Judgment Of The Pharaoh
Reinforcement of the Army
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Add 1 Level 4 or lower Warrior-Type monster from your Deck to your hand.
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Can Be Found In: Legacy of Darkness (LOD-EN028), Dark Beginning 2 (DB2-EN147), Structure Deck: Warrior’s Triumph (SD5-EN024), Hobby League Participation Cards (HL06-EN004), Gold Series (GLD1-EN032), The Dark Emperor Structure Deck (SDDE-EN022), Warrior’s Strike Structure Deck (SDWS-EN025), Starter Deck: Duelist Toolbox (5DS3-EN022), Starter Deck: Xyz Symphony (YS12-EN027), Samurai Warlords Structure Deck (SDWA-EN025), Legendary Collection 3 Mega-Pack (LCYW-EN173), Super Starter: V for Victory (YS13-EN029), Legendary Collection 4 Mega-Pack (LCJW-EN186), Premium Gold (PGLD-EN058)
Searching effects are one of the most powerful effects in any card game. They allow us to obtain the cards we want after activation, prepare strategies as soon as possible, or simply look for a certain card which will solve a situation. A lot of builds will try to have as much searching as possible, even to the point of mixing archetypes and cards for keep not only a big hand but also cards ready for any situation. It also reduces the luck factor of drawing the cards we need as is highly preferable for most decks to simply get the card they need rather just wait turns until they have the luck of draw it.
If your deck contains even a minimum number of Warrior monsters, “Reinforcement of the Army” will surely be in the build. The spell card quickly became one of the most important tools for any build which carries Level 4 and below Warriors, no matter if the build is arround the Type or an Archetype such as HERO or Six Samurai, or the player carries certain monsters which provides sinergy on the build. The simple yet powerful effect of searching any Warrior from the deck and add it to the hand is a privilege very few Types can replicate, as they only can obtain similar effects from monsters or under certain conditions while Warriors can only get on the hand with the mere activation of this spell card.
As said, as long your Deck has some Warriors, “Reinforcement of the Army” will fit in it for add them to the hand. The mentioned HERO and Six Samurai archetype will improve their speed for obtain the right monsters in combination with “E - Emergency Call” and “Shien’s Smoke Signal” respectively, obtaining several chances for get the members they need faster than any other archetype. Others might not have searching effects like these two but can still get high benefits, such as Amazoness which although not so highly supported most of their monsters are Level 4 and lower so “Reinforcement” can search for any member as “Amazoness Village” replaces the defeated members.Obviously, you can simply run a build arround the Type instead of an archetype and still get the same advantages, from searching “Marauding Captain” or “Junk Synchron” for setup Extra Deck summons, to looking for “D.D. Warrior Lady” or “Mystic Swordsman LV2” for deal with an opponent’s monster.
But you don’t need to completely focus on Warriors or an archetype arround them for rely on “Reinforcement of the Army”, as some builds carries the spell card despite only having 3-5 warriors. Fusion decks for example can quickly get on their hand “Elemental HERO Prisma” for mill the deck as replaces materials, which “E - Emergency call” also gets the same treatment as “Reinforcement” for obtain the  HERO as soon as possible. Builds with graveyard strategies will look for “Dark Grepher” and “Armageddon Knight”, letting us set up the grave with monsters like “Necro Gardna” or “Gimmick Puppet Dreary Doll” depending of the deck. Even some players will carry a Warrior just as support on the field, like looking for “Goblindbergh” and get a Xyz or Synchro monster, or looking for “Don Zaloog” once we have the opportunity to deal damage and discard opponent cards.
If you play with Warriors, even if they aren’t the focus of the deck, “Reinforcement of the Army” is indispensable. Some archetypes will improve their speed for setup their game considerably, while others will use the spell for pick the right Warrior for the right situation. Compared to other searching spells which are usually more restricted or archetype themed, “Reinforcement of the Army” could be treated as a wild card which will become any Warrior monster we need, no matter if is for get a material we need for a Xyz monster, or we need to get a “D.D. Assailant” for deal with a threatening monster. Warriors are the biggest and more diverse Type in the whole game, and “Reinforcement of the Army” alone can support most of them without difficulties.
Personal Rating: A+

Reinforcement of the Army

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Add 1 Level 4 or lower Warrior-Type monster from your Deck to your hand.

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Can Be Found In: Legacy of Darkness (LOD-EN028), Dark Beginning 2 (DB2-EN147), Structure Deck: Warrior’s Triumph (SD5-EN024), Hobby League Participation Cards (HL06-EN004), Gold Series (GLD1-EN032), The Dark Emperor Structure Deck (SDDE-EN022), Warrior’s Strike Structure Deck (SDWS-EN025), Starter Deck: Duelist Toolbox (5DS3-EN022), Starter Deck: Xyz Symphony (YS12-EN027), Samurai Warlords Structure Deck (SDWA-EN025), Legendary Collection 3 Mega-Pack (LCYW-EN173), Super Starter: V for Victory (YS13-EN029), Legendary Collection 4 Mega-Pack (LCJW-EN186), Premium Gold (PGLD-EN058)

Searching effects are one of the most powerful effects in any card game. They allow us to obtain the cards we want after activation, prepare strategies as soon as possible, or simply look for a certain card which will solve a situation. A lot of builds will try to have as much searching as possible, even to the point of mixing archetypes and cards for keep not only a big hand but also cards ready for any situation. It also reduces the luck factor of drawing the cards we need as is highly preferable for most decks to simply get the card they need rather just wait turns until they have the luck of draw it.

If your deck contains even a minimum number of Warrior monsters, “Reinforcement of the Army” will surely be in the build. The spell card quickly became one of the most important tools for any build which carries Level 4 and below Warriors, no matter if the build is arround the Type or an Archetype such as HERO or Six Samurai, or the player carries certain monsters which provides sinergy on the build. The simple yet powerful effect of searching any Warrior from the deck and add it to the hand is a privilege very few Types can replicate, as they only can obtain similar effects from monsters or under certain conditions while Warriors can only get on the hand with the mere activation of this spell card.

As said, as long your Deck has some Warriors, “Reinforcement of the Army” will fit in it for add them to the hand. The mentioned HERO and Six Samurai archetype will improve their speed for obtain the right monsters in combination with “E - Emergency Call” and “Shien’s Smoke Signal” respectively, obtaining several chances for get the members they need faster than any other archetype. Others might not have searching effects like these two but can still get high benefits, such as Amazoness which although not so highly supported most of their monsters are Level 4 and lower so “Reinforcement” can search for any member as “Amazoness Village” replaces the defeated members.Obviously, you can simply run a build arround the Type instead of an archetype and still get the same advantages, from searching “Marauding Captain” or “Junk Synchron” for setup Extra Deck summons, to looking for “D.D. Warrior Lady” or “Mystic Swordsman LV2” for deal with an opponent’s monster.

But you don’t need to completely focus on Warriors or an archetype arround them for rely on “Reinforcement of the Army”, as some builds carries the spell card despite only having 3-5 warriors. Fusion decks for example can quickly get on their hand “Elemental HERO Prisma” for mill the deck as replaces materials, which “E - Emergency call” also gets the same treatment as “Reinforcement” for obtain the  HERO as soon as possible. Builds with graveyard strategies will look for “Dark Grepher” and “Armageddon Knight”, letting us set up the grave with monsters like “Necro Gardna” or “Gimmick Puppet Dreary Doll” depending of the deck. Even some players will carry a Warrior just as support on the field, like looking for “Goblindbergh” and get a Xyz or Synchro monster, or looking for “Don Zaloog” once we have the opportunity to deal damage and discard opponent cards.

If you play with Warriors, even if they aren’t the focus of the deck, “Reinforcement of the Army” is indispensable. Some archetypes will improve their speed for setup their game considerably, while others will use the spell for pick the right Warrior for the right situation. Compared to other searching spells which are usually more restricted or archetype themed, “Reinforcement of the Army” could be treated as a wild card which will become any Warrior monster we need, no matter if is for get a material we need for a Xyz monster, or we need to get a “D.D. Assailant” for deal with a threatening monster. Warriors are the biggest and more diverse Type in the whole game, and “Reinforcement of the Army” alone can support most of them without difficulties.

