[OCG] Deck Build Pack: Amazing Defenders (SPU: 15. August)

  • [OCG] Deck Build Pack: Amazing Defenders


    Release: 20. August 2022 (Japan)


    Inhalt:


    45 Karten insgesamt


    3 Ultra Rare

    12 Super Rare

    30 Common


    Zitat

    Enthält neue Karten und Reprints für drei verschiedene neue Themendecks,


    DBAD-JP001 Rescue-ACE Impulse

    FIRE/Warrior - Effect/3/1500/1500

    You can use the 1st and 2nd effect of this card’s name each once per turn.

    (1) During your Main Phase: You can make the 1 Effect Monster your opponent controls with the highest ATK (your choice, if tied) unable to activate its effects on the field this turn.

    (2) When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or field; Special Summon 1 Machine “Rescue-ACE” monster from your Deck.


    DBAD-JP002 Rescue-ACE Air Hoister

    FIRE/Warrior - Effect/4/1700/1700

    You can use the 1st and 2nd effect of this card’s name each once per turn.

    (1) If this card is Normal or Special Summoned: You can add 1 “Rescue-ACE” Spell from your Deck to the hand.

    (2) When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or field; Special Summon 1 “Rescue-ACE” monster from your hand, except “Rescue-ACE Air Hoister”.


    DBAD-JP003 Rescue-ACE Intruder

    FIRE/Warrior - Effect/4/1800/1800

    You can only use the 1st and 2nd effect of this card’s name each once per turn.

    (1) If this card is Normal or Special Summoned: You can add 1 “Rescue-ACE” Trap from your Deck to your hand.

    (2) When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or field, then target 1 “Rescue-ACE” monster in your GY, except “Rescue-ACE Intruder”; Special Summon it.


    DBAD-JP004 Rescue-ACE Hydrant

    FIRE/Machine - Effect/1/0/0

    You can use the 2nd and 3rd effect of this card’s name each once per turn.

    (1) Your opponent cannot target this card for attacks or with card effects while you control a “Rescue-ACE” monster other than “Rescue-ACE Hydrant”.

    (2) You can activate 1 Quick-Play Spell or Trap the turn it is Set by your “Rescue-ACE” card’s effect.

    (2) During your Main Phase: You can add 1 “Rescue-ACE” monster from your Deck to your hand, except “Rescue-ACE Hydrant”.


    DBAD-JP005 Rescue-ACE Fire Attacker

    FIRE/Machine - Effect/6/2200/2200

    You can use the 1st and 2nd effect of this card’s name each once per turn.

    (1) If a “Rescue-ACE” monster(s) other than “Rescue-ACE Fire Attacker” is Normal or Special Summoned to your field: You can Special Summon this card from your hand.

    (2) If a card(s) is added to your opponent’s hand, except by drawing: You can draw 2 cards, then send 1 card from your hand to the GY.


    DBAD-JP006 Rescue-ACE Fire Engine

    FIRE/Machine - Effect/7/2500/2500

    You can use the 1st and 2nd effect of this card’s name each once per turn.

    (1) If a “Rescue-ACE” monster(s) other than “Rescue-ACE Fire Engine” is Normal or Special Summoned to your field: You can Special Summon this card from your hand.

    (2) If a monster(s) is Special Summoned to your opponent’s field: You can Special Summon 1 Level 4 or lower “Rescue-ACE” monster from your hand, Deck, or GY.


    DBAD-JP007 Rescue-ACE Turbulance

    FIRE/Machine - Effect/9/3000/3000

    You can use the 1st, 2nd, and 3rd effect of this card’s name each once per turn.

    (1) You can banish 2 “Rescue-ACE” cards from your GY; Special Summon this card from your hand.

    (2) During your Main Phase: You can Set up to 4 “Rescue-ACE” Quick-Play Spells and/or Normal Traps with different names directly from your Deck.

    (3) If another card(s) you control leaves the field by an opponent’s card effect: You can target 1 card on the field; destroy it.


