Judgment Of The Pharaoh
Armored Kappa
————————————————
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.
————————————————
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

————————————————

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.

————————————————

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
————————————————
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.
————————————————
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

————————————————

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.

————————————————

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
————————————————
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.
————————————————
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

————————————————

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.

————————————————

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
————————————————
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.
————————————————
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

————————————————

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.

————————————————

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
————————————————
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.
————————————————
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

————————————————

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.

————————————————

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

Number C88: Gimmick Puppet Disaster Leo
————————————————
4 Level 9 monsters
Must be Special Summoned with a “Rank-Up-Magic” Spell Card targeting “Number 88: Gimmick Puppet of Leo”, and cannot be Special Summoned by other ways. This card cannot be targeted by card effects. Once per turn: You can detach 1 Xyz Material from this card; inflict 1000 damage to your opponent. During your End Phase, if your opponent’s Life Points are 2000 or less, and this card has no Xyz Materials, you win the Duel.
————————————————
Can Be Found In:  Premium Gold (PGLD-EN021)
Gimick Puppet completely focuses on the summoning of high ranked Xyz monsters. Almost all their members focus on setting up both graveyard and field, for then others swarm and change stats for obtain Level 8 materials. This allows them to obtain big creatures such as “Number 107: Galaxy-Eyes Tachyon Dragon” or “Divine Dragon Knight Felgrand” on early turns, but mainly their ace monsters which focuses on field disruption.
The Gimmick Puppet Xyz trio obtained a Chaos equivalent for improve their strategies, and “Number C88: Gimmick Puppet Disaster Leo” is the new form of “Number 88: Gimmick Puppet of Leo”. “Gimmick Puppet of Leo” focuses on obtaining counters for achieve an auto-win effect, but extremely depends on several circumstances along a slow process. “Disaster Leo” however, although can only be summoned by Ranking Up “Leo”, is far superior to its former form. First, the Chaos Xyz detaches materials for deal burn damage, and once he’s out of materials and the opponent has 2000 or less life points we win the Duel. Second and most importantly, “Disaster Leo” can’t be targeted by effects, very effective at a time players balances their resources for deal with big threats. Combined with a pretty high ATK, “Disaster Leo” will deal near unavoidable attacks while either finishes the opponent with burn damage or its win condition.
Obviously, if we wanna get “Disaster Leo” we have to summon “Leo” first, and clearly Gimmick Puppet is the best build to do so. They’ll swarm materials from the hand thanks to “Gimmick Puppet Humpty Dumpty”, “Gimmick Puppet Magnet Doll”, or “Gimmick Puppet Des Troy”. They’ll also dump materials in the graveyard thanks to cards like “Trade-In” and “Gimmick Puppet Scissor Arms”, getting us monsters such as “Gimmick Puppet Dreary Doll” or “Gimmick Puppet Shadow Feeler” to summon themselves. Finally, “Junk Puppet” and “Puppet Ritual” will revive members ready to Xyz summon “Leo”, along “Iron Call” which can bring back those low level creatures which can increase levels like “Gimmick Puppet Egg Head”.
If the Gimmick Puppet build is not of your taste, there’s always alternatives. Monsters like “Beast King Barbaros” or “Gagaga Magician” are easy to summon monsters which along “Galaxy Queen’s Light” can turn all our creatures into Level 8 for Xyz summon “Leo”. The Galaxy archetype which focuses on “Galaxy-Eyes Photon Dragon” also can gather materials for Rank 8 creatures, like “Galaxy Expedition” summoning monsters from the Deck or “Galaxy Knight” reviving “Galaxy-Eyes” for Xyz together. Hieratic monsters can also help obtaining big creatures on the field thanks to their shared effect, tributing each other for summon Level 8 normal monsters and end filling the field in the process. Finally, we can always use “Rank-Up-Magic Astral Force” on “Number 25: Focus Force”, “Number 6: Chronomaly Atlandis”, or “Constelar Ptolemy M7” if you prefer a Rank 6 strategy or playing arround Chronomaly or Constelar respectively.
Once “Gimmick Puppet of Leo” is out on the field, all we have to do is use a Rank-Up-Magic card for bring “Disaster Leo”. If you play arround Gimmick Puppet the best choice is probably “Rank-Up-Magic Argent Chaos Force”, since most of their resources limits to the archetype and can be  recycled and used for summon “Number C40: Gimmick Puppet of Dark Strings” or “Number 15: Gimmick Puppet Giant Hunter” on their former forms. “Rank-Up-Magic Numeron Force” can mass negate several cards on the field, making the field safer than “Disaster Leo” already does with its target invulnerability. If you don’t care about the Win condition and prefer to abuse its burn effect, “Rank-Up-Magic Barian’s Force” can steal Xyz materials from an opponent’s monster so “Disaster Leo” can continuously deal damage.
"Disaster Leo" can go on its own dealing damage with attacks and its effect, since common cards like "Compulsory Evacuation Device" or "Effect Veiler" won’t have any effect on the Xyz. However, if you wanna shortcut the win condition, "Xyz Gift" can detach materials on "Disaster Leo" for draw cards, while "Oni-Gami Combo" will take out all its materials so can attack twice and thus leaving the opponent with enough life points for obtain the Auto-Win. Its Gimmick Puppet partners "Giant Hunter" and "Dark Strings" also are able to deal several burn damage, so either "Disaster Leo" finishes the opponent with its high ATK and 1000 damage effect, or by the win condition a few turns later. Finally, a mere "Number Wall" will protect the Xyz from possible mass destruction effects and certain battles, while "Xyz Block" can negate monster effects as "Disaster Leo" reduces its materials as a cost.
While “Number 88: Gimmick Puppet of Leo” is extremely difficult to obtain its victory condition, “Number C88: Gimmick Puppet Disaster Leo” on the other hand rewards players with just its variety of effects. Its high ATK, the ability to protect itself from targetting effects, and winning the Duel by either damage coming from two sources or a bonus Instawin makes it a creature the opponent must be very afraid to fight against. Gimmick Puppet or not, the problem still comes from the heavy summon conditions, which not only asks for summon “Leo” using three materials but also a Rank-Up spell card. The Gimmick Puppet Chaos Xyz trio are very dangerous to face against and severely improved the archetype’s offensive, but “Disaster Leo” will rarely come as “Giant Hunter” and “Dark Strings” are faster to bring out and start destroying opponent cards on the field while dealing damage. However, if you’re able to pull out “Disaster Leo”, just because it can’t be targeted by effects it will be a serious problem for the opponent as keeps dealing damage, specially on late turns which the Xyz might obtain its victory condition.
Personal Rating: A-