Personal Rating: A+

Gimmick Puppet Dreary Doll
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If this card is in your Graveyard: You can banish 1 other “Gimmick Puppet” monster from your Graveyard; Special Summon this card from your Graveyard. You can only use this effect of “Gimmick Puppet Dreary Doll” once per turn. This card cannot be used as an Xyz Material for an Xyz Summon, except for the Xyz Summon of a “Gimmick Puppet” monster.
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Can Be Found In: Premium Gold (PGLD-EN001)
Gimmick Puppet are absolutely focused on Xyz summoning. Although the monsters residing on the main deck doesn’t have the stats for stand on their own, their effects and levels aims towards the fast summon of Rank 8 monsters. Due some of their restrictions, usually ends with them pulling out their main Xyz monsters, but in others they will be able to get any Rank 8 Xyz available at the moment.
"Gimmick Puppet Dreary Doll" is one of the most basic members to play arround. By banishing another Gimmick Puppet, "Dready Doll" will revive herself from the graveyard. With her high level, is a great material to look for if we want to summon the Xyz trio of the archetype due she’s restricted only to summon said creatures, since as many other graveyard effects are reliable and quick to prepare for obtain and even use several times in a Duel.
The main objective is to have “Dreary Doll” on the grave along monsters to banish as soon as possible. The main method will be with “Gimmick Puppet Scissor Arms” discarding her directly from the deck, or “Dark Grepher” either from there and/or the hand. If “Dreary Doll” is in the hand, we can simply use effects such as “Gimmick Puppet Egg Head” abilities to deal damage or increase its level, or “Trade-In” which gets a lot fo sinergy in a build full of Level 8 creatures. Keep on mind that “Dreary Doll” will require other Gimmick Puppets on the graveyard if we want to constantly revive her, so not only use the mentioned cards but also others such as “Ryko, Lightsworn Hunter” or “Armageddon Knight” for keep filling the graveyard. If you don’t have any method at the moment for dump “Dreary Doll” to the graveyard, you can always special summon her from the hand with “Gimmick Puppet Des Troy” or “Gimmick Puppet Humpty Dumpty”.
There’s really no much of a plan for this Gimmick Puppet. Once she and other members are in the graveyard, any opportunity we can quickly Xyz summon a Gimmick Puppet will be easy to pull out. “Dready Doll” is specially effective along monsters like “Gimmick Puppet Magnet Doll” and “Gearspring Spirit” special summoning themselves from the hand, while “Gimmick Puppet Shadow Feeler” will summon itself when an opponent monster attacks. If “Dreary Doll” lacks monsters to banish or we wanna keep certain monsters in the graveyard, “Puppet Ritual” or “Junk Puppet” can easily revive her and/or other materials once she comes back to the field.
The biggest problem “Dreary Doll” carries is obviously its restriction to only Xyz summoning the Gimmick Puppet trio. “Gimmick Puppet Giant Grinder” is useful in an era full of special summons but will barely go offensive in battle, “Number 40: Gimmick Puppet of Strings” can be powerful but its effect is slow, and is very difficult to play arround “Number 88: Gimmick Puppet of Leo” for pull out his Auto-Win conditions. However, all this is easily solved with the Rank-Up cards, turning these creatures into much more effective versions. “Number C15: Gimmick Puppet Giant Killer” will destroy cards while dealing damage, the summon of “Number C40: Gimmick Puppet of Dark Strings” will inmediately trigger the effect of its former form, and finally “Number C88: Gimmick Puppet Disaster Leo”will avoid targeting effects as either keeps dealing damage or triggers an easier win condition. “Dreary Doll” becomes specially effective for summon this upgraded forms with “Rank-Up-Magic Argent Chaos Force”, as the spell is able to recycle itself once per Duel so we can get a new Chaos Xyz once we have the chance.
Despite its restriction, “Dreary Doll” is still a perfect candidate for Synchro summons. With a Level 1 Tuner we can quickly pull out “Giganticastle”, which can be revived on later turns with “Floatress” for keep the offensive or Xyz summon one of the Chaos Xyz Gimmick Puppets. With a Level 2 Tuner we can go for “Leo, the Keeper of the Sacred Tree” and its severe invulnerabilities, or “Drascension the Supreme Sky Dragon” which can resummon “Dreary Doll” once it leaves the field. Along a Level 3 Tuner we can get the effective “Star Eater”, able to be summoned without problems and also when declaring attacks. Finally, “Dreary Doll” can join forces with “Genex Recycled” for inmediately summon “Locomotion R-Genex”, allowing us to steal an opponent’s monster (As long isn’t a Xyz) once arrives to the field.
"Gimmick Puppet Dreary Doll" is one of the main sources of the archetype for quickly pull out the Xyz trio and so their Rank-Up alternatives. She can be summoned any turn we have a chance with her effect, so while other members will pull out "Number 22: Zombiestein" or "Number 107: Galaxy-Eyes Tachyon Dragon", "Dready Doll" can provide the final move with getting one of their boss monsters, detach her for use their effects, and have her ready next turn for summon another Xyz. If that still doesn’t convince you, remember that the Gimmick Puppet can be used as Synchro material with no problems. Due cards like "Dark Grepher" and "Trade-In" constantly dumping monsters to the graveyard, the preparation of "Dreary Doll" in the graveyard along other monsters for banish will most likely be ready on the first turn of a Duel, so don’t underestimate her potential just because can only summon three Xyz monsters.
Personal Rating: A+

Gimmick Puppet Dreary Doll

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If this card is in your Graveyard: You can banish 1 other “Gimmick Puppet” monster from your Graveyard; Special Summon this card from your Graveyard. You can only use this effect of “Gimmick Puppet Dreary Doll” once per turn. This card cannot be used as an Xyz Material for an Xyz Summon, except for the Xyz Summon of a “Gimmick Puppet” monster.

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Can Be Found In: Premium Gold (PGLD-EN001)

Gimmick Puppet are absolutely focused on Xyz summoning. Although the monsters residing on the main deck doesn’t have the stats for stand on their own, their effects and levels aims towards the fast summon of Rank 8 monsters. Due some of their restrictions, usually ends with them pulling out their main Xyz monsters, but in others they will be able to get any Rank 8 Xyz available at the moment.

"Gimmick Puppet Dreary Doll" is one of the most basic members to play arround. By banishing another Gimmick Puppet, "Dready Doll" will revive herself from the graveyard. With her high level, is a great material to look for if we want to summon the Xyz trio of the archetype due she’s restricted only to summon said creatures, since as many other graveyard effects are reliable and quick to prepare for obtain and even use several times in a Duel.

The main objective is to have “Dreary Doll” on the grave along monsters to banish as soon as possible. The main method will be with “Gimmick Puppet Scissor Arms” discarding her directly from the deck, or “Dark Grepher” either from there and/or the hand. If “Dreary Doll” is in the hand, we can simply use effects such as “Gimmick Puppet Egg Head” abilities to deal damage or increase its level, or “Trade-In” which gets a lot fo sinergy in a build full of Level 8 creatures. Keep on mind that “Dreary Doll” will require other Gimmick Puppets on the graveyard if we want to constantly revive her, so not only use the mentioned cards but also others such as “Ryko, Lightsworn Hunter” or “Armageddon Knight” for keep filling the graveyard. If you don’t have any method at the moment for dump “Dreary Doll” to the graveyard, you can always special summon her from the hand with “Gimmick Puppet Des Troy” or “Gimmick Puppet Humpty Dumpty”.

There’s really no much of a plan for this Gimmick Puppet. Once she and other members are in the graveyard, any opportunity we can quickly Xyz summon a Gimmick Puppet will be easy to pull out. “Dready Doll” is specially effective along monsters like “Gimmick Puppet Magnet Doll” and “Gearspring Spirit” special summoning themselves from the hand, while “Gimmick Puppet Shadow Feeler” will summon itself when an opponent monster attacks. If “Dreary Doll” lacks monsters to banish or we wanna keep certain monsters in the graveyard, “Puppet Ritual” or “Junk Puppet” can easily revive her and/or other materials once she comes back to the field.

The biggest problem “Dreary Doll” carries is obviously its restriction to only Xyz summoning the Gimmick Puppet trio. “Gimmick Puppet Giant Grinder” is useful in an era full of special summons but will barely go offensive in battle, “Number 40: Gimmick Puppet of Strings” can be powerful but its effect is slow, and is very difficult to play arround “Number 88: Gimmick Puppet of Leo” for pull out his Auto-Win conditions. However, all this is easily solved with the Rank-Up cards, turning these creatures into much more effective versions. “Number C15: Gimmick Puppet Giant Killer” will destroy cards while dealing damage, the summon of “Number C40: Gimmick Puppet of Dark Strings” will inmediately trigger the effect of its former form, and finally “Number C88: Gimmick Puppet Disaster Leo”will avoid targeting effects as either keeps dealing damage or triggers an easier win condition. “Dreary Doll” becomes specially effective for summon this upgraded forms with “Rank-Up-Magic Argent Chaos Force”, as the spell is able to recycle itself once per Duel so we can get a new Chaos Xyz once we have the chance.

Despite its restriction, “Dreary Doll” is still a perfect candidate for Synchro summons. With a Level 1 Tuner we can quickly pull out “Giganticastle”, which can be revived on later turns with “Floatress” for keep the offensive or Xyz summon one of the Chaos Xyz Gimmick Puppets. With a Level 2 Tuner we can go for “Leo, the Keeper of the Sacred Tree” and its severe invulnerabilities, or “Drascension the Supreme Sky Dragon” which can resummon “Dreary Doll” once it leaves the field. Along a Level 3 Tuner we can get the effective “Star Eater”, able to be summoned without problems and also when declaring attacks. Finally, “Dreary Doll” can join forces with “Genex Recycled” for inmediately summon “Locomotion R-Genex”, allowing us to steal an opponent’s monster (As long isn’t a Xyz) once arrives to the field.

"Gimmick Puppet Dreary Doll" is one of the main sources of the archetype for quickly pull out the Xyz trio and so their Rank-Up alternatives. She can be summoned any turn we have a chance with her effect, so while other members will pull out "Number 22: Zombiestein" or "Number 107: Galaxy-Eyes Tachyon Dragon", "Dready Doll" can provide the final move with getting one of their boss monsters, detach her for use their effects, and have her ready next turn for summon another Xyz. If that still doesn’t convince you, remember that the Gimmick Puppet can be used as Synchro material with no problems. Due cards like "Dark Grepher" and "Trade-In" constantly dumping monsters to the graveyard, the preparation of "Dreary Doll" in the graveyard along other monsters for banish will most likely be ready on the first turn of a Duel, so don’t underestimate her potential just because can only summon three Xyz monsters.

