(The Prophet foretold of the weakening of control decks, strengthening of synchro's, a new Solemn Judgment, and the return of Ring of Destruction. The prophecy was foretold and will come to fruition on September 1st of this year.)Releases: September 1st, 2009
Possible Sneak Peak Dates: August 15th, 16th, 2009.
- 1 Ghost Rare
- 8 Secret Rares
- 10 Ultimate Rares
- 10 Ultra Rares
- 14 Super Rares
- 20 Rares
- 48 Commons
- 10 TCG Exclusives
- 10 OCG Exclusives
Last time we introduced the coming set we previewed cards that we felt were very powerful and would change the very play of the game.
We'd single out a card and spend a whole article talking about it's game play and the tactics involved in using the said card.
This time though after an extensive overview of the Japanese version of Ancient Prophecy we found very few cards that could hold their own. The set itself might end up being useless to most trainers if the exclusive TCG and OCG cards in it do not compensate. *
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*(There are always a number of cards released in every American set that are new to the world. These are known as TCG exclusives or cards that only the TCG has. There are ten of these in Ancient Prophecy.
There are also cards released that only the OCG had and that are now shared with players in the TCG. Likewise there will be ten of these as well. Again every new pack released by Konami includes a number(usually ten) of both types of these cards.
Since these cards are not reflected in the OCG release they are a mystery and can end up making a pack much more valuable than it's OCG counterpart. For todays article we only reviewed the known OCG release of this set which does not include these OCG and TCG exclusives.)
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Nonetheless, there are still a number of notable and powerful cards that should be reviewed and this post addresses those. This will be a spoiler obviously and fair warning is given now for anyone who wants Ancient Prophecy to be a surprise.
But enough chit-chat, lets get to the 15 cards already.
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Ancient Fairy Dragon

The card on the front of the pack was an obvious first choice for us to review. Lets blow up it's card text so we can see exactly what it does:
1 Tuner + 1 or more non-Tuner monsters
Once per turn, you can Special Summon 1 Level 4 or lower monster from your hand. If you activated this effect, you cannot enter your Battle Phase this turn. Also once per turn, you can destroy a Field Spell Card and gain 1000 Life Points. Then, you can add 1 Field Spell Card from your Deck to your hand.
The first thing you're probably thinking is whether you can destroy your opponents field spells with this effect. The answer is yes; making this card a huge threat to the earthbound immortals.
Stats: It's stats aren't anything special at 2100 attack. It's also another seven star synchro making that 3 star tuner even more crucial.
Effects: Its other effect is the rush effect. You could literally revolve a whole deck around stalling your opponent, attacking directly, and burning for life points by tributing monsters. This as well as Dark strike fighter could be your last push to victory.
We don't want to over hype the effect too much though.
The inability to attack really ruins things because a battle phase is not a small thing to sacrifice.
With our fast paced game a lost turn can leave you wide open for a game loss or a series of moves leading to it thanks to your inability to attack.
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Ancient Forest

When this card is activated, if there are any Defense Position monster(s) on the field, that monster(s) is changed to face-up Attack Position. Flip Effects are not activated at this time. Also, if a monster attacks, it is destroyed at the end of the Battle Phase.
This is a field spell with powerful control abilities. It's ability to stall is clear and absolute.
If your deck revolves on getting a particular win condition, such as Final Countdown, then this card is a powerful ally in your arsenal of attack blockers.
Gladiator Beast - Beat Down
Another function of this card is it's amazing teamwork with Gladiator Beasts.
Your ability to tag out effectively negates the Field spells effect so you can attack for no cost.
Your opponent on the other hand will be wary to attack and might even have to use a solemn against your Ancient Forest.
We'll have to see how other decks do against Glad beasts with this new tool in their arsenal.
One of the few definitely powerful cards coming soon in Ancient Prophecy.
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Black Shining G

When 1 Synchro Monster is Special Summoned to your opponent's side of the field, you can remove from play this card from your Graveyard to destroy that 1 Synchro Monster.
In a world completely swarming with synchro's, this card can find a place.
Obviously you wouldn't want to use this on a Stardust, but destroying a Goyo or a Blackwing Armor Master might be an amazing move that shifts the game in your favor.
It's effect is costless really, because it simply requires the removal of a monster from your grave, which isn't anything to worry about.
It's a Quick effect(aka Multi Trigger effect) so it can be used on either players turn; making it essentially more powerful.
Your opponent may forget it's presence but when you duel with it always remember it's there and time it's effect properly. A properly timed Black Shining G can win you the game; now that's power.
Owners of this card will worry about placement though and might use discarding cards like Lightning vortex to quickly remove this card to the grave where it belongs.
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Fire Support - 3 cards
Flamvell Helldog