Number C88: Gimmick Puppet Disaster Leo

————————————————

4 Level 9 monsters

Must be Special Summoned with a “Rank-Up-Magic” Spell Card targeting “Number 88: Gimmick Puppet of Leo”, and cannot be Special Summoned by other ways. This card cannot be targeted by card effects. Once per turn: You can detach 1 Xyz Material from this card; inflict 1000 damage to your opponent. During your End Phase, if your opponent’s Life Points are 2000 or less, and this card has no Xyz Materials, you win the Duel.

————————————————

Can Be Found In:  Premium Gold (PGLD-EN021)

Gimick Puppet completely focuses on the summoning of high ranked Xyz monsters. Almost all their members focus on setting up both graveyard and field, for then others swarm and change stats for obtain Level 8 materials. This allows them to obtain big creatures such as “Number 107: Galaxy-Eyes Tachyon Dragon” or “Divine Dragon Knight Felgrand” on early turns, but mainly their ace monsters which focuses on field disruption.

The Gimmick Puppet Xyz trio obtained a Chaos equivalent for improve their strategies, and “Number C88: Gimmick Puppet Disaster Leo” is the new form of “Number 88: Gimmick Puppet of Leo”. “Gimmick Puppet of Leo” focuses on obtaining counters for achieve an auto-win effect, but extremely depends on several circumstances along a slow process. “Disaster Leo” however, although can only be summoned by Ranking Up “Leo”, is far superior to its former form. First, the Chaos Xyz detaches materials for deal burn damage, and once he’s out of materials and the opponent has 2000 or less life points we win the Duel. Second and most importantly, “Disaster Leo” can’t be targeted by effects, very effective at a time players balances their resources for deal with big threats. Combined with a pretty high ATK, “Disaster Leo” will deal near unavoidable attacks while either finishes the opponent with burn damage or its win condition.

Obviously, if we wanna get “Disaster Leo” we have to summon “Leo” first, and clearly Gimmick Puppet is the best build to do so. They’ll swarm materials from the hand thanks to “Gimmick Puppet Humpty Dumpty”, “Gimmick Puppet Magnet Doll”, or “Gimmick Puppet Des Troy”. They’ll also dump materials in the graveyard thanks to cards like “Trade-In” and “Gimmick Puppet Scissor Arms”, getting us monsters such as “Gimmick Puppet Dreary Doll” or “Gimmick Puppet Shadow Feeler” to summon themselves. Finally, “Junk Puppet” and “Puppet Ritual” will revive members ready to Xyz summon “Leo”, along “Iron Call” which can bring back those low level creatures which can increase levels like “Gimmick Puppet Egg Head”.