Personal Rating: A+

Krebons
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When this card is targeted for an attack: You can pay 800 Life Points; negate the attack.
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Can Be Found In: The Duelist Genesis (TDGS-EN018), Duelist League 2010 participation cards (DL09-EN010), Turbo Pack (TU01-EN003), Battle Pack: Epic Dawn (BP01-EN019), Battle Pack 2: War of the Giants (BP02-EN068), Duel Terminal 5 (DT05-EN062)
Psychic is one of the very few cases where the card game obtained a completely new monster Type. Inmediately on their debut, the few monsters available already became a powerful source of Synchro summoning thanks to “Emergency Teleport” giving us inmediate materials. As the Type obtained more cards, they became a build which either will keep recuding the user’s life points for trigger a series of effects, and/or banishing their own monsters for keep the advantage.
"Krebons" was not only one of the first Psychic monsters to appear in the game, but also one of the first Tuners. The Psychic inmediately became a staple on builds until months later Synchro monsters obtained more diversity on their strategy, yet "Krebons" is still an useful monster outside of its material role. By paying 800 life points, "Krebons" will negate any attacks coming against it. A double-edged effect specially on late turns, but alone of the field might be able to stall the opponent for atleast a turn for gather materials or cards we need for counterattack.
There’s various methods for bring “Krebons” to the field as soon as possible. The most known option to do so is the staple “Emergency Teleport”, allowing us to bring the Psychic for a turn so we can get a Synchro summon or the Fusion “Ultimate Axon Kicker”. “Mystic Tomato” is a classic choice which can work along “Krebons”, as will summon the Psychic when the opponent declares consecutive attacks for stop them. If Krebons is in the graveyard, “Psychic Tuning” can bring it back to the field, although depending of the Psychic strategy you go with you might prefer to banish it and summon it with a card like “Brain Hazard”.
"Krebons" is a simple monster with a simple effect, but carries several uses and combos on a Psychic deck. The spells "Telekinetic Charging Cell" and "Brain Research Lab" allow us to negate attacks by free, making a single "Krebons" able to stop all attacks with zero drawbacks. As "Krebons" and other Psychic cards keeps reducing our life points, we can take the chance for use "Psychic Trigger" for setup banished cards as we obtain additional cards on the hand. If on the other hand you prefer to keep a high quantity of life points so the opponent doesn’t defeat you during an opening, monsters like "Magical Android" or "Thought Ruler Archfiend" can easily recover or balance the costs we have to pay for "Krebons" and the other cards from the type.
There’re other strategies arround “Krebons” outside the Psychic strategies and “Emergency Teleport” becoming an insta-synchro tool. With its stall effect, “The Dark Door” or “Kaiser Colosseum” along the Psychic alone can assure us that the opponent will be unable to attack through. Accompanied with “Cannon Soldier” or “Toon Cannon Soldier” along “Quiltbolt Hedgehog”, is possible to OTK  the opponent as “Imperial Iron Wall” doesn’t allow “Quiltbolt” and a “Teleport” summoned “Krebons” to be banished. Its life cost along other Psychic cards can work arround “Life Equalizer”, stalling and controling the opponent’s game so once the trap is activated we can finish them with burn effects. Similarly along “Brain Research Lab”, we can gather several counters so once the field leaves the field we will turn the accumulated damage into healing thanks to “Prime Material Dragon” or “Rainbow Life”.
"Krebons" is still a very viable monster in any deck. The Psychic can gain us some time as a loner on early turns for gather materials and cards, but also become a fast synchro setup thanks to the reliable "Emergency Teleport". Psychics of course obtains the most benefits, as they can keep their life points steady and use "Krebons" on late turns for their banishing strategies rather its stall effect. An all-arround Tuner which as long our life points aren’t at risk any player can easily place on their build as either material or stall monster.
Personal Rating: A

Krebons

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When this card is targeted for an attack: You can pay 800 Life Points; negate the attack.

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Can Be Found In: The Duelist Genesis (TDGS-EN018), Duelist League 2010 participation cards (DL09-EN010), Turbo Pack (TU01-EN003), Battle Pack: Epic Dawn (BP01-EN019), Battle Pack 2: War of the Giants (BP02-EN068), Duel Terminal 5 (DT05-EN062)

Psychic is one of the very few cases where the card game obtained a completely new monster Type. Inmediately on their debut, the few monsters available already became a powerful source of Synchro summoning thanks to “Emergency Teleport” giving us inmediate materials. As the Type obtained more cards, they became a build which either will keep recuding the user’s life points for trigger a series of effects, and/or banishing their own monsters for keep the advantage.

"Krebons" was not only one of the first Psychic monsters to appear in the game, but also one of the first Tuners. The Psychic inmediately became a staple on builds until months later Synchro monsters obtained more diversity on their strategy, yet "Krebons" is still an useful monster outside of its material role. By paying 800 life points, "Krebons" will negate any attacks coming against it. A double-edged effect specially on late turns, but alone of the field might be able to stall the opponent for atleast a turn for gather materials or cards we need for counterattack.

There’s various methods for bring “Krebons” to the field as soon as possible. The most known option to do so is the staple “Emergency Teleport”, allowing us to bring the Psychic for a turn so we can get a Synchro summon or the Fusion “Ultimate Axon Kicker”. “Mystic Tomato” is a classic choice which can work along “Krebons”, as will summon the Psychic when the opponent declares consecutive attacks for stop them. If Krebons is in the graveyard, “Psychic Tuning” can bring it back to the field, although depending of the Psychic strategy you go with you might prefer to banish it and summon it with a card like “Brain Hazard”.

"Krebons" is a simple monster with a simple effect, but carries several uses and combos on a Psychic deck. The spells "Telekinetic Charging Cell" and "Brain Research Lab" allow us to negate attacks by free, making a single "Krebons" able to stop all attacks with zero drawbacks. As "Krebons" and other Psychic cards keeps reducing our life points, we can take the chance for use "Psychic Trigger" for setup banished cards as we obtain additional cards on the hand. If on the other hand you prefer to keep a high quantity of life points so the opponent doesn’t defeat you during an opening, monsters like "Magical Android" or "Thought Ruler Archfiend" can easily recover or balance the costs we have to pay for "Krebons" and the other cards from the type.

There’re other strategies arround “Krebons” outside the Psychic strategies and “Emergency Teleport” becoming an insta-synchro tool. With its stall effect, “The Dark Door” or “Kaiser Colosseum” along the Psychic alone can assure us that the opponent will be unable to attack through. Accompanied with “Cannon Soldier” or “Toon Cannon Soldier” along “Quiltbolt Hedgehog”, is possible to OTK  the opponent as “Imperial Iron Wall” doesn’t allow “Quiltbolt” and a “Teleport” summoned “Krebons” to be banished. Its life cost along other Psychic cards can work arround “Life Equalizer”, stalling and controling the opponent’s game so once the trap is activated we can finish them with burn effects. Similarly along “Brain Research Lab”, we can gather several counters so once the field leaves the field we will turn the accumulated damage into healing thanks to “Prime Material Dragon” or “Rainbow Life”.

"Krebons" is still a very viable monster in any deck. The Psychic can gain us some time as a loner on early turns for gather materials and cards, but also become a fast synchro setup thanks to the reliable "Emergency Teleport". Psychics of course obtains the most benefits, as they can keep their life points steady and use "Krebons" on late turns for their banishing strategies rather its stall effect. An all-arround Tuner which as long our life points aren’t at risk any player can easily place on their build as either material or stall monster.

Personal Rating: A

Karakuri Komachi mdl 224 “Ninishi”
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This card must attack if able. When this face-up card on the field is selected as an attack target, change its battle position. While this card is face-up on the field, once per turn during your Main Phase, you can Normal Summon a “Karakuri” monster in addition to your Normal Summon or Set. (You can only gain this effect once per turn.)
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Can Be Found In: Extreme Victory (EXVC-EN030)
Karakuri is one of the most interesting archetypes arround Machines. Their creatures are forced to attack or defend depending of the circumstances, playing arorund a strategy which constantly changes the battle position of the monsters on the field. Doing so not only can wall the opponent while attacking on their turns, but also trigger a series of effects which speeds up their game to the point they can completely swarm the entire field while also obtain their best creatures on the first turn of a Duel.
"Karakuri Komachi mdl 224 "Ninishi"" is one of the main engines in the deck for the purpose of obtaining a strong setup as soon as possible. Although she will most likely try to stay in defense due her lack of ATK might backfire due the forced attacks of the archetype, so carries the useful ability to give the user an additional normal summon of a Karakuri. Combined with her being a Tuner, we can easily setup the field with Karakuris and/or Synchro monsters with her arrival on the field.
Just with Karakuri tools, “Ninishi” can quickly arrive to the field for assist with her effect. The normal summon of “Karakuri Merchant mdl 177 “Inashichi”” or activating “Karakuri Cash Cache” or the Xyz “Gear Gigant X” can quickly look for “Ninishi” in the deck and add her to the hand. The boss monsters of the build, “Karakuri Shogin mdl 00 “Burei”” and “Karakuri Steel Shogun mdl 00X “Bureido”“, arrive to the field from the Extra Deck with a member coming from the main deck, so the summoning of “Ninishi” is assured for new members to appear on the field and even Synchro summons. Since several Karakuri monsters have low ATK, “Machine Duplication” can easily fit for inmediately bring to the field up to three “Ninishi” copies at once. Finally and if she’s in the graveyard, “Karakuri Ninja mdl 919 “Kuick”” will revive her once that monster destroys a monster in battle.
"Ninishi" will carry two purposes on the field. The obvious one is to provide additional summons from the hand, which can go from starting a Duel with her and other Karakuri for a Synchro summon, so summon several copies in a row for a Xyz monster or simply fill the field. The second is being the perfect target for change position, as her lack of ATK can be troublesome if she stays on the field unless the opponent decides to attack her. By being in defense, we will be able to use trap cards like "Karakuri Cash Shed" or "Karakuri Trick House" for deal with opponent moves, or severely increase our hand with "Karakuri Steel Shogun mdl 00X "Bureido"" as Karakuris constantly change positions.
Although at first might seem Karakuri is a complicated gamestyle, it actually goes very straightforward thanks to members like “Ninishi”. Her and other Karakuris will quickly setup the field so “Bureido” and “Burei” gives the final touches to our field before finishing the game with a big attack from all their summons. By being Tuner “Ninishi” can start a game with her and other member and bring out a Synchro right away, meaning that most likely “Burei” will arrive with another Karakuri and keep strengthing the field, like summoning “Kuick” for revive “Ninishi” and once again normal summon another monster and end with another Synchro summon. There’s various Karakuri builds which can easily OTK the opponent thanks to their inmediate setups, and “Ninishi” is one of their main tools thanks to her additional summon and Tuner status.
Personal Rating: A+

Karakuri Komachi mdl 224 “Ninishi”

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This card must attack if able. When this face-up card on the field is selected as an attack target, change its battle position. While this card is face-up on the field, once per turn during your Main Phase, you can Normal Summon a “Karakuri” monster in addition to your Normal Summon or Set. (You can only gain this effect once per turn.)