When this card destroys a monster of your opponent's by battle and sends it to the Graveyard, you can Special Summon 1 FIRE monster with 200 or less DEF from your Deck other than "Flamvell Helldog".
Explosion of True Flames

Special Summon as many FIRE monsters with 200 DEF from your Graveyard as possible. The monsters Special Summoned by this effect are removed from play during the End Phase.
Flamvell Counter

Activate by removing from play 1 FIRE monster with 200 DEF in your Graveyard. Negate the activation of a Spell or Trap card and destroy it.
Analysis
Saving the best for last, flamvel counter is the beast that makes playing Flamvell Helldog a must for any fire deck.
Flamvell Counter is so powerful people probably will end up using this engine without having a fire deck at all because the costless negation is very tempting and very powerful.
Also I know by now you're probably asking one question and that's simply, "What other 200 defense fire monsters are there?"
200 Defense?
You'll be startled by the answer. Decoy Dragon, a staple in Dragon decks, is one.
Here's the list of monsters we could find:
- 1) Decoy Dragon : When this card is selected as an attack target by your opponent's monster, select 1 Level 7 or higher Dragon-Type monster from your Graveyard, Special Summon it and switch the attack target to that monster.
- 2) Fox Fire : During the End Phase of a turn when this face-up card attacked or was attacked and was destroyed by battle, Special Summon this card from the Graveyard. This card cannot be Tributed for a Tribute Summon.
- 3) Raging Flame sprite : This card can attack your opponent directly. Each time this card successfully attacks directly, it gains 1000 ATK.
That includes monsters like Nitro synchron that can be used for a synchro summon during your next turn. But we didn't make a list of those monsters simply because Flamvell counter was our number one focus. Just know many more monsters exist with defenses less than 200.
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Fairy Wind

Destroy all face-up Spell and Traps on the field. Inflict 300 damage to each player for each card destroyed.
They key word in the above sentence is face up. If that word was simply gone we'd have a broken must have staple and most control decks would become twice as hard to play.
Still this is a very powerful card and one that will deserve to be side decked at the very least.
Any stall decks out there will be complaining about this card because a simple side deck can assure a victory for any good duelist.
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Heterogeneous Conflict

Activate if all monsters on the field are face-up. Both players send monsters from their respective sides of the field to the Graveyard until they are each controlling monsters of only 1 Attribute.
There have been other cards with similar effects like this, such as rivalry of the warlords, but what makes this card stand out is that it isn't continuous.
This will become a great card for instant destruction. I'm pretty sure you need to be controlling a monster to activate this effect but it will be at it's most powerful when your opponent attempts to rush you.
Like most decks, a lot of monsters won't share the same attribute and instead of facing 3 monsters you could have your opponent down to 1.
Rush decks now have another way of being slowed down and the only catch is that you control a monster; something not very hard to accomplish.
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Imperial Custom

Face-up Continuous Trap Cards on the field not named "Imperial Custom" cannot be destroyed. You can control only 1 face-up "Imperial Custom".
The only downside to this effect would be that your opponent might be able to benefit from this. This will probably be a long shot in practice though and probably won't be an issue.
It's obvious advantages shine though and control/burn decks can protect their defenses with a simple Imperial Custom.
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Jester Confit

This card can be Special Summoned from your hand to your side of the field in face-up Attack Position. If you Summon this card this way, you can return this card and 1 monster your opponent controls to the owner's hand during the End Phase of your opponent's next turn. You can only have 1 "Jester Confit" face-up on your side of the field.
Right away this card parallels with the well known NeoSpacian Grand Mole. Like the mole it is able to lock your opponent if they start setting monsters in defense.
There is one catch though. It must survive your opponents battle phase up until the time they end their turn. If it can last that long you can use it's effect during your opponent's end phase.
Force the Attack
Most of you might not give this card another thought but look at it this way, you're forcing your opponent to attack.
If you have the advantage or need your opponent to attack, jester is the man to do it.
Also don't forget that sometimes your opponent won't be able to attack and Jester will thrive in that atmosphere where he can remove your opponents face downs so they are no longer a threat!
At the very least the jester should be side decked against certain control decks.
Free Tribute / Apprentice Engine
Remember that Jester can be special summoned in attack mode for no cost.
This makes him easy tribute fodder or fodder for a number of other purposes.
Again you don't need to use his second effect to simply special summon him onto the field for free.
It also has the added advantage of being a part of the Apprentice Engine. This now gives us another tool in our arsenal of spellcasters. Check the link above to learn more about the engine if you haven't already read the article. His special summoning ability alone makes him a key ally in most apprentice engine decks.
Did i mention the Jester is a Crush Card Target? Now do you still want to throw it out?
Of course not; now that you've seen how powerful the Jester is after this second look.
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Mine-Field

