Anubis will be a problem. No Dark World monster can stand up to it on its own. How you deal with him depends on your style of play. Best bet is probably a trap or a spell card since Dark World Fiends can't take it on by sheer strength.

Necrovalley will be a double edge sword. It won't stop Dark World fiends from being special summoned by their effects but it will stop any other recursion you would want to use like Gateway to Dark World, Premature Burial and Call of the Haunted. If used against you its best to take it out since you won't get the ATK/DEF increase the opponent's monster will be getting. You can however use it yourself in you're own deck to shut down the graveyard, and allowing only monsters like the Dark World fiends to come back to field from the graveyard. Having Necrovalley also means you can use Royal Tribute which is to your benefit since the opponent loses all his monsters and you get to activate the effects of your Dark World monsters, which in most cases means special summoning them back to the field.

Ratings will be based on its performance in a DW deck (seeing as how I'm going over the character limit somehow and need to shorten it down a notch)

In sealed format, the card is pretty good. Besides its Warlord counterpart the only tribute monsters around have a special summon requirement, are fusions, or are basically double tributes. The cards designed to bring it out are all common so getting it to be special summoned shouldn't be too much of a problem.4/5

In traditional, I find this decktype a little tricky. The card itself is decent at best unless you get the opponent to force you to toss it. It'll definitely need help dealing with the strong monsters favored in this format. Carry Dark Deals because you will see plenty of normal spells that you'll want to stop and you want the second effect of this monster to go off as often as possible in this format. 3/5

In advanced format, it can be deadly since it can hit the field as easily as non-tribute monsters. All the aforementioned cards that can bring it out through its effect leave your opponent at a disadvantage as it is, let alone they now have to deal with a 2300 hitter. Its at 2300 so it'll be wise to either carry equips or other cards to deal with monsters over that ATK strength. 4/5
 
I don't have a lot to contribute here. Really, such good reviews there is only one thing left to say:

Cyber Blader, while being a potential morph target with fusilier, is in no way going to replace The Last Warrior from Another Planet, St. Joan, and Labyrinth Tank, and King Dragun. Last warrior has an UBER effect, St. Joan has strong ATK, Labyrinth Tank has strong ATK and DEF, not to mention he is a machine, as is fusilier (see my Flipping Machines!! deck for some good Labyrinth Tank use), and King Dragun, because, well, you know. So, although it is a powerful card, it cannot possibly replace the 7-star fusions the meta is already abusing.

-pssvr
 
I have a confession. At the EEN sneak preview in Butler, I opened my 3rd pack and actually drafted Cyber Blader.:eek:o Why you ask? Well, I felt somewhat confident with what I had already. And besides, I couldn't let a Super Rare go by, even if I couldn't play it. lol
 
Yeah. Even more so, supposing you see an Ultimate Rare VWXYZ. Are you gonna pass it up? Which is more valuable, one spot in your deck, or THAT? Yeah, I think you know. I'd also like to point out that, upon further thought, I highly doubt Necrovalley is a good way to go with Dark Realm. You'd be missing out on the two greates recursion cards for Dark Realm, just so you can use Royal Tribute? I think not...

-pssvr
 
Great review guys.

I can't not want to mkae a cyber blader deck now >.>
And I got a whole new prospective on armed changer.
The rest helped as well.

Keep it up guys, your doing great.
 
Read through all of them and it was informative and interesting as usual, keep up the good work guys.

I just thought of an OTK idea using Armed Charger with Exodia.

You need: Armed Charger, Asura Priest, 2 Ojama Trio and 5 Exodia pieces in your deck.

Summon the Ojama Trio onto your opponent's field and beat them up with Asura Priest equipped with an Armed Charger. Each time Asura Priest destroys a monster, Armed Charger's effect fetches an Exodia piece from your deck. So once Asura Priest destroys 5 Ojama tokens you will have all 5 pieces in your hand to call "Exodia!!!!"
 
Armed Changer
(Equip Spell Card)
Send 1 Equip Spell Card from your hand to the Graveyard to activate this card. If the equipped monster destroys a monster as a result of battle, the controller of this Equip Card can add 1 monster with ATK equal to or less than the equipped monster from their Graveyard to their hand.
If they were in your Graveyard, ok. But not still in the deck. Nice thinking though. Perhaps if you had an Exodia Necross backup plan with your Exodia deck, this would serve as a backup to your backup.
 
I think you're going to see Roll-out become a very dangerous card. I think it's important to note that when Roll-out resolves it doesn't change the number of monsters on the defender's side of the field so it doesn't trigger a replay.

Now if you combine Roll-out with Machine Duplication, Last Will, etc. you've got more synergy than you can shake a magic wand at.
 
Building on what Mr. Danker said, let's say I'm playing a machine deck, not necessarily an XYZ deck, but perhaps an XZ deck.

They attack X-head with Berserk Gorilla? Use roll out! to equip Z. Now, berserk is destroyed, they take damage, and you have pumped your X. Not to mention next turn you can un-equip, then tribute for Mechanical Hound.

They attack X with Mirage Dragon + Axe of Despair? Roll-out! equips Z, and their monster is destroyed, but yours is not.

They attack Mechanical Hound with Blue eyes? Roll out! equips heavy mech, and their blue eyes falls.

They target X with Tribute to The Doomed? Roll-out! equips Heavy Mech, and X lives on.

-pssvr
 
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