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Can Be Found In: Extreme Victory (EXVC-EN030)

Karakuri is one of the most interesting archetypes arround Machines. Their creatures are forced to attack or defend depending of the circumstances, playing arorund a strategy which constantly changes the battle position of the monsters on the field. Doing so not only can wall the opponent while attacking on their turns, but also trigger a series of effects which speeds up their game to the point they can completely swarm the entire field while also obtain their best creatures on the first turn of a Duel.

"Karakuri Komachi mdl 224 "Ninishi"" is one of the main engines in the deck for the purpose of obtaining a strong setup as soon as possible. Although she will most likely try to stay in defense due her lack of ATK might backfire due the forced attacks of the archetype, so carries the useful ability to give the user an additional normal summon of a Karakuri. Combined with her being a Tuner, we can easily setup the field with Karakuris and/or Synchro monsters with her arrival on the field.

Just with Karakuri tools, “Ninishi” can quickly arrive to the field for assist with her effect. The normal summon of “Karakuri Merchant mdl 177 “Inashichi”” or activating “Karakuri Cash Cache” or the Xyz “Gear Gigant X” can quickly look for “Ninishi” in the deck and add her to the hand. The boss monsters of the build, “Karakuri Shogin mdl 00 “Burei”” and “Karakuri Steel Shogun mdl 00X “Bureido”“, arrive to the field from the Extra Deck with a member coming from the main deck, so the summoning of “Ninishi” is assured for new members to appear on the field and even Synchro summons. Since several Karakuri monsters have low ATK, “Machine Duplication” can easily fit for inmediately bring to the field up to three “Ninishi” copies at once. Finally and if she’s in the graveyard, “Karakuri Ninja mdl 919 “Kuick”” will revive her once that monster destroys a monster in battle.

"Ninishi" will carry two purposes on the field. The obvious one is to provide additional summons from the hand, which can go from starting a Duel with her and other Karakuri for a Synchro summon, so summon several copies in a row for a Xyz monster or simply fill the field. The second is being the perfect target for change position, as her lack of ATK can be troublesome if she stays on the field unless the opponent decides to attack her. By being in defense, we will be able to use trap cards like "Karakuri Cash Shed" or "Karakuri Trick House" for deal with opponent moves, or severely increase our hand with "Karakuri Steel Shogun mdl 00X "Bureido"" as Karakuris constantly change positions.

Although at first might seem Karakuri is a complicated gamestyle, it actually goes very straightforward thanks to members like “Ninishi”. Her and other Karakuris will quickly setup the field so “Bureido” and “Burei” gives the final touches to our field before finishing the game with a big attack from all their summons. By being Tuner “Ninishi” can start a game with her and other member and bring out a Synchro right away, meaning that most likely “Burei” will arrive with another Karakuri and keep strengthing the field, like summoning “Kuick” for revive “Ninishi” and once again normal summon another monster and end with another Synchro summon. There’s various Karakuri builds which can easily OTK the opponent thanks to their inmediate setups, and “Ninishi” is one of their main tools thanks to her additional summon and Tuner status.

Personal Rating: A+

Inari Fire
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You can only control 1 face-up “Inari Fire”. If you control a Spellcaster-Type monster, you can Special Summon this card (from your hand). During your next Standby Phase after this face-up card on the field was destroyed by a card effect and sent to the Graveyard: Special Summon it from your Graveyard.
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Can Be Found In: Cosmo Blazer (CBLZ-EN038)
In most cases, monsters usually carry several purposes on a Duel depending of the build. Some will be useful for combine effects with other cards for more effective results, while others can do more than just attack or use their effect and can provide sinergy to the strategy. A monster might be played completely different from a deck to another, as in some can just be a mere material, while others can be an annoyance or a creature the opponent must be very careful.
"Inari Fire" is not much of a monster, but compensates with a variety of effects which makes it appear on the field quite often. He carries an optional summon which will make him special summon himself if we control a Spellcaster on the field, giving him some options on the several decks of such Type. Although due its ATK and Spellcaster sinergy will most likely be used as material, "Inari Fire" contains a second effect where revives himself on our next Standby Phase if is destroyed by an effect, giving him some use at a time players will try to get rid of monsters by effects instead of relying on attacks.
Along special summoning himself from the hand, “Inari Fire” has several other methods for appear on the field. A defeated “UFO Turtle” can summon him from the deck, while “Flamvell Firedog” on the other hand will bring im when he destroys a monster instead. “Inari Fire” obtains several chances to be summoned and also use his effect along Fire Kings, as effects like “Circle of the Fire Kings” will summon either this monster or one member of the archetype while activating their effects. Finally, the FIRE staple “Rekindling” will revive him along other monsters at once for either a mass attack or an Extra Deck summon.
The self-summoning of “Inari Fire” is what truly makes him a very useful monster rather his self-revival, as can quickly prepare our field for Synchro and Xyz summons on decks containing Spellcasters. “Summoner Monk” not only can summon this monster from the deck, but instead will bring another Level 4 monster from the deck while “Inari Fire” arrives from the hand for a heavy Xyz or Synchro summon. Similarly, “Gravekeeper’s Spy” will bring another Gravekeeper to the field to “Inari Fire” follow them for another option for Xyz summon. Gagaga builds will swarm the field with their monsters for setup Xyz monsters as this monster can assist them for additional materials arriving on the field. The normal summon of “Star Drawing” can be followed with this creature for a Rank 4 Xyz summon and obtain the drawing effect of the former. In short “Inari Fire” will be very helpful as long the build can provide Level 4 Spellcasters as materials, as otherwise will just become a monster for attack along stronger Spellcaster monsters such as “Dark Magician” or Prophecy builds which prefer to summon high level creatures which can take the field on their own.
Although “Inari Fire” might rarely trigger his revival effect since can be easily destroyed in battle, we can be the ones who destroys him in the process as we use certain effects. The usual nuke effects of “Dark Hole” or “Fire King High Avatar Garunix” will clean the whole field as “Inari Fire” will come back on our next turn. We can chain a “Call of the Haunted”  reviving the monster as we chain it against a disruptive effect from the opponent, giving us the monster effect ready to go. Finally, “Inari Fire” can be extremely useful as cost of “Scrap Dragon”, as the Synchro will destroy this monster for get rid of opponent cards each turn.
What truly makes “Inari Fire” very useful is his self-summoning along Spellcasters rather his ability to come back from the graveyard. A single Spellcaster on the field along this monster arriving can easily setup heavy Xyz and Synchro summons from the first turn of a Duel, and if we want to we can easily mix in FIRE tools for further results. The second effect however although makes him look as can become a big annoyance, it really isn’t at a time either the opponent will bring a big monster instantly and/or try to get rid of him with non-destructive effects, but might be of use arround Fire Kings effects. Is very useful for quickly setup an Extra Deck strategy, and that will be the main purpose “Inari Fire” will have in most Duels.
Personal Rating: A-

Inari Fire

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You can only control 1 face-up “Inari Fire”. If you control a Spellcaster-Type monster, you can Special Summon this card (from your hand). During your next Standby Phase after this face-up card on the field was destroyed by a card effect and sent to the Graveyard: Special Summon it from your Graveyard.

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Can Be Found In: Cosmo Blazer (CBLZ-EN038)

In most cases, monsters usually carry several purposes on a Duel depending of the build. Some will be useful for combine effects with other cards for more effective results, while others can do more than just attack or use their effect and can provide sinergy to the strategy. A monster might be played completely different from a deck to another, as in some can just be a mere material, while others can be an annoyance or a creature the opponent must be very careful.

"Inari Fire" is not much of a monster, but compensates with a variety of effects which makes it appear on the field quite often. He carries an optional summon which will make him special summon himself if we control a Spellcaster on the field, giving him some options on the several decks of such Type. Although due its ATK and Spellcaster sinergy will most likely be used as material, "Inari Fire" contains a second effect where revives himself on our next Standby Phase if is destroyed by an effect, giving him some use at a time players will try to get rid of monsters by effects instead of relying on attacks.

Along special summoning himself from the hand, “Inari Fire” has several other methods for appear on the field. A defeated “UFO Turtle” can summon him from the deck, while “Flamvell Firedog” on the other hand will bring im when he destroys a monster instead. “Inari Fire” obtains several chances to be summoned and also use his effect along Fire Kings, as effects like “Circle of the Fire Kings” will summon either this monster or one member of the archetype while activating their effects. Finally, the FIRE staple “Rekindling” will revive him along other monsters at once for either a mass attack or an Extra Deck summon.