If the Gimmick Puppet build is not of your taste, there’s always alternatives. Monsters like “Beast King Barbaros” or “Gagaga Magician” are easy to summon monsters which along “Galaxy Queen’s Light” can turn all our creatures into Level 8 for Xyz summon “Leo”. The Galaxy archetype which focuses on “Galaxy-Eyes Photon Dragon” also can gather materials for Rank 8 creatures, like “Galaxy Expedition” summoning monsters from the Deck or “Galaxy Knight” reviving “Galaxy-Eyes” for Xyz together. Hieratic monsters can also help obtaining big creatures on the field thanks to their shared effect, tributing each other for summon Level 8 normal monsters and end filling the field in the process. Finally, we can always use “Rank-Up-Magic Astral Force” on “Number 25: Focus Force”, “Number 6: Chronomaly Atlandis”, or “Constelar Ptolemy M7” if you prefer a Rank 6 strategy or playing arround Chronomaly or Constelar respectively.

Once “Gimmick Puppet of Leo” is out on the field, all we have to do is use a Rank-Up-Magic card for bring “Disaster Leo”. If you play arround Gimmick Puppet the best choice is probably “Rank-Up-Magic Argent Chaos Force”, since most of their resources limits to the archetype and can be  recycled and used for summon “Number C40: Gimmick Puppet of Dark Strings” or “Number 15: Gimmick Puppet Giant Hunter” on their former forms. “Rank-Up-Magic Numeron Force” can mass negate several cards on the field, making the field safer than “Disaster Leo” already does with its target invulnerability. If you don’t care about the Win condition and prefer to abuse its burn effect, “Rank-Up-Magic Barian’s Force” can steal Xyz materials from an opponent’s monster so “Disaster Leo” can continuously deal damage.

"Disaster Leo" can go on its own dealing damage with attacks and its effect, since common cards like "Compulsory Evacuation Device" or "Effect Veiler" won’t have any effect on the Xyz. However, if you wanna shortcut the win condition, "Xyz Gift" can detach materials on "Disaster Leo" for draw cards, while "Oni-Gami Combo" will take out all its materials so can attack twice and thus leaving the opponent with enough life points for obtain the Auto-Win. Its Gimmick Puppet partners "Giant Hunter" and "Dark Strings" also are able to deal several burn damage, so either "Disaster Leo" finishes the opponent with its high ATK and 1000 damage effect, or by the win condition a few turns later. Finally, a mere "Number Wall" will protect the Xyz from possible mass destruction effects and certain battles, while "Xyz Block" can negate monster effects as "Disaster Leo" reduces its materials as a cost.

While “Number 88: Gimmick Puppet of Leo” is extremely difficult to obtain its victory condition, “Number C88: Gimmick Puppet Disaster Leo” on the other hand rewards players with just its variety of effects. Its high ATK, the ability to protect itself from targetting effects, and winning the Duel by either damage coming from two sources or a bonus Instawin makes it a creature the opponent must be very afraid to fight against. Gimmick Puppet or not, the problem still comes from the heavy summon conditions, which not only asks for summon “Leo” using three materials but also a Rank-Up spell card. The Gimmick Puppet Chaos Xyz trio are very dangerous to face against and severely improved the archetype’s offensive, but “Disaster Leo” will rarely come as “Giant Hunter” and “Dark Strings” are faster to bring out and start destroying opponent cards on the field while dealing damage. However, if you’re able to pull out “Disaster Leo”, just because it can’t be targeted by effects it will be a serious problem for the opponent as keeps dealing damage, specially on late turns which the Xyz might obtain its victory condition.