    DBAD-JP008 Rescue-ACE Headquarters

    Field Spell Card

    (1) “Rescue-ACE” monsters you control gain 500 ATK/DEF while your opponent controls a monster.

    (2) During your Main Phase, you can Normal Summon 1 “Rescue-ACE” monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)

    (3) Once per turn: You can target 4 of your “Rescue-ACE” cards that are banished and/or in your GY; shuffle them into the Deck, then draw 1 card.


    DBAD-JP009 RESCUE!

    Quick-Play Spell Card

    (This card is always treated as a “Rescue-ACE” card.) You can only activate 1 card with this card’s name per turn.

    (1) Target 1 “Rescue-ACE” monster in your GY, or, if you control “Rescue-ACE Hydrant”, you can target 1 monster in your opponent’s GY instead; Special Summon it to your field.


    DBAD-JP010 ALERT!

    Quick-Play Spell Card

    (This card is always treated as a “Rescue-ACE” card.) You can only activate 1 card with this card’s name per turn.

    (1) Add 1 “Rescue-ACE” monster from your GY to your hand, or, if you control “Rescue-ACE Hydrant”, you can add 1 “Rescue-ACE” monster from your Deck to your hand instead.


    DBAD-JP011 CONTAIN!

    Normal Trap Card

    (This card is always treated as a “Rescue-ACE” card.)

    (1) If you control a “Rescue-ACE” monster: Target 1 Effect Monster your opponent controls; it cannot attack, its effects are negated, also, if you control “Rescue-ACE Hydrant”, it cannot be used as material for a Fusion, Synchro, Xyz, or Link Summon. These effects last until the end of this turn.


    DBAD-JP012 EXTINGUISH!

    Normal Trap Card

    (This card is always treated as a “Rescue-ACE” card.)

    (1) If you control a “Rescue-ACE” monster: Target 1 Effect Monster your opponent controls; destroy it, and if you control “Rescue-ACE Hydrant”, this turn, your opponent cannot activate the effects of the destroyed monster as well as monsters with the same original name.


    DBAD-JP013 Purery

    LIGHT/Fairy - Effect/1/100/100

    (1) If this card is Normal or Special Summoned: You can excavate the top 3 cards of your Deck, you can add 1 excavated “Purery” Spell/Trap to your hand, also place the rest on the bottom of the Deck in any order.

    (2) Once per turn: You can reveal 1 “Purery” Quick-Play Spell in your hand, and if you do, Special Summon 1 Xyz Monster that mentions it from your Extra Deck, using this face-up card you control as material (this is treated as an Xyz Summon), and if you do, attach the revealed card to it as additonal material.


    DBAD-JP014 Epurery Happiness

    LIGHT/Fairy - Xyz - Effect/2/200/100

    2 Level 2 monsters

    (1) If this card battles, at the end of the Damage Step: You can add 1 “Purery” card from your Deck to your hand, also, if this card has “Purery Happy Memory” as material, you can make the ATK of 1 face-up monster on the field become halved.

    (2) Thrice per turn, when you activate a “Purery” Quick-Play Spell Card (Quick Effect): You can attach that card on the field to this card as material, then you can return 1 Spell/Trap your opponent controls to the hand.


    DBAD-JP015 Epurery Beauty

    WATER/Fairy - Xyz - Effect/Rank 2/1600/1100

    2 Level 2 monsters

    (1) Once per turn: You can target 1 Effect Monster your opponent controls; its effects are negated until the end of the turn. This is a Quick Effect if this card has “Purery Pretty Memory” as material.

    (2) Thrice per turn, when you activate a “Purery” Quick-Play Spell Card (Quick Effect): You can attach that card on the field to this card as material, then you can change 1 opponent’s monster’s battle position.


    DBAD-JP016 Epurery Plump

    EARTH/Fairy - Xyz - Effect/ Rank 2/200/2100

    2 Level 2 monsters

    (1) Once per turn: You can target up to 2 Spells/Traps in the GYs; attach them to this card as material. This is a Quick Effect if this card has “Purery Delicious Memory” as material.