The self-summoning of “Inari Fire” is what truly makes him a very useful monster rather his self-revival, as can quickly prepare our field for Synchro and Xyz summons on decks containing Spellcasters. “Summoner Monk” not only can summon this monster from the deck, but instead will bring another Level 4 monster from the deck while “Inari Fire” arrives from the hand for a heavy Xyz or Synchro summon. Similarly, “Gravekeeper’s Spy” will bring another Gravekeeper to the field to “Inari Fire” follow them for another option for Xyz summon. Gagaga builds will swarm the field with their monsters for setup Xyz monsters as this monster can assist them for additional materials arriving on the field. The normal summon of “Star Drawing” can be followed with this creature for a Rank 4 Xyz summon and obtain the drawing effect of the former. In short “Inari Fire” will be very helpful as long the build can provide Level 4 Spellcasters as materials, as otherwise will just become a monster for attack along stronger Spellcaster monsters such as “Dark Magician” or Prophecy builds which prefer to summon high level creatures which can take the field on their own.

Although “Inari Fire” might rarely trigger his revival effect since can be easily destroyed in battle, we can be the ones who destroys him in the process as we use certain effects. The usual nuke effects of “Dark Hole” or “Fire King High Avatar Garunix” will clean the whole field as “Inari Fire” will come back on our next turn. We can chain a “Call of the Haunted”  reviving the monster as we chain it against a disruptive effect from the opponent, giving us the monster effect ready to go. Finally, “Inari Fire” can be extremely useful as cost of “Scrap Dragon”, as the Synchro will destroy this monster for get rid of opponent cards each turn.

What truly makes “Inari Fire” very useful is his self-summoning along Spellcasters rather his ability to come back from the graveyard. A single Spellcaster on the field along this monster arriving can easily setup heavy Xyz and Synchro summons from the first turn of a Duel, and if we want to we can easily mix in FIRE tools for further results. The second effect however although makes him look as can become a big annoyance, it really isn’t at a time either the opponent will bring a big monster instantly and/or try to get rid of him with non-destructive effects, but might be of use arround Fire Kings effects. Is very useful for quickly setup an Extra Deck strategy, and that will be the main purpose “Inari Fire” will have in most Duels.

Personal Rating: A-

Armored Kappa
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2 Level 2 monsters
Once per turn: You can detach 1 Xyz Material from this card; this card gains 1000 ATK or DEF. During either player’s Battle Step, while an attack involving your monster is occurring: You can discard 1 card; for the rest of this turn, monsters you control cannot be destroyed by battle, also you take no battle damage. You can only use this effect of “Armored Kappa” once per Duel.
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Can Be Found In: Shadow Specters (SHSP-EN097)
Although Decks got so diverse any player can use any strategy for equally face popular decks, the Extra Deck has it harder for have a variety of monsters. While certain Archetypes relies on boss monsters for dominate the game, the rest are usually staple creatures  which had magnificent results on tournaments. Some Synchro monsters like “Scrap Dragon” or “Stardust Dragon” are still used in any deck which contains atleast a Tuner, while in the Xyz side we’ll easily find “Gagaga Cowboy” or “Number 101: Silent Honor ARK” among the rest. However, if a monster has some sinergy or a great use for an strategy, no matter if isn’t unpopular it will still be efficient.
"Armored Kappa" seems at first a weakling of an Xyz due its stats replicating his original form, "Psychic Kappa". Its first effect allows him to increase his stats by 1000 each, which for his ATK might not seem much but however DEF might be helpful on the first turns. However its main effect is the ability to stop all damage and battle destruction at cost of a discarded card, which although can only be used once during the whole Duel might turn arround the whole field in our favor thanks to that extra turn.
As Rank 2, “Armored Kappa” might not be viable for every deck but it has its options. Nimble, Frog, and Raccoon monsters can easily swarm the field with level 2 monsters, making them solid decks if we want the Xyz inmediately. Others instead will rely on a pair of cards for Xyz summon by their effects, such as “The Agent of Creation - Venus” filling the field with “Mystical Shine Ball” copies, or “Deep Sea Diva” inmediately summoning a Level 2 Sea Serpent from the deck. Cards like “Ojama Red” or Pendulum monsters can simply summon as many level 2 monsters (Ojamas in the case of “Red”) we carry on the hand for start the Duel with the Xyz out. Finally, a mere “Bahamut Shark” can inmediately bring “Armored Kappa” from the Extra Deck, which although will arrive without materials can still use his second effect.
The effects of “Armored Kappa” might not fit in a lot of decks, specially due its low Rank and stats, but there’s a few of them which actually give them a great use. Ojama decks not only can easily summon him quickly, but “Ojama Country” turns him in a solid creature to face attacks on its own once he gets a stat boost, while his protective effect allow us to discard “Ojamagic” and get additional monsters on the hand. WATER not only can inmediately bring him to the field with “Deep Sea Diva” or “Bahamut Shark”, but its mass protection ability not only will save monsters but also trigger the effect of Atlantean monsters, going for “Atlantean Heavy Infantry” or “Atlantean Marksman” for destroy opponent cards, or triggering the searhcing effect of “Atlantean Dragoons”. The sinergy with these cards might be the reason why a simple protective effect has the ‘once per Duel’ restriction.
"Armored Kappa" might not appear as much of an Xyz monster, but contains card sinergy and an useful stall effect. Some decks can take his discard effect not only for protect their field from incoming attacks and damage, but also an opportunity for improve our game by discarding certain cards like an Atlantean or Fabled monster. The boost effect might not seem much as "Armored Kappa" won’t outmatch a lot of monsters on his own, but thanks to his second effect he can easily reach the 2400 ATK and start attacking opponent monsters instead of being a support monster. Finally, keep on mind that his second effect can also be used in our turn, protecting our monsters of unexpected boosts like "Honest" or "Forbidden Chalice" from destroying important monsters. In short, "Armored Kappa" is a simple yet weak creature but carries hidden potential for those builds who have a spot for him.
Personal Rating: B+

Armored Kappa

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2 Level 2 monsters

Once per turn: You can detach 1 Xyz Material from this card; this card gains 1000 ATK or DEF. During either player’s Battle Step, while an attack involving your monster is occurring: You can discard 1 card; for the rest of this turn, monsters you control cannot be destroyed by battle, also you take no battle damage. You can only use this effect of “Armored Kappa” once per Duel.

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Can Be Found In: Shadow Specters (SHSP-EN097)

Although Decks got so diverse any player can use any strategy for equally face popular decks, the Extra Deck has it harder for have a variety of monsters. While certain Archetypes relies on boss monsters for dominate the game, the rest are usually staple creatures  which had magnificent results on tournaments. Some Synchro monsters like “Scrap Dragon” or “Stardust Dragon” are still used in any deck which contains atleast a Tuner, while in the Xyz side we’ll easily find “Gagaga Cowboy” or “Number 101: Silent Honor ARK” among the rest. However, if a monster has some sinergy or a great use for an strategy, no matter if isn’t unpopular it will still be efficient.

"Armored Kappa" seems at first a weakling of an Xyz due its stats replicating his original form, "Psychic Kappa". Its first effect allows him to increase his stats by 1000 each, which for his ATK might not seem much but however DEF might be helpful on the first turns. However its main effect is the ability to stop all damage and battle destruction at cost of a discarded card, which although can only be used once during the whole Duel might turn arround the whole field in our favor thanks to that extra turn.

As Rank 2, “Armored Kappa” might not be viable for every deck but it has its options. Nimble, Frog, and Raccoon monsters can easily swarm the field with level 2 monsters, making them solid decks if we want the Xyz inmediately. Others instead will rely on a pair of cards for Xyz summon by their effects, such as “The Agent of Creation - Venus” filling the field with “Mystical Shine Ball” copies, or “Deep Sea Diva” inmediately summoning a Level 2 Sea Serpent from the deck. Cards like “Ojama Red” or Pendulum monsters can simply summon as many level 2 monsters (Ojamas in the case of “Red”) we carry on the hand for start the Duel with the Xyz out. Finally, a mere “Bahamut Shark” can inmediately bring “Armored Kappa” from the Extra Deck, which although will arrive without materials can still use his second effect.

The effects of “Armored Kappa” might not fit in a lot of decks, specially due its low Rank and stats, but there’s a few of them which actually give them a great use. Ojama decks not only can easily summon him quickly, but “Ojama Country” turns him in a solid creature to face attacks on its own once he gets a stat boost, while his protective effect allow us to discard “Ojamagic” and get additional monsters on the hand. WATER not only can inmediately bring him to the field with “Deep Sea Diva” or “Bahamut Shark”, but its mass protection ability not only will save monsters but also trigger the effect of Atlantean monsters, going for “Atlantean Heavy Infantry” or “Atlantean Marksman” for destroy opponent cards, or triggering the searhcing effect of “Atlantean Dragoons”. The sinergy with these cards might be the reason why a simple protective effect has the ‘once per Duel’ restriction.

"Armored Kappa" might not appear as much of an Xyz monster, but contains card sinergy and an useful stall effect. Some decks can take his discard effect not only for protect their field from incoming attacks and damage, but also an opportunity for improve our game by discarding certain cards like an Atlantean or Fabled monster. The boost effect might not seem much as "Armored Kappa" won’t outmatch a lot of monsters on his own, but thanks to his second effect he can easily reach the 2400 ATK and start attacking opponent monsters instead of being a support monster. Finally, keep on mind that his second effect can also be used in our turn, protecting our monsters of unexpected boosts like "Honest" or "Forbidden Chalice" from destroying important monsters. In short, "Armored Kappa" is a simple yet weak creature but carries hidden potential for those builds who have a spot for him.