When this face-up card is removed from the field, you can add 1 Field Spell Card from your Graveyard to your hand.
Nothing too special. It's just a helpful searcher for Field spell cards that have hit the grave.
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Skill Successor

Increase the ATK of one monster on your side of the field by 400 points for this turn. Also, if this card exists in your Graveyard, you can remove this card from play to increase the ATK of a monster on your side of the Field by 800 points. You can’t activate this effect the same turn this card was sent to the Graveyard, and you can only activate this effect during your turn.
A simple card with a simple purpose that can be recycled. It wouldn't deserve another look if it wasn't for it's reusability.
But simple doesn't have to mean weak and Skill successor can be a powerful card that works out to a plus 1 if you can kill 2 monsters with it.
Luckily, If I read the card right, you should be able to activate it's first effect during your opponents turn but you can't activate it's second effect until your turn. A small complication that's needed to help keep the card balanced.
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Synchro Power with Turbo's
Turbo Cannon

"Turbo Rocket" + 1 non-Tuner monster
Once per turn, destroy 1 face-up monster on the field, and inflict damage to it's controller equal to half the monster's ATK.
Turbo Rocket

Tuner
If this card attacks, it is not destroyed by battle. After damage calculation, inflict damage to your opponent equal to half the ATK of the target monster's ATK.
Turbo Booster

If you have Normal Summoned a monster this turn, you can Special Summon this card from your hand. You can Tribute this card to destroy 1 monster your opponent controls that battled one of your monsters this turn.
Ring's Back
Turbo cannon becomes the TCG's first 3 star Synchro. It's effect can only be classified as devastating. Bringing back the pain of Ring of Destruction, we now have a cannon that will have the power to end games and punish opponents for ignoring synchro's.
It has zero attack so to bring it out means to end the game or be forced to protect it next turn.
We're fairly sure that Turbo Cannon will end the game most times in the hands of an experienced duelist.
The ability to destroy your opponents monsters at will is completely amazing and will change the state of our metagame.
Tactics to defend the Cannon
Use Heart of Clear water, Spirit Barrier, or Mist body, to protect Turbo Cannon.
Their effects listed in order are:
- If the equipped monster's ATK is 1300 or higher, this card is destroyed. The monster equipped with this card is not destroyed as a result of battle or by the effect of a card that targets the monster. (Damage calculation is applied normally.)
- While you control a monster(s), you take no Battle Damage.
- The equipped monster cannot be destroyed by battle. (Damage calculation is applied normally.)
If you have Turbo Rocket and Turbo Booster in your hand you can instantly synch for a Turbo Cannon. Also Turbo Rockets effect on it's own is good enough to warrant it's play.
Turbo Rocket is an auto Ring of Destruction after an attack and drawing it will not be a dead draw especially if you can go for game.
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Water-Hazard

If you control no monsters, you can Special Summon 1 Level 4 or lower WATER monster from your hand. This effect can only be used once per turn.
Another water support card that is just begging duelists to make more water decks.
I've already seen some amazing water decks and they were doing well enough as it was.
This allows them to speed up their tempo a bit faster, as if they weren't already fast enough.
The only downside to this, if you're an avid water deck builder, is finding room for it in an already crammed archetype.
If you can find room for it, Water hazard might be the little bit of speed you need to clinch victory and stake the water deck's mark as Tier 1.
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Final Thoughts
I hope you enjoyed the 15 cards on display here and started thinking of ways to implement them in your decks.
We try to provide as much help as possible, so we hope you appreciate the time our team took analyzing Ancient Prophecy and siphoning off it's information.
Hopefully for Stardust Overdrive we'll be able to spotlight cards again. There may well be cards in that set that can hold their own for a whole article.
As you saw above Ancient prophecy had some very promising cards but just didn't have the content necessary to spotlight them all individually.
Hopefully this 15 card bonanza was a good way to preview the set, giving info to duelists about possible techniques they could use in their decks after the set is released.
We're looking forward to the Sneak peak and can't wait to see the TCG and OCG exclusives that await in this pack; just waiting to be revealed.


3 comments:
really good preview, though i wish u had previewed fishborg gunner, the new psz for water decks (froggy synchros, anyone?)
I can't believe you didn't preview Future Vision, yet wrote paragraphs about trash cards like Heterogeneous Conflict and Skill Successor.
Regarding the second reply, I accidentally posted the same thing in the wrong article.
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