    (2) Thrice per turn, when you activate a “Purery” Quick-Play Spell Card (Quick Effect): You can attach that card on the field to this card as material, then you can banish 1 monster on the field until the End Phase.


    DBAD-JP017 Expurery Happiness

    LIGHT/Fairy - Xyz - Effect/Rank 7/2500/1100

    2 Level 7 monsters

    You can also Xyz Summon this card by using a Rank 2 monster you control with 5 or more materials. (Transfer its materials to this card.)

    (1) During your Main Phase: You can detach 1 Xyz Material from this card, and if you do, negate the effects of all face-up monsters your opponent currently controls until the end of the turn. If this card has a Level 1 “Purery” monster as material, your opponent cannot activate cards or effects in response to this effect’s activation.

    (2) When an attack is declared involving this card with 5 or more materials: Inflict 1500 damage to your opponent.


    DBAD-JP018 Expurery Noir

    DARK/Fairy - Xyz - Effect/Rank 7/1100/2800

    2 Level 7 monsters

    You can also Xyz Summon this card by using 1 Rank 2 monster you control with 5 or more materials. (Transfer its materials to this card.)

    (1) This card with 5 or more materials is unaffected by your opponent’s activated effects.

    (2) You can detach 2 materials from this card, then target 1 card your opponent controls or in their GY; place it on the bottom of the Deck. This is a Quick Effect if this card has a Level 1 “Purery” monster as material.


    DBAD-JP019 Stray Purery Street

    Field Spell Card

    (1) Your opponent cannot target “Purery” monsters you control with card effects the turn they were Special Summoned.

    (2) Once per turn, if a face-up “Purery” Xyz Monster you control leaves the field by your opponent: Special Summon 1 Level 1 “Purery” monster from your Deck or GY.

    (3) During each End Phase: You can target 1 “Purery” Xyz Monster on the field; attach 1 “Purery” Quick-Play Spell from your Deck or GY to it as material.


    DBAD-JP020 Purery, My Friend

    Continuous Spell Card

    You can only use the 1st and 2nd effect of this card’s name once per turn.

    (1) You can pay 500 LP; reveal 3 “Purery” cards from your Deck, except “Purery, My Friend”, and if you do, your opponent randomly picks 1 for you to add to your hand, also shuffle the rest back into the Deck.

    (2) If a face-up “Purery” Xyz Monster you control leaves the field by your opponent (even during the Damage Step): You can add up to 3 “Purery” Quick-Play Spells with different names from your GY to your hand.


    DBAD-JP021 Purery Happy Memory

    Quick-Play Spell Card

    (1) Apply this effect to 1 card on the field (until the end of the next turn), then you can discard 1 card, and if you do, Special Summon 1 Level 1 “Purery” monster from your Deck. Once applied, the next time that card would be destroyed by card effect, it is not destroyed.

    (2) A “Purery” Xyz Monster that has this card as material gains this effect.

    • This card can attack monsters a number of times each Battle Phase, up to the number of “Purery Happy Memory” attached to it +1.


    DBAD-JP022 Purery Pretty Memory

    Quick-Play Spell Card

    (1) Each player gains 1000 LP, then you can discard 1 card, and if you do, Special Summon 1 Level 1 “Purery” monster from your Deck.

    (2) A “Purery” Xyz Monster that has this card as material gains this effect.

    • Once per turn: You can send 1 other card you control to the GY, then target 1 card your opponent controls; attach it to this card as material.


    DBAD-JP023 Purery Delicious Memory

    Quick-Play Spell Card

    (1) Make 1 monster on the field unable to be destroyed by battle (until the end of the next turn), then you can discard 1 card, and if you do, Special Summon 1 Level 1 “Purery” monster from your Deck.

    (2) A “Purery” Xyz Monster that has this card as material gains this effect.

    • Gains 300 ATK/DEF for each material attached to this card.


    DBAD-JP024 Purery Leap!?

    Normal Trap Card

    You can only activate 1 card with this card’s name per turn.