Personal Rating: B+

Tachyon Transmigration
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If you control a “Galaxy-Eyes” monster: Negate the activations of your opponent’s Spell Cards, Trap Cards, and monster effects that are in the same Chain as this card, and if you do, shuffle all of those negated cards on the field into the Deck. If you control a “Galaxy-Eyes Tachyon Dragon” monster, you can activate this card from your hand.
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Can Be Found In: Primal Origin (PRIO-JP087)
Both “Galaxy-Eyes Photon Dragon” and “Number 107: Galaxy-Eyes Tachyon Dragon” ended sharing the same support and strategies in part thanks to the Zexal series linking their origins. Doing so, both Galaxy and Photon members obtained a series of boss monsters which focuses on field disruption as they deal damage with their high stats. The Galaxy-Eyes creatures aren’t limited to the archetype such, as “Photon Dragon” can enter in any build swarming 2000 ATK monsters or with Dragon-type support, while “Tachyon Dragon” will fit in any setup able to pull out Rank 8 monsters.
"Tachyon Transmigration" is a very powerful counter trap which can completely turn arround the whole Duel, but requires to one of the Galaxy-Eyes monsters to be on our field. After activation, are opponent cards and effects activated before "Tachyon Transmigration" will be negated and shuffled vack into their deck, meaning that either the trap will simply negate a single card or finish a whole Chain in our favor. However, "Tachyion Transmigration" becomes even more devastating with one of the two "Tachyon Dragon" monsters, as will be able to be activated from the hand and thus be used at any turn without the opponent expecting it.
The problem obviously comes from requiring the Galaxy-Eyes monsters. The “Photon Dragon” series goes from “Galaxy-Eyes Photon Dragon” coming from the main deck, to “Neo Galaxy-Eyes Photon Dragon” and “Number 62: Galaxy-Eyes Prime Photon Dragon” resting in the Extra Deck. Meanwhile, the “Tachyon” monsters are reduced to “Number 107: Galaxy-Eyes Tachyon Dragon” and “Number C107: Neo Galaxy-Eyes Tachyon Dragon”. Three of these monsters can easily be Xyz summoned with Level 8 materials, going to simply using archetype strategies coming from Galaxy or Gimmick Puppet, to builds able to swarm the field with high level creatures such as “Beast King Barbaros”. “Number C107: Neo Galaxy-Eyes Tachyon Dragon” however is a rank higher, but can be easily be brought to the field by using a Rank-Up-Magic in one of these Xyz monsters, or a lucky draw of “Rank-Up-Magic The Seventh One” inmediately summoning the monster. Finally, the original “Galaxy-Eyes” can be summoned by several methods, going from revival thanks to “Galaxy Zero” to being summoned from either hand or deck with “Starliege Lord Galaxion”.
"Tachyon Transmigration" efficiency depends of several circumstances. The obvious one comes of what Galaxy-Eyes monster we have on the field, as the "Tachyon" duo will be the best choice since allows us to use the counter trap right from the hand, not only making it much harder to predict but also not being affected by the ‘Wait a turn after being set’ rule of traps while not being easy objective of destructive cards. The results also depends of what we’re facing, as "Tachyon Transmigration" can negate and shuffle a single card in most situations. But against builds like Chain Burn, Dark World, or Mermail which easily stack several cards in a Chain will be completely devastated by the counter trap.
Keep on mind that the counter trap negates any cards which triggers an effect. Although “Tachyon Transmigration” won’t assure a mass negation each time is used, it can easily deal with graveyard and hand effects. Common staples such as “Effect Veiler” or “Breakthrough Skill” won’t be safe cards for the opponent despite not appearing on the field for do the job, as the counter will answer against them specially with a “Tachyon” letitng us use it from the hand. Same goes for setups, as not only “Tachyon” will stop swarming effects coming from a Dark World or Mermail player, but also deal with strategies such as Fire King sef-destruction strategy, Infernity preparing the graveyard for a mass Synchro summoning, or shuffling to the deck any Pendulum monster trying to be used as spell card.
"Tachyon Transmigration" can be really effective in most situations. Although we won’t deal with long chains in most Duels for obtain its full potential, shuffling back negated cards can be truly devastating specially if monsters or graveyard/hand effects are involucred. It still requires the Galaxy-Eyes monsters for be used and that makes the trap underrated compared to more unrestricted choices, but both "Photon Dragon" and "Tachyon Dragon" have several ways and even a whole archetype to pull out one of their members and not let the trap card be a dead draw for long. But obviously "Tachyon Transmigration" becomes brutal with the "Tachyon" monsters, as in addition with the mentioned points the addition of using a counter trap directly from the hand is all advantages in our favor. 
Personal Rating: A-

Tachyon Transmigration

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If you control a “Galaxy-Eyes” monster: Negate the activations of your opponent’s Spell Cards, Trap Cards, and monster effects that are in the same Chain as this card, and if you do, shuffle all of those negated cards on the field into the Deck. If you control a “Galaxy-Eyes Tachyon Dragon” monster, you can activate this card from your hand.

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Can Be Found In: Primal Origin (PRIO-JP087)

Both “Galaxy-Eyes Photon Dragon” and “Number 107: Galaxy-Eyes Tachyon Dragon” ended sharing the same support and strategies in part thanks to the Zexal series linking their origins. Doing so, both Galaxy and Photon members obtained a series of boss monsters which focuses on field disruption as they deal damage with their high stats. The Galaxy-Eyes creatures aren’t limited to the archetype such, as “Photon Dragon” can enter in any build swarming 2000 ATK monsters or with Dragon-type support, while “Tachyon Dragon” will fit in any setup able to pull out Rank 8 monsters.

"Tachyon Transmigration" is a very powerful counter trap which can completely turn arround the whole Duel, but requires to one of the Galaxy-Eyes monsters to be on our field. After activation, are opponent cards and effects activated before "Tachyon Transmigration" will be negated and shuffled vack into their deck, meaning that either the trap will simply negate a single card or finish a whole Chain in our favor. However, "Tachyion Transmigration" becomes even more devastating with one of the two "Tachyon Dragon" monsters, as will be able to be activated from the hand and thus be used at any turn without the opponent expecting it.

The problem obviously comes from requiring the Galaxy-Eyes monsters. The “Photon Dragon” series goes from “Galaxy-Eyes Photon Dragon” coming from the main deck, to “Neo Galaxy-Eyes Photon Dragon” and “Number 62: Galaxy-Eyes Prime Photon Dragon” resting in the Extra Deck. Meanwhile, the “Tachyon” monsters are reduced to “Number 107: Galaxy-Eyes Tachyon Dragon” and “Number C107: Neo Galaxy-Eyes Tachyon Dragon”. Three of these monsters can easily be Xyz summoned with Level 8 materials, going to simply using archetype strategies coming from Galaxy or Gimmick Puppet, to builds able to swarm the field with high level creatures such as “Beast King Barbaros”. “Number C107: Neo Galaxy-Eyes Tachyon Dragon” however is a rank higher, but can be easily be brought to the field by using a Rank-Up-Magic in one of these Xyz monsters, or a lucky draw of “Rank-Up-Magic The Seventh One” inmediately summoning the monster. Finally, the original “Galaxy-Eyes” can be summoned by several methods, going from revival thanks to “Galaxy Zero” to being summoned from either hand or deck with “Starliege Lord Galaxion”.

"Tachyon Transmigration" efficiency depends of several circumstances. The obvious one comes of what Galaxy-Eyes monster we have on the field, as the "Tachyon" duo will be the best choice since allows us to use the counter trap right from the hand, not only making it much harder to predict but also not being affected by the ‘Wait a turn after being set’ rule of traps while not being easy objective of destructive cards. The results also depends of what we’re facing, as "Tachyon Transmigration" can negate and shuffle a single card in most situations. But against builds like Chain Burn, Dark World, or Mermail which easily stack several cards in a Chain will be completely devastated by the counter trap.

Keep on mind that the counter trap negates any cards which triggers an effect. Although “Tachyon Transmigration” won’t assure a mass negation each time is used, it can easily deal with graveyard and hand effects. Common staples such as “Effect Veiler” or “Breakthrough Skill” won’t be safe cards for the opponent despite not appearing on the field for do the job, as the counter will answer against them specially with a “Tachyon” letitng us use it from the hand. Same goes for setups, as not only “Tachyon” will stop swarming effects coming from a Dark World or Mermail player, but also deal with strategies such as Fire King sef-destruction strategy, Infernity preparing the graveyard for a mass Synchro summoning, or shuffling to the deck any Pendulum monster trying to be used as spell card.

"Tachyon Transmigration" can be really effective in most situations. Although we won’t deal with long chains in most Duels for obtain its full potential, shuffling back negated cards can be truly devastating specially if monsters or graveyard/hand effects are involucred. It still requires the Galaxy-Eyes monsters for be used and that makes the trap underrated compared to more unrestricted choices, but both "Photon Dragon" and "Tachyon Dragon" have several ways and even a whole archetype to pull out one of their members and not let the trap card be a dead draw for long. But obviously "Tachyon Transmigration" becomes brutal with the "Tachyon" monsters, as in addition with the mentioned points the addition of using a counter trap directly from the hand is all advantages in our favor. 