Personal Rating: A-

Vylon Alpha
————————————————
1 “Vylon” Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned: You can target 1 Equip Spell Card in your Graveyard; equip that target to this card. While this card is equipped with an Equip Card, it cannot be destroyed by Spell/Trap effects, except for Equip Cards.
————————————————
Can Be Found In:  Hidden Arsenal 6: Omega Xyz (HA06-EN022)
Vylon is one of the few archetypes which works arround the most underrated card type, Equip cards. Although Union monsters and certain trap cards nowadays do the job for improve monsters, the original spell card type is often avoided by players due its several weaknesses. Vylon however combines any kind of card which equips into monsters for obtain not only their effects, but also additional abilities for even a single member be able to dominate the duel.
"Vylon Alpha" is one of their big monsters residing the Extra Deck, and although his stats are quite weak for a Level 9 Synchro it can become a big annoyance thanks to the archetype strategy. Once "Alpha" is synchro summoned, he will equip be able to retrieve a Equip spell for himself. This will activate his continuous effect, which makes him indestructible against spells and traps as long he carries some equipment, no matter if is the recovered spell card or even monsters and traps. So in resume, while the equipment "Vylon Alpha" recycles along other Vylon tools strengths him outside his base ATK, he will be able to freely attack as the opponent options are reduced to a few for get rid of him.
For summon “Vylon Alpha” only requires a tuner from the archetype, so the rest of the materials can be up to our choice. All Vylon tuners can be equipped once they are sent to the graveyard, meaning that right after Synchro summoning “Alpha” he can attach one of them for gain their abilities. The only exception is “Vylon Cube”, which instead searches for a Equip spell from the deck once we use it for Synchro summon. “Vylon Prism” is the tuner with the highest level, and we can start our first turn with “Alpha” on the field if we summon it in addition of a Level 5 material such as “Cyber Dragon” or “Vice Dragon” among many others. Finally, “Vylon Element” can assist the backrow by replacing destroyed equipment for Tuners from the deck, punishing the opponent as we obtain monsters which either will summon “Alpha” or wall opponent attacks as their effects activate once they hit the graveyard.
Like any member of the build, “Alpha” has a heavy assortment of equipment for choose from. The Vylon equip cards are all helpful due not only their effects, but also due if are destroyed we can obtain a new Vylon tool from the deck as replacement. Probably the best choice among them is “Vylon Segment”, as will protect “Alpha” from targetting monster and trap effects which nowadays are extremely frequent. “Vylon Filament” is also helpful, allowing the Synchro to attack without fearing a “Shrink” or nasty traps like “Dimensional Prison” when he attacks. Keep on mind that “Alpha” can also pick Equip cards outside the archetype, going from “Mage Power” benefiting of the build reliance on equipment for increase ATK, or “United We Stand” once our field is full of creatures.
Obviously as Vylon, the Synchro monster doesn’t depend only of what Spell cards he can fetch from the graveyard or the hand. As mentioned the Vylon Tuners except “Cube” will attach to “Alpha” once he arrives to the field and provide additional effects, going from “Vylon Tetra” providing additional protection to “Vylon Prism” giving him a big boost during battles. The archetype also carries Unions which by default provides “Alpha” further protection against destruction, with the addition of “Vylon Pentachloro” destroying cards once “Alpha” defeats monsters, and “Vylon Tesseract” reviving Vylon creatures instead. Although the archetype lacks in trap cards “Alpha” can still choose several of them for be equipped in response of opponent moves, like “Intrigue Shield” protecting the Synchro from battles, “Fiery Fervor” taking advantage of “Alpha” weak ATK for outmatch stronger monsters, or “Blast With Chain” not only providing a stat increase but also able to destroy a card if the opponnent tries to get rid of it.
The invulnerability against destructive traps and spells not only will affect opponent cards, but will also be in our favor. We can freely use big nukes like “Dark Hole” or “Torrential Tribute” for clear the field as “Alpha” has free way to direct attack, also an opportunity for trigger Vylon tuners’ abilities for equip them on the Synchro. “Limiter Removal” becomes far more effective than already is, since its self-destruct effect won’t affect “Alpha” and we will obtain a 4400 ATK creature. “Safe Zone” will give “Alpha” further protection, and we won’t be worried that the trap card destroys the Synchro in case the opponent gets rid of it.
Don’t get tricked by its low ATK for a Level 9, as “Vylon Alpha” can be a big annoyance for the opponent. The Vylon archetype easily searches and recycles equipment so “Alpha” can either retrieve them from the graveyard or start equipping their Tuner and Union monsters. As a result not only will get its own protection, but also quickly fix his base ATK along covering openings with cards like “Vylon Segment” or “Vylon Prism”. And even if “Alpha” has problems for increase its stats, a mere “Limiter Removal” or “Honest” will be there for assure us that atleast next turn gets the right equipment for improve it. In resume, is not “Alpha” effect on its own what makes him menacing, but the combination of it along the Vylon cards and other equips we can fit on the build.
Personal Rating: A-

Vylon Alpha

————————————————

1 “Vylon” Tuner + 1 or more non-Tuner monsters

When this card is Synchro Summoned: You can target 1 Equip Spell Card in your Graveyard; equip that target to this card. While this card is equipped with an Equip Card, it cannot be destroyed by Spell/Trap effects, except for Equip Cards.

————————————————

Can Be Found In:  Hidden Arsenal 6: Omega Xyz (HA06-EN022)

Vylon is one of the few archetypes which works arround the most underrated card type, Equip cards. Although Union monsters and certain trap cards nowadays do the job for improve monsters, the original spell card type is often avoided by players due its several weaknesses. Vylon however combines any kind of card which equips into monsters for obtain not only their effects, but also additional abilities for even a single member be able to dominate the duel.

"Vylon Alpha" is one of their big monsters residing the Extra Deck, and although his stats are quite weak for a Level 9 Synchro it can become a big annoyance thanks to the archetype strategy. Once "Alpha" is synchro summoned, he will equip be able to retrieve a Equip spell for himself. This will activate his continuous effect, which makes him indestructible against spells and traps as long he carries some equipment, no matter if is the recovered spell card or even monsters and traps. So in resume, while the equipment "Vylon Alpha" recycles along other Vylon tools strengths him outside his base ATK, he will be able to freely attack as the opponent options are reduced to a few for get rid of him.

For summon “Vylon Alpha