    (1) Target 1 “Purery” Xyz Monster you control; Special Summon 1 “Purery” Xyz Monster with a different Rank from your Extra Deck, by using it as material, but return the Summoned monster to the Extra Deck during the End Phase of the next turn. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.)

    (2) You can banish this card, then target up to 3 “Purery” monsters in your GY; shuffle them into the Deck.


    DBAD-JP025 Hare the Sword Mikanko

    FIRE/Warrior - Effect/3/0/0

    You can only use the 2nd effect of this cad’s name once per turn.

    (1) If this card is not equipped with any Equip Card, you take no battle damage from battles involving it. If it is, it cannot be destroyed by battle, also your opponent takes any battle damage you would take from battles involving it instead.

    (2) If this card becomes equipped with an Equip Card: You can add 1 “Mikanko” Equip Spell from your Deck to your hand.


    DBAD-JP026 Nini the Mirror Mikanko

    WATER/Spellcaster - Effect/3/0/0

    You can only use the 2nd effect of this card’s name once per turn.

    (1) If this card is not equipped with any Equip Card, you take no battle damage from battles involving it. If it is, it cannot be destroyed by battle, also your opponent takes any battle damage you would take from battles involving it instead.

    (2) During your opponent’s turn, while this card is equipped with an Equip Card (Quick Effect): You can target 1 face-up monster your opponent controls; take control of it until the End Phase.


    DBAD-JP027 Mikanko of the Oohime

    LIGHT/Fairy - Ritual - Effect/6/0/0

    You can Ritual Summon this card with “Mikanko Kagura”. You can only use the 1st and 3rd effect of this card’s name each once per turn.

    (1) You can reveal this card in your hand; add 1 “Mikanko” card from your Deck to your hand, except “Mikanko of the Oohime”, then discard 1 card.

    (2) Cannot be destroyed by battle, also your opponent takes any battle damage you would take from battles involving this card instead.

    (3) (Quick Effect): You can target 1 Equip Spell in your GY; equip it to an appropriate monster on the field.


    DBAD-JP028 Doorway of the Celestial Mikanko

    Field Spell Card

    (1) While you control a monster(s) equipped with an Equip Card, your opponent’s monsters must attack them, if able.

    (2) If your “Mikanko” monster battles, your opponent cannot activate cards or effects until the end of the Damage Step.

    (3) If your “Mikanko” monster attacks, at the end of the Damage Step: You can send 1 Equip Card you control to the GY; that monster can make another attack in a row on a monster.


    DBAD-JP029 Denshou no Oomikanko (The Great Mikanko of Legend)

    Quick-Play Spell Card

    You can only use the 1st and 2nd effect of this card’s name each once per turn.

    (1) Special Summon 1 “Mikanko” monster from your hand, ignoring its Summoning conditions, but return it to the hand during your opponent’s End Phase.

    (2) During your Main Phase: You can banish this card from your GY; send 1 “Mikanko” card from your Deck to the GY, except “The Great Mikanko of Legend”.


    DBAD-JP030 Mikanko no Homura Mai (Blazing Dance of the Mikanko)

    Equip Spell Card

    You can only activate 1 card with this card’s name per turn.

    (1) Special Summon 1 “Mikanko” monster from your hand or GY, and if you do, equip it with this card, then you can Special Summon 1 monster from your opponent’s GY to their field, but its effects are negated.

    (2) The equipped monster cannot be destroyed by card effects.


    DBAD-JP031 Mikanko no Harae Mai (Purifying Dance of the Mikanko)

    Equip Spell Card

    Equip only to a “Mikanko” monster. You can only use the 2nd effect of this card’s name once per turn.

    (1) The equipped monster cannot be destroyed by card effects.

    (2) If a monster(s) is Special Summoned to your opponent’s field: You can target 1 monster you control and 1 monster your opponent controls; return them to the hand.


    DBAD-JP033 Mikanko no Izanai Rondo (Inviting Rondo of the Mikanko)

    Equip Spell Card

    Can be equipped to a monster your opponent controls. You can only activate 1 card with this card’s name per turn.