Personal Rating: A-

Totem Bird
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2 Level 3 WIND monsters
During either player’s turn, when a Spell/Trap Card is activated: You can detach 2 Xyz Materials from this card; negate the activation, and if you do, destroy it. This card loses 300 ATK while it has no Xyz Materials.
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Can Be Found In: Lord of the Tachyon Galaxy (LTGY-EN086)
Although high stats means everything for finish the opponent as soon as possible, is not always the case. Some monsters might have a weak ATK or DEF for stand a chance on the next turn, but they compensate with their effects. Some of them will setup the field either destroying or obtaining cards, while others will keep the opponent on hold for not counterattack. These are usually the ones who keeps our strategy going, as they prevent or improve our field with their assistance.
"Totem Bird" is a simple Xyz with no much on stats. The Xyz has the simple of effect of negating  a Spell or Trap by detaching two materials, so gets a better purpose when we are taking the lead on the Duel. This is specially due its second effect, which weakens "Totem Bird" if doesn’t have any materials. Is not a monster we just throw into the field for take the field on its own, but is preferable to assist our setups and other monsters.
Although seems “Totem Bird” is a creature most builds and obtain some benefits, unfortunately is restricted to WIND materials, thus limiting severely its options. Gusto is probably the best build to obtain the Xyz at any situation, thanks to their low level creatures along “Pirika, Lineage of Gusto” able to revive Tuners. Mecha Phantom Beasts will prefer to focus on the summoning of “Mecha Phantom Beast Dracossack”, but they can quickly summon several Level 3 members from the deck thanks to “Scramble!! Scramble!!” tributing tokens. A banishing strategy can rely on “Wingtortoise” coming from the grave as Sea Serpent, Aqua, and Fish monsters leave the game. “Instant Fusion” can bring to the field “Dragoness the Wicked Knight”, allowing several builds obtain a shortcut for gather materials. Finally, “Rescue Rabbit” can simply summon two copies of “Sonic Duck” or other normal monster of your choice for quickly obtain the Xyz on the field.
As said, “Totem Bird” is better to save for a support role on the field. Its effect will protect our stronger creatures from a nasty spell or trap card while either they are attacking or during the opponent’s turn. Once it used the effect, “Totem Bird” will just be on the field waiting to be destroyed or used with “Icarus Attack”, adding more pressure to the opponent as not only we negated a card but also destroyed some cards. Besides that, most of the work will be done by the rest of the build.
"Totem Bird" is a good Xyz, but due its weak stats and restricted materials won’t fit in a lot of WIND setups. Popular builds like Harpies or Mecha Phantom Beasts focuses more on high ranked Xyz monsters, and the attribute is the least supported compared to others besides DIVINE. Gusto is probably its best choice, as thanks to their low levels and "Pirika" they can obtain the Xyz inmediately once their best monsters are out on the field.  Is a weak monster with several negative points, but will be very helpful for protect our other cards once we have the advantage.
Personal Rating: B

Totem Bird

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2 Level 3 WIND monsters

During either player’s turn, when a Spell/Trap Card is activated: You can detach 2 Xyz Materials from this card; negate the activation, and if you do, destroy it. This card loses 300 ATK while it has no Xyz Materials.

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Can Be Found In: Lord of the Tachyon Galaxy (LTGY-EN086)

Although high stats means everything for finish the opponent as soon as possible, is not always the case. Some monsters might have a weak ATK or DEF for stand a chance on the next turn, but they compensate with their effects. Some of them will setup the field either destroying or obtaining cards, while others will keep the opponent on hold for not counterattack. These are usually the ones who keeps our strategy going, as they prevent or improve our field with their assistance.

"Totem Bird" is a simple Xyz with no much on stats. The Xyz has the simple of effect of negating  a Spell or Trap by detaching two materials, so gets a better purpose when we are taking the lead on the Duel. This is specially due its second effect, which weakens "Totem Bird" if doesn’t have any materials. Is not a monster we just throw into the field for take the field on its own, but is preferable to assist our setups and other monsters.

Although seems “Totem Bird” is a creature most builds and obtain some benefits, unfortunately is restricted to WIND materials, thus limiting severely its options. Gusto is probably the best build to obtain the Xyz at any situation, thanks to their low level creatures along “Pirika, Lineage of Gusto” able to revive Tuners. Mecha Phantom Beasts will prefer to focus on the summoning of “Mecha Phantom Beast Dracossack”, but they can quickly summon several Level 3 members from the deck thanks to “Scramble!! Scramble!!” tributing tokens. A banishing strategy can rely on “Wingtortoise” coming from the grave as Sea Serpent, Aqua, and Fish monsters leave the game. “Instant Fusion” can bring to the field “Dragoness the Wicked Knight”, allowing several builds obtain a shortcut for gather materials. Finally, “Rescue Rabbit” can simply summon two copies of “Sonic Duck” or other normal monster of your choice for quickly obtain the Xyz on the field.

As said, “Totem Bird” is better to save for a support role on the field. Its effect will protect our stronger creatures from a nasty spell or trap card while either they are attacking or during the opponent’s turn. Once it used the effect, “Totem Bird” will just be on the field waiting to be destroyed or used with “Icarus Attack”, adding more pressure to the opponent as not only we negated a card but also destroyed some cards. Besides that, most of the work will be done by the rest of the build.

"Totem Bird" is a good Xyz, but due its weak stats and restricted materials won’t fit in a lot of WIND setups. Popular builds like Harpies or Mecha Phantom Beasts focuses more on high ranked Xyz monsters, and the attribute is the least supported compared to others besides DIVINE. Gusto is probably its best choice, as thanks to their low levels and "Pirika" they can obtain the Xyz inmediately once their best monsters are out on the field.  Is a weak monster with several negative points, but will be very helpful for protect our other cards once we have the advantage.

Personal Rating: B

Ancient Gear Golem
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Cannot be Special Summoned. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step.
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Can Be Found In:  The Lost Millennium (TLM-EN006), Dark Revelation Volume 3 (DR3-EN186), Structure Deck: Machine Re-Volt (SD10-EN012), Mattel Action Figure Promos: Series 3 (MF03-EN008), Battle Pack: Epic Dawn (BP01-EN011), Battle Pack 2: War of the Giants (BP02-EN035)
Machine decks might not have the swarm capabilities of other Types, but instead compensates on quickly pulling out big threats. Archetypes like Machina, “Cyber Dragon”, or B.E.S. bets all their game into getting a powerful creature on the field at any moment, able to dominate the opponent with solid to high stats along a fitting effect. Even at a time decks focuses on getting as many Extra Deck monsters as possible, a smart Machine player can turn the game arround with the summon of a creature.
"Ancient Gear Golem" is the main creature of its archetype. Along the shared effect among Ancient Gears of stopping spells and traps during their attacks, "Golem" will deal piercing damage to assure us its 3000 ATK gets through the opponent defenses. However, being unable to be special summoned severely restricts its use at a time decks are all about special summoning, and in most circumstances "Golem" ends part of a strategy arround his fusion counterpart, "Ultimate Ancient Gear Golem", rather being summoned for trample enemies.
The good news is that “Ultimate Golem” is probably its most reliable summon option, since if the Fusion is destroyed it will revive “Golem” regardless of its summon condition. Similarly, “Spell Gear” is a expensive spell yet is able to bring two “Golem” cards from the hand and the deck respectively, either for a mass offensive or even a Xyz summon if we have the chance. As normal summon there’s various shortcuts for make “Golem” that costy, going from monsters like Pendulum monsters or “Entermate Discover Hippo” speeding up the summon, to cards like “Mausoleum of the Emperor” or “Star Blast” using our life points rather tributes. Finally, the archetype itself has “Geartown” and “Ancient Gear Castle” which will reduce the number of tributes required for summon Ancient Gear creatures, and “Ancient Gear Factory” banishing monsters from the grave as tribute.
Although the Ancient Gear main effect of assured attacks makes “Golem” a terrifying creature in the Battle Phase, is still vulnerable to common dangers on Duels as long is not attacking. A mere “Safe Zone” is more than enough for “Golem” keep dominating the field, as will protect it against common threats and thanks to its piercing damage it won’t matter if can’t direct attack. “Hardened Armed Dragon” can do a similar job once is tributed, as will provide protection against destructive effects. Against monster effects inside and outside battle, “Gravity Blaster” equipped on the Ancient Gear will be enough for stop nasty flip effects or searchers, or “Golem” can be accompanied with “Ancient Gear Beast” for clear the path. Finally, you can always equip “Golem” with an Union monster like “Heavy Mech Support Platform” or “Machina Peacekeeper” for take any destruction effect with them.
On attacks, “Golem” is as damaging as most Machine boss cards. “Limiter Removal” as always can turn into an OTK move if the opponent isn’t careful with their defenses, and otherwise a piercing 6000 ATK can easily corner them in our favor. Due Ancient Gears focuses on their big creatures for win Duels, “Lienage of Destruction” is a helpful card for “Golem” attack twice and deal lethal damage. However, on the opponent’s Battle Phase “Golem” effects aren’t active, so against stronger creatures have cards like “Forbidden Lance”, “Compulsory Evacuation Device” or “Shrink” ready to answer any outcome.
Despite of being a restricted tribute monster, “Ancient Gear Golem” has some hidden potential. Is a really powerful offense on its own, which thanks to the Ancient Gear tools along his fusion “Ultimate Ancient Gear Golem” will appear on the field as soon as we can regardless of its summon limitations. However, is still as vulnerable as most monsters in the game and in most turns he will be a dead draw on the hand, so even if “Golem” will assure damaging attacks each time it has a chance we still have to make his pressence on the field worth it.
Personal Rating: B+

Ancient Gear Golem

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Cannot be Special Summoned. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step.

