Machinefreak said:
Also, seeing as how some of you came back from the TAEV Sneak Preview, you could tell us if some of these cards are as good as we think. ^_^
Venom Swamp
Gemini Summoner
Rainbow Dragon (MAYBE.)
Necro Gardna (Might be fun. ^_^)
Vennominaga the Deity of Poisonous Snakes
Gravitic Orb
Crystal Seer
Frost and Flame Dragon/Desert Twister
Ritual Raven (strictly for Demise decks, if the rulings work in its favor)
Zombie Master
Snake Rain
Venom Shot
Venom Burn
Double Summon (Abuse, it screams it.)
Creature Seizure
Symbols of Duty
Common Charity
Counter Counter
Mormolith
Even being at the sneak preview, you don't get to see too many of the cards working in a normal enviroment, so most of what's listed were really completely useless to even play there.
Well, here's what I'll comment on, based on what I did see:
Venom Swamp:
One of the whole keys behind a Venom Deck. You don't even need to use Vennominon or Vennominaga, if you didn't want to. If you can keep it protected, your opponents' creatures will get weaker and weaker at every end phase. Without this, Venom Counters are useless, though.
Vennominon:
Can be a big hitter for Reptile decks, but only special summonable from the deck via Damage = Reptile, or one of the graveyard recursion cards from the graveyard, otherwise it's a 2-tribute monster that's unaffected by Venom Swamp, and still succeptable to the mass Brain Controls being played, or Soul Exchange, amongst other cards. Needs a dedicated reptile deck, for sure.
Gravatic Orb:
A little useful defensive wise in the flights, a possible mass enemy controller, can have its uses, but not all that great.
Snake Rain (never saw it once, the whole day, looked for it, too), Venom Shot, Venom Burn:
Definitely cards for dedicated Vennominon/aga or Venom decks, all of the Venom Cards are generally useless without Venom Swamp on the field, though.
Necro Gardna:
Had one to use myself, can be a little handy, but definitely not as usefull as Waboku or Threatening Roar which can stop multiple attacks in one turn, rather than just one, though this is less likely to be negated.
Double Summon:
Great if you really, really need to empty your hand fast, or get a Gemini's effect, but otherwise, not really worth it in the long run for most decks. Certain ones though can definitely make use of it.
Creature Seizure:
Honestly, unless Creature Swap is getting banned, or restricted to 1, there's no reason to use this, unless you want a third swap card in a Normal or Gemini deck. It's only a more restrictive version of Creature Swap.
Symbols of Duty:
Didn't get to see this card played, but it has some great potential for Normal decks, or even Gemini decks. A cross between Monster Reborn and Premature Burial, that lets you get any monster from either player? Definite potential.
Mormolith:
This card could have had potential, but it's executed wrong, and not worth a Secret Rare at all. You can tribute itself off to destroy all face-up 1000 Defense or less monsters, which admittedly might take out multiple Monarchs, but otherwise, you're tributing off something else you control, to which destroys this card as well. Not really much use currently, if ever.