    (1) You can only control 1 “Inviting Rondo of the Mikanko”.

    (2) Take control of the equipped monster while you control a “Mikanko” monster.

    (3) The equipped monster cannot activate its effects while you control it.

    (4) When this card leaves the field, send the equipped monster to the GY.


    DBAD-JP034 Mikanko Kagura

    Ritual Spell Card

    This card can be used to Ritual Summon any “Mikanko” Ritual Monster. You can only activate 1 card with this card’s name per turn.

    (1) Ritual Summon 1 “Mikanko” Ritual Monster from your hand, by Tributing monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon, then you can destroy cards your opponent controls up to the number of Equip Spells with different names in your GY, and if you do, inflict 1000 damage to them for each card destroyed by this effect.


    DBAD-JP035 Mikanko Promise

    Normal TrapCard

    You can only activate 1 card with this card’s name per turn.

    (1) Special Summon 1 “Mikanko” monster from your hand or Deck (but banish it when it leaves the field), then you can equip it with 1 appropriate Equip Spell from your hand or GY.


    DBAD-JP036 Mikanko Catfight

    Normal Trap Card

    You can only use the 1st and 2nd effect of this card’s name once per turn each.

    (1) If you control a “Mikanko” monster: Target 1 face-up monster on the field; equip it with 1 appropriate Equip Spell from your Deck.

    (2) If an Equip Spell(s) is sent to your GY while this card is in your GY: You can banish this card, then target 1 Equip Spell in your GY; add it to your hand.


    Reprints:


    DBAD-JP037 Gizmek Naganaki, the Sunrise Signaler

    DBAD-JP030 One for One

    DBAD-JP041 Hidden Armory

    DBAD-JP044 Xyz Import

    DBAD-JP045 Xyz Tribalrivals

  • Torwächter Kram...??? :grinning_face_with_smiling_eyes:


    wäre cool wenn da noch was für Wächter kommt...


    Eatos und Co. :smiling_face_with_heart_eyes:


    aber da sind ja immer nur was für neuere Karten-/Decks drin...

  • Das kann man so ganz pauschal nicht sagen, wenn ich an die Bildkarten-Ritter oder Toons oder Chaos-Karten denke. Die Hoffnung stirbt jedenfalls zuletzt.

  • Amazement

    Grabwächter

    Sphinx

    Torwächter (kann sogar sein, die bekommen ja gegen Ende des Jahres auch ne kleine Speed Duel Box).

    Eatos und co

    Celtic Guardian


    Das sind auch so Dinge, die mir sofort einfallen würden.

  • Warum seid ihr so aufgeregt ? Seit dem Prankids-Set gibt es beinahe nur neue Archetypes in Deckbuild-Packs.

  • Würde unter „Defenders“ nicht auch soetwas fallen, wie Super Heavy Samurai? Also rein von Namen her kann es ja nichts gutes werden, weil Defensive ja control ist und control aktuell nicht metafähig ist.

    Aber lasse mich gerne vom Gegenteil überzeugen.

    Der Kampf gegen die Mathematik geht weiter. - *Macht des Drivers*
    Bildschirmfoto_2018-02-11_um_20.55.09.png

    Wir haben es endlich geschafft!! Die Mine ist endlich weg!


    Jetzt muss noch Expurrely Noir weg! I Hate Towers!

  • Ich würde bei den Namen auch nicht zu viel rein-interpretieren. Wenn ich nichts übersehe, dann passte auch seit "The Infinity Chasers" kein einziger Setname mehr zu dessen Inhalt.

    Würde ich so aber nicht sagen. Burst (Borreldragons) of Destiny (D-Hero), Dawn of Majesty (Majestic Dragon), Toon Chaos (selbsterklärend), Eternity Code (Code Talker), Phantom Rage (Phantom Knights) fallen mir da spontan ein. Aber Tactical Defenders kann halt echt alles mögliche sein. Vielleicht kriegen wir auch einen Milleniumsschild-Archetype. :D

  • Würde ich so aber nicht sagen. Burst (Borreldragons) of Destiny (D-Hero), Dawn of Majesty (Majestic Dragon), Toon Chaos (selbsterklärend), Eternity Code (Code Talker), Phantom Rage (Phantom Knights) fallen mir da spontan ein. Aber Tactical Defenders kann halt echt alles mögliche sein. Vielleicht kriegen wir auch einen Milleniumsschild-Archetype. :D

    Es geht eher um diese setsn nicht um Mainsets, bei denen pass 1 wort oft zu einem der themen drin.

