1. Sinful Spoils of Subversion - Snake-Eye
A new card to be added to our existing list of board breakers, is a normal spell card that allows its user to target a face-up monster on either side of the field and place it in that player's spell and trap zone. For starters, this might help a few decks that like to place their own monsters in the spell and trap zone, such as Crystal Beasts and Plunder Patroll. Furthermore, placing your opponents' monsters into their spell and trap zone helps you mitigate any effects they might have in the graveyard or banished zone.
It is a good card, but could it replace the likes of or ? It makes for a great non-destructive removal; however, time will tell how good the card actually is as it can only be used once per turn, and sadly, targets as well.
2. Tokusano Shinkyojin
Another draw card added to our collection, even though it is not a Pot card. Introducing , a normal spell card, strangely without a once-per-turn restriction. You can send from either your hand or field one or more monsters whose total levels add up to exactly ten to draw two cards. Decks that play level ten monsters (including the new archetype Tistina, or Eldlich, for example) can benefit from this card.
Digging deep into your deck will always come in handy. You just need to find the correct draw card to fit in your build.
3. Fusion Armament
is the new . You can reveal a fusion monster from your extra deck to special summon one of the materials mentioned on this card, either from your extra deck or graveyard. The downside is that the summoned monster won't be able to attack or activate its effects until the end of your opponent's next turn. Probably by then, said monster won't be on the field anymore. But if you have the space in your extra deck, and need material for an xyz, synchro, fusion, or link summon that won't be negated by , Fusion Armament is for you.
Someone will eventually abuse this card. It is searchable by . If you want to put a big body on board, you can reveal to special summon as a 4,000-attack wall. Also, can summon either or , but too bad their effects will be negated for a while. If you are playing Tearlaments, can summon from your graveyard.
Overall, it is a great card that opens up a lot of possibilities for the future. So make sure to secure your copy for when the moment arrives.
4. Evolzar Lars
While not an entirely generic card since it is technically part of the Evol archetype, could be named anything, and still be incredible. It is a rank six xyz monster with 2,500 attack points. While it does have materials attached to it, it cannot be targeted by your opponent's monster effects. Furthermore, in response to the activation of your opponent's card or effect, you can detach two materials from Lars (or only one if the materials are reptiles or dinosaurs) to target and negate one card on your opponent's side of the field.
Decks that can summon level six monsters such as Dinosaurs/Evol, or even Virtual World, can take advantage of this card, which I believe will end up being a staple in any deck that can play it.
5. Cosmic Quasar Dragon
The new iteration of , , is here. The summoning requirements are the same, being one synchro tuner and two or more non-synchro tuners. Once during your turn, you can target cards on the field, up to one more card than the number of materials used for Quasar's synchro summon, and negate them permanently. This effect cannot be responded to, so therefore, if you manage to pull it off, there is a good chance your opponent might simply scoop. Quasar has another effect which can be used during either player's turn. If it is properly synchro summoned, you can banish it to special summon one dragon synchro monster from your extra deck that requires two or more non-tuner synchro monsters as material.
While the card needs to be played in synchro-dedicated decks, it is a great generic addition for synchro monsters in general. The card has a lot of potential, you just need to be able to summon it consistently.
6. Hiita the Fire Channeler
Since we will be getting a duelist pack dedicated to fire monsters soon, arrived just in time. It is always treated as a charmer card, which actually is its least useful effect. You can discard it along with another fire monster—a volcanic monster, for example—to search your deck for a fire monster, but when it comes to monster effects, you will be locked into fire for the rest of turn. It also has another effect where it can be summoned from hand when (sadly, not if) a fire monster you control is destroyed by battle.
While not a groundbreaking card, it will have its applications in dedicated fire strategies. Therefore, it's not a bad idea to pick it up in case you own or plan on building any fire decks.
7. Magnum the Reliever
A fiend fusion monster with 2,800 attack that can manipulate used fusion spells? Yes, please! can be fusion summoned by using one monster on the field, summoned from the extra deck, along with one monster from your hand. With its first effect, you can target a or any fusion spell card in your graveyard, place it at the bottom of your deck and draw a card. Its second effect triggers in response to the activation of any other card or effect, allowing you to banish any Polymerization or fusion spell card from your graveyard to target and destroy one card on the field.
I believe this card may see a bit of play in HEROs and maybe Fluffals, if you can find the space to fit it in your extra deck, of course. Sadly, it cannot be used as a target for . If this was the case, it might have easily been a €10 card.
8. Click & Echo
is a very adorable card, and potentially annoying for your opponent. It cannot be used as material for any type of extra deck summon except for link summon. Also, it cannot be used as a material for a tribute summon. Once used as link fodder, you can special summon it to your opponent's field. While it does not lock your opponent in any way like , they would have to play with their hand revealed as long as Click & Echo is on the field. If your opponent cannot link it away, they might attempt to crash it into your monsters if they value the privacy of their resources.
Did I mention that Click & Echo is a level two monster? I believe Spright will have a field day teching this card in.
9. The Cuckoo Commanded to Croon
A bit of a tongue twister, is a level three winged beast with three different effects to choose from. You can either destroy it to draw a card, discard a card to draw a card, or if you really want card advantage, you can simply draw a card during the end phase. If you are playing any deck that needs some normal summons, this might be a good option as it allows you to dig deeper into your deck. If you are playing Dark World, however, the second effect seems to have been made specifically for you.
Overall, it's a lovely little card. I believe everyone should own a playset, just in case.
10. Kuibelt the Blade Dragon
A new level seven generic synchro monster! is a dark dragon with 2,500 attack. Once synchro summoned, you can target and destroy one card on the field. Its other effect can be used if Kuibelt is destroyed. Once this happens, you can target a monster on the field, and it cannot attack until the end of your opponent's next turn.
While the second effect isn't really relevant, to be honest, destroying your own Kuibelt to stop an attack would be something I would like to see happen. The first effect is nice and compensates for the loss of card advantage associated with its synchro summoning
Which of these cards do you think is the most impactful and which of them are you considering to try out? Do you think there are other generic cards in the set that deserve attention? Share your thoughts in the comment section below!
Opinions expressed in this article are those of the author, not of Cardmarket.