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Can Be Found In:  The Lost Millennium (TLM-EN006), Dark Revelation Volume 3 (DR3-EN186), Structure Deck: Machine Re-Volt (SD10-EN012), Mattel Action Figure Promos: Series 3 (MF03-EN008), Battle Pack: Epic Dawn (BP01-EN011), Battle Pack 2: War of the Giants (BP02-EN035)

Machine decks might not have the swarm capabilities of other Types, but instead compensates on quickly pulling out big threats. Archetypes like Machina, “Cyber Dragon”, or B.E.S. bets all their game into getting a powerful creature on the field at any moment, able to dominate the opponent with solid to high stats along a fitting effect. Even at a time decks focuses on getting as many Extra Deck monsters as possible, a smart Machine player can turn the game arround with the summon of a creature.

"Ancient Gear Golem" is the main creature of its archetype. Along the shared effect among Ancient Gears of stopping spells and traps during their attacks, "Golem" will deal piercing damage to assure us its 3000 ATK gets through the opponent defenses. However, being unable to be special summoned severely restricts its use at a time decks are all about special summoning, and in most circumstances "Golem" ends part of a strategy arround his fusion counterpart, "Ultimate Ancient Gear Golem", rather being summoned for trample enemies.

The good news is that “Ultimate Golem” is probably its most reliable summon option, since if the Fusion is destroyed it will revive “Golem” regardless of its summon condition. Similarly, “Spell Gear” is a expensive spell yet is able to bring two “Golem” cards from the hand and the deck respectively, either for a mass offensive or even a Xyz summon if we have the chance. As normal summon there’s various shortcuts for make “Golem” that costy, going from monsters like Pendulum monsters or “Entermate Discover Hippo” speeding up the summon, to cards like “Mausoleum of the Emperor” or “Star Blast” using our life points rather tributes. Finally, the archetype itself has “Geartown” and “Ancient Gear Castle” which will reduce the number of tributes required for summon Ancient Gear creatures, and “Ancient Gear Factory” banishing monsters from the grave as tribute.

Although the Ancient Gear main effect of assured attacks makes “Golem” a terrifying creature in the Battle Phase, is still vulnerable to common dangers on Duels as long is not attacking. A mere “Safe Zone” is more than enough for “Golem” keep dominating the field, as will protect it against common threats and thanks to its piercing damage it won’t matter if can’t direct attack. “Hardened Armed Dragon” can do a similar job once is tributed, as will provide protection against destructive effects. Against monster effects inside and outside battle, “Gravity Blaster” equipped on the Ancient Gear will be enough for stop nasty flip effects or searchers, or “Golem” can be accompanied with “Ancient Gear Beast” for clear the path. Finally, you can always equip “Golem” with an Union monster like “Heavy Mech Support Platform” or “Machina Peacekeeper” for take any destruction effect with them.

On attacks, “Golem” is as damaging as most Machine boss cards. “Limiter Removal” as always can turn into an OTK move if the opponent isn’t careful with their defenses, and otherwise a piercing 6000 ATK can easily corner them in our favor. Due Ancient Gears focuses on their big creatures for win Duels, “Lienage of Destruction” is a helpful card for “Golem” attack twice and deal lethal damage. However, on the opponent’s Battle Phase “Golem” effects aren’t active, so against stronger creatures have cards like “Forbidden Lance”, “Compulsory Evacuation Device” or “Shrink” ready to answer any outcome.

Despite of being a restricted tribute monster, “Ancient Gear Golem” has some hidden potential. Is a really powerful offense on its own, which thanks to the Ancient Gear tools along his fusion “Ultimate Ancient Gear Golem” will appear on the field as soon as we can regardless of its summon limitations. However, is still as vulnerable as most monsters in the game and in most turns he will be a dead draw on the hand, so even if “Golem” will assure damaging attacks each time it has a chance we still have to make his pressence on the field worth it.

Personal Rating: B+

Solar Wind Jammer
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If you control no monsters, you can Special Summon this card (from your hand), but its original ATK and DEF become halved. During each of your Standby Phases: Increase the Level of this card by 1. There can only be 1 “Solar Wind Jammer” on the field.
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Can Be Found In: Abyss Rising (ABYR-EN011), Battle Pack 2: War of the Giants (BP02-EN116), Cyber Dragon Revolution Structure Deck (SDCR-EN013)
In a time where effects are everything, it doesn’t matter how weak or strong the stats of a monster can be. Either said creature is able to solve problems on the field, or becomes a perfect candidate for a Extra Deck material. The latter became more and more frequent in most builds, as both Synchro and Xyz monsters are far more accesible than waiting to draw a big creature from the main deck, when pulling out a pair of monsters and use together will get us the right monster for attack or use their abilities.
"Solar Wind Jammer" is practically the nowadays common creature which summons itself with simple conditions, in this case if we don’t control any monsters. After being special summoned this way, "Solar Wind Jammer" will halve its stats, but it won’t matter much since in most scenarios it will be used as materials. However, the monster rewards players who let him stay on the field by increasing its level on each of our Standby Phases, thus giving it some playability outside of being summoned from the hand for a quick Extra Deck summon.
Aside of being summoned by itself either at the start of a Duel or when the field became empty, there’s a few other options for be brougth to the field. “Shining Angel” will summon it from the Deck once is defeated in battle, while on the opposite “Chaos-End Master” will do so after himself destroys an opponent’s monster. With its low ATK, it can become a revival target of “Limit Reverse”, perfect if is summoned right before our Standby Phase for increase its level. If you instead still prefer its effect for be brought to the field, “Biofalcon” will get us Machine replacements for those destroyed in battle, while a “Cyber Dragon” strategy can add it to the hand thanks to “Cyber Repair Plant”.
Like monsters with similar effects such as “Ghost Ship” or “Cyber Dragon”, “Solar Wind Jammer” will mostly be used as Extra Deck material. Specially since its stats aren’t very worth it unsplitted. Xyz builds can special summon it for then follow it with creatures such as “Star Drawing” or “Gagaga Magician” which turns into Level 5 for summon a Rank 5 monster. Synchro decks on the other hand follows “Solar” with a Tuner, so they can get a Level 6 and up creature from the start of a Duel.
"Solar Wind Jammer" is a great starting monster for pull out a big creature on the very first turn of a Duel. The stat split tries too hard to look like a drawback, but in most scenarios "Solar" will inmediately leave the field for summon a stronger creature. The actual problem comes from its level increase effect which isn’t very worth it when there’s better alternatives to get higher levels instantly, going from archetypes such as Hieratic or Gimmick Puppet, to using a mere "Tannhauser Gate" or "Galaxy Queen’s Light" among many other options. Aside of that, "Solar Wind Jammer" is a great material overall for start a game with, either you play arround Rank 5 Xyz monsters and/or Synchro setups.
Personal Rating: A

Solar Wind Jammer

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If you control no monsters, you can Special Summon this card (from your hand), but its original ATK and DEF become halved. During each of your Standby Phases: Increase the Level of this card by 1. There can only be 1 “Solar Wind Jammer” on the field.

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Can Be Found In: Abyss Rising (ABYR-EN011), Battle Pack 2: War of the Giants (BP02-EN116), Cyber Dragon Revolution Structure Deck (SDCR-EN013)

In a time where effects are everything, it doesn’t matter how weak or strong the stats of a monster can be. Either said creature is able to solve problems on the field, or becomes a perfect candidate for a Extra Deck material. The latter became more and more frequent in most builds, as both Synchro and Xyz monsters are far more accesible than waiting to draw a big creature from the main deck, when pulling out a pair of monsters and use together will get us the right monster for attack or use their abilities.

"Solar Wind Jammer" is practically the nowadays common creature which summons itself with simple conditions, in this case if we don’t control any monsters. After being special summoned this way, "Solar Wind Jammer" will halve its stats, but it won’t matter much since in most scenarios it will be used as materials. However, the monster rewards players who let him stay on the field by increasing its level on each of our Standby Phases, thus giving it some playability outside of being summoned from the hand for a quick Extra Deck summon.

Aside of being summoned by itself either at the start of a Duel or when the field became empty, there’s a few other options for be brougth to the field. “Shining Angel” will summon it from the Deck once is defeated in battle, while on the opposite “Chaos-End Master” will do so after himself destroys an opponent’s monster. With its low ATK, it can become a revival target of “Limit Reverse”, perfect if is summoned right before our Standby Phase for increase its level. If you instead still prefer its effect for be brought to the field, “Biofalcon” will get us Machine replacements for those destroyed in battle, while a “Cyber Dragon” strategy can add it to the hand thanks to “Cyber Repair Plant”.

Like monsters with similar effects such as “Ghost Ship” or “Cyber Dragon”, “Solar Wind Jammer” will mostly be used as Extra Deck material. Specially since its stats aren’t very worth it unsplitted. Xyz builds can special summon it for then follow it with creatures such as “Star Drawing” or “Gagaga Magician” which turns into Level 5 for summon a Rank 5 monster. Synchro decks on the other hand follows “Solar” with a Tuner, so they can get a Level 6 and up creature from the start of a Duel.

"Solar Wind Jammer" is a great starting monster for pull out a big creature on the very first turn of a Duel. The stat split tries too hard to look like a drawback, but in most scenarios "Solar" will inmediately leave the field for summon a stronger creature. The actual problem comes from its level increase effect which isn’t very worth it when there’s better alternatives to get higher levels instantly, going from archetypes such as Hieratic or Gimmick Puppet, to using a mere "Tannhauser Gate" or "Galaxy Queen’s Light" among many other options. Aside of that, "Solar Wind Jammer" is a great material overall for start a game with, either you play arround Rank 5 Xyz monsters and/or Synchro setups.

Personal Rating: A