  • Wie mein Vorposter schon schrieb: ich würde die sets immer nach kategorien teilen und betrachten. Dies ist beispielsweise ein deck build pack und da passten (meiner ansicht nach) seit ewigkeiten keines der setnamen zum inhalt mehr (man kann sich bei sowas wie tactical masters und etc. Bestimmt streiten. mMn. Das letzte passende war hidden summoners, wo zumindest noch alle themen mit "summoning" zu tun hatten). Bei den hauptsets hat es sich seit einigen sets wieder gebessert, vorher (eternity code) passten die namen eher zum cover monster. Und bei reprint sets ist der name meist für die rarität bestimmt (ghost from the past, maximum gold)

  • Wie mein Vorposter schon schrieb: ich würde die sets immer nach kategorien teilen und betrachten. Dies ist beispielsweise ein deck build pack und da passten (meiner ansicht nach) seit ewigkeiten keines der setnamen zum inhalt mehr (man kann sich bei sowas wie tactical masters und etc. Bestimmt streiten. mMn. Das letzte passende war hidden summoners, wo zumindest noch alle themen mit "summoning" zu tun hatten). Bei den hauptsets hat es sich seit einigen sets wieder gebessert, vorher (eternity code) passten die namen eher zum cover monster. Und bei reprint sets ist der name meist für die rarität bestimmt (ghost from the past, maximum gold)

    Okay, dann stimmt das wohl. Wobei ich Toon Chaos trotzdem sehr passend fand, das war ja auch ein Nebenset.

  • Okay, dann stimmt das wohl. Wobei ich Toon Chaos trotzdem sehr passend fand, das war ja auch ein Nebenset.

    Stimmt. Die Juni/Juli-Reprint-Sets sind namentlich auch immer 1-2 Themen zugeordnet. Kings Court, Toon Chaos und Fists of the Gadget, sowie shadows in Valhalla waren alles namentlich noch passend. Aber auch das ist eine eigene Produkt-Reihe (wie gesagt ist es das Juni-Juli-Set was aus Reprints und TCG Exclusives besteht).


    Gibt halt eine ganze Menge solcher Produktreihen, und diese werden auch gerne mal eingestampft. Kann man meist daran erkennen, dass neue Produktreihen in dem entsprechenden Zeitraum angekündigt werden. Bspw. kann man aktuell von ausgehen, dass Maximum Gold nun eingestampft wird, weil sich MAGO 2 angeblich furchtbar verkauft haben soll und zufällig die Holiday Box in dem Zeitraum von MAGO releast wird.

  • We return to your regularly scheduled news with an on-the-scene rescue!

    Impulse.webp?resize=206%2C300&ssl=1

    DBAD-JP001 Rescue-ACE Impulse

    Level 3 FIRE Warrior Effect Monster

    ATK 1500

    DEF 1500

    You can use the 1st and 2nd effect of this card’s name each once per turn.

    (1) During your Main Phase: You can make the 1 Effect Monster your opponent controls with the highest ATK (your choice, if tied) unable to activate its effects on the field this turn.

    (2) When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or field; Special Summon 1 Machine “Rescue-ACE” monster from your Deck.

    AirHoister.webp?resize=206%2C300&ssl=1

    DBAD-JP002 Rescue-ACE Air Hoister

    Level 4 FIRE Warrior Effect Monster

    ATK 1700

    DEF 1700

    You can use the 1st and 2nd effect of this card’s name each once per turn.

    (1) If this card is Normal or Special Summoned: You can add 1 “Rescue-ACE” Spell from your Deck to the hand.

