Generic Cards to Pick Up from Cyberstorm Access

Another core set has arrived, which means that it is time for another article on the new cards with the broadest appeal. Cyberstorm Access is here to unlock the meta and provide support for older and newer decks alike, but right now, we are digging for the stars among the generic cards!

wannabee!

1. Time-Tearing Morganite

Starting off with one of the most interesting spell cards in the set, is a unique card as its effects, to some extent, warp the mechanics of the game. It is a normal spell card, so you negate its activation or effect as soon as it is played; if you don't, its first two effects remain active for the remainder of the game, but not the match.

Once it is activated, you can no longer activate any monster effects from your hand, which does sound like a huge restriction. However, decks such as Floowandereeze would absolutely love it! From the beginning of your next draw phase, you draw two cards instead of one. It is basically a guaranteed every turn, but of course comes with a downside. Its other effect allows you to normal summon twice per turn—I am looking at you, Hunder Family and Gadgets.

Time-Tearing Morganite

The card has another effect that might not be as relevant, but if you have a copy of Morganite in your hand and another in your graveyard, you can banish the latter and discard the former, making your opponent unable to respond to your normal summons.

It is definitely a card that is worth picking up as it can fit in a variety of decks. Variants of Runick could appreciate the added draw power, and Floowandereeze will love the extra normal summon, while some stun decks do not care about effects from the hand. Gemini decks also could potentially be revived thanks to this card. Only time will tell if it will be impactful in the TCG.

2. Wannabee!

An adorable bee that works hard to help its duelist win their matches, is a level two insect with zero attack and defense, and you do not even need to summon it. During the end phase, you can send this card from either your hand or field to the graveyard to excavate your deck for up to the number of your opponent's unused spell and trap zones; so basically five, if you are going first. You can set one excavated trap card directly to your field, but the catch is that it has to go to the graveyard during next turn's end phase. The rest of the excavated cards are returned to the bottom of the deck.

Wannabee!

It is a nifty little card that could be splashed into any trap decks since it doesn't really need to hit the field; you just need to see it in your hand. Definitely worth testing out in Eldlich and Labrynth.

3. Trap Tracks

While still on the subject of trap decks, is a very aggressive . It destroys a monster you control to set a normal trap directly from your deck. It can be used on the same turn, but whichever trap you decide to use after Trap Tracks will be your last one for the rest of turn.

Trap Tracks

If you are looking for more ways to turbo out your trap cards, this card is a perfect fit for you as long as you are willing to have your monster destroyed. It might also come in useful if you are playing Unchained.

4. Ringowurm, the Dragon Guarding the Hundred Apples

First of all, if I had a hundred apples, I would probably hire this dragon to guard them. is a level two dragon tuner monster. It can special summon itself to the field if you control a non-effect monster such as a token or a normal monster. Once you synchro summon this turn, you can banish Ringowurm from your graveyard to special summon a level two token that can be used as a tuner. For example, any level four token or normal monster in addition to this can get you a to draw you a card before synchroing off for any level eight monster.

Ringowurm, the Dragon Guarding the Hundred Apples

Did I mention it is a level two monster? This means it can fit right into any Spright deck. It's a nice card to test out and might not fit into every deck, but when it fits, it sits.

5. Bystial Dis Pater

Although it has Bystial in its name, the card is completely generic. It is a level ten dragon synchro monster that requires a dragon as a non-tuner. On summon, it can target a banished light or dark monster from either banished zone to special summon it to your side of the field. Also, Dis Pater punishes your opponent for activating monster effects for as long as there are banished cards. When a monster your opponent controls activates an effect, you can respond by returning a banished card to its owner's deck. The effect differs depending on whose card you choose. When returning a card to your own deck, you get to destroy said monster. On the other hand, returning a banished card to your opponent's deck will result in negating its effect.

Bystial Dis Pater

It is an interesting card to have, but you have need some dragons in your deck in order to be able to use it. However, it is a welcome addition to the growing pool of level ten synchro monsters.

6. Chaos Angel

Speaking of the growing level ten synchro options, is another new addition that might even be considered a link monster at times due to its summoning conditions. While it needs a light or dark non-tuner monster as material, you can also treat any other light or dark monster as a tuner as long as you get the levels right.

Chaos Angel

On special summon, you can target and banish one card on the field. Reviving this card would result in a pop every time. Also, depending on the attributes of monsters you used, Chaos Angels gains additional effects. Light materials make all synchro monsters you control immune to activated monster effects, while dark materials protect all your monsters from being destroyed by battle. Both are excellent protection effects that will ensure that Chaos Angel remains on the field for a lot longer than it probably should, especially considering that it boasts 3,500 attack points.

7. How Did Dai Get Here?

Or more like: How was this card designed? follows the lore of , and its effect is as absurd as the situation he finds himself in on the artwork. If a monster you control is destroyed by battle or by your opponent's card effect, you can activate a field spell directly from your deck, then reveal five monsters with different names, also from your deck. Your opponent chooses one of them to special summon while the others are shuffled back.

How Did Dai Get Here?

Quite absurd, honestly, as you can cheese out some very unfair cards with this trap card.

8. Baromet the Sacred Sheep Shrub

Yet again, more trap decks support. But this time, it might be very fitting for a deck like Traptrix. is a rank four xyz monster that requires two or more materials. You can detach one material from this card to return one trap card to the bottom of the deck before drawing a card. Its second effect triggers when a trap card is activated, allowing you to detach a material from any xyz monster you control to special summon a level four monster from your hand.

Baromet the Sacred Sheep Shrub

It is a good card for decks that use level four monsters, and even better if these decks play trap cards. Get a copy and experiment with it in Traptrix for the moment. But who knows where else this card might end up being useful.

9. Golden Cloud Beast - Malong

is an interesting level six synchro monster. It can increase or decrease its level by one, allowing you to work up to different synchro levels or xyz options. If it goes to the graveyard, which eventually it will, you can target any face-up card your opponent controls and return it to their hand.

Golden Cloud Beast - Malong

It is just a nice card to keep around for whatever reason. It also makes for interesting material for and .

10. Votis

is another card that helps you dig through your deck. On normal summon, it can excavate the top three cards of your deck. By banishing an excavated monster, you can add another copy to your hand either from your deck or other excavated cards. Then, during the end phase, if Votis is sent to the graveyard during the same turn it was normal summoned or set, you can excavate the top three cards from your deck and rearrange them in any order to set up your draw for the next turn.

Votis

It could fit into decks that do not really need their normal summon, and it could help you swarm the field while setting you up for the upcoming turn. Not a bad card, in my opinion.

Which of these cards do you think are the most impactful and which of them do you consider tinkering with? Have you found other generic cards in the set that deserve attention? Share your thoughts in the comment section below!


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