    (2) When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or field; Special Summon 1 “Rescue-ACE” monster from your hand, except “Rescue-ACE Air Hoister”.

    Hydrant.webp?resize=206%2C300&ssl=1

    DBAD-JP03 Rescue-ACE Hydrant

    Level 1 FIRE Machine Effect Monster

    ATK 0

    DEF 0

    You can use the 2nd and 3rd effect of this card’s name each once per turn.

    (1) Your opponent cannot target this card for attacks or with card effects while you control a “Rescue-ACE” monster other than “Rescue-ACE Hydrant”.

    (2) You can activate 1 Quick-Play Spell or Trap the turn it is Set by your “Rescue-ACE” card’s effect.

    (2) During your Main Phase: You can add 1 “Rescue-ACE” monster from your Deck to your hand, except “Rescue-ACE Hydrant”.

    FireAttacker.webp?resize=206%2C300&ssl=1

    DBAD-JP005 Rescue-ACE Fire Attacker

    Level 6 FIRE Machine Effect Monster

    ATK 2200

    DEF 2200

    You can use the 1st and 2nd effect of this card’s name each once per turn.

    (1) If a “Rescue-ACE” monster(s) other than “Rescue-ACE Fire Attacker” is Normal or Special Summoned to your field: You can Special Summon this card from your hand.

    (2) If a card(s) is added to your opponent’s hand, except by drawing: You can draw 2 cards, then send 1 card from your hand to the GY.

    FireEngine.webp?resize=206%2C300&ssl=1

    DBAD-JP006 Rescue-ACE Fire Engine

    Level 7 FIRE Machine Effect Monster

    ATK 2500

    DEF 2500

    You can use the 1st and 2nd effect of this card’s name each once per turn.

    (1) If a “Rescue-ACE” monster(s) other than “Rescue-ACE Fire Engine” is Normal or Special Summoned to your field: You can Special Summon this card from your hand.

    (2) If a monster(s) is Special Summoned to your opponent’s field: You can Special Summon 1 Level 4 or lower “Rescue-ACE” monster from your hand, Deck, or GY.

    Turbulance.webp?resize=206%2C300&ssl=1

    DBAD-JP007 Rescue-ACE Turbulance

    Level 9 FIRE Machine Effect Monster

    ATK 3000

    DEF 3000

    You can use the 1st, 2nd, and 3rd effect of this card’s name each once per turn.

    (1) You can banish 2 “Rescue-ACE” cards from your GY; Special Summon this card from your hand.

    (2) During your Main Phase: You can Set up to 4 “Rescue-ACE” Quick-Play Spells and/or Normal Traps with different names directly from your Deck.

    (3) If another card(s) you control leaves the field by an opponent’s card effect: You can target 1 card on the field; destroy it.

    Headquarters.webp?resize=206%2C300&ssl=1

    DBAD-JP008 Rescue-ACE Headquarters

    Field Spell

    (1) “Rescue-ACE” monsters you control gain 500 ATK/DEF while your opponent controls a monster.

    (2) During your Main Phase, you can Normal Summon 1 “Rescue-ACE” monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)

    (3) Once per turn: You can target 4 of your “Rescue-ACE” cards that are banished and/or in your GY; shuffle them into the Deck, then draw 1 card.

    RESCUE.webp?resize=206%2C300&ssl=1

    DBAD-JP009 RESCUE!

    Quick-Play Spell Card

    (This card is always treated as a “Rescue-ACE” card.) You can only activate 1 card with this card’s name per turn.

    (1) Target 1 “Rescue-ACE” monster in your GY, or, if you control “Rescue-ACE Hydrant”, you can target 1 monster in your opponent’s GY instead; Special Summon it to your field.

    ALERT.webp?resize=206%2C300&ssl=1

    DBAD-JP010 ALERT!

    Quick-Play Spell

    (This card is always treated as a “Rescue-ACE” card.) You can only activate 1 card with this card’s name per turn.

    (1) Add 1 “Rescue-ACE” monster from your GY to your hand, or, if you control “Rescue-ACE Hydrant”, you can add 1 “Rescue-ACE” monster from your Deck to your hand instead.

    CONTAIN.webp?resize=206%2C300&ssl=1

    DBAD-JP011 CONTAIN!

    Normal Trap

    (This card is always treated as a “Rescue-ACE” card.)

    (1) If you control a “Rescue-ACE” monster: Target 1 Effect Monster your opponent controls; it cannot attack, its effects are negated, also, if you control “Rescue-ACE Hydrant”, it cannot be used as material for a Fusion, Synchro, Xyz, or Link Summon. These effects last until the end of this turn.

    EXTINGUISH.webp?resize=206%2C300&ssl=1

    DBAD-JP012 EXTINGUISH!

    Normal Trap

    (This card is always treated as a “Rescue-ACE” card.)

    (1) If you control a “Rescue-ACE” monster: Target 1 Effect Monster your opponent controls; destroy it, and if you control “Rescue-ACE Hydrant”, this turn, your opponent cannot activate the effects of the destroyed monster as well as monsters with the same original name.

  • Liest sich eigentlich im großen und ganzen sehr solide.

    Viele der Karten haben gute Effekte.

    Gerade der Hydrant und Turbolance geben unglaublich viel Power. Das Deck hängt allerdings sehr von beiden Karten ab.

    Problematisch sehe ich hingegen einige der Restrictions. Die sind dann doch sehr spezifisch. Erinnert mich etwas von der Art wie es geschrieben wurde an die Exorsister. Da wollte man auch viel hat aber die Karten zu Beginn ordentlich eingeschränkt (was jetzt nichts schlechtes ist).

  • ein feuerwehr archetype also...

    der zugriff auf die z/fs ist sehr einfach nur brauchen diese den hydranten, um ihre bonuseffekte zu bekommen. erinnert mich ein bisschen an amazement, wo die z/fs auch je nach bedingung andere effekte bekommen. das bossmonster ist mir etwas zu schwach geworden bzw alles in allem ein bisschen vorsichtig designt worden. aber dennoch sieht das bis hierhin ziemlich spielbar aus :thumbup:

    besser so als das nächste p.u.n.k.

    Toadally Awesome Treatoad -- Voiceless Voice Silenforcer -- Spright Splight -- Halqifibrax Needlefiber

    Zitat

    Spunky schrieb:
    In einem Jahr werden wir dann 8000 ATK Monster für 500 LP beschwören können, die gegen gegnerische Karteneffekte komplett immun sind und bei Kampfschaden noch 5 Karten ziehen lassen

  • Weiß nicht warum, aber musste bei den Karten irgendwie an Feuerritter denken. Nicht von der Mechanik, aber von den Artworks her (zumindest bei den Kriegern und beide Themen haben Feuer als Eigenschaft). Sieht auf alle Fälle interessant aus and wäre eventuell was, dass mich auch interessieren könnte. Schon heftig wie die lieben Kartendesigner völlig unverblümt +4 auf ne Karte schreiben, ohne es irgendwie zu verheimlichen. Die Karten müssen zwar unterschiedliche Namen haben, jedoch bin ich mir ziemlich sicher, dass es auch hier noch mehr Support geben wird. Powercreep all the way!


    Mit Restriktionen habe ich persönlich keine Probleme. Habe da selbst schon Einsatzgebiete für spezielle Karten gefunden die sonst nirgends gespielt werden, denn wer hat schon Lust wieder die nächste Meta Engine mit diesem Deck zu verknüpfen und den selben Einheitsbrei wie alle anderen zu spielen. Da gäbe es für mich keine Kreativität mehr.

  • Wo bleiben die restlichen Farben für den Archtype?

    Und welcher von denen ist jetzt der Weiße?

    Der Kampf gegen die Mathematik geht weiter. - *Macht des Drivers*
    Bildschirmfoto_2018-02-11_um_20.55.09.png

    Wir haben es endlich geschafft!! Die Mine ist endlich weg!


    Jetzt muss noch Expurrely Noir weg! I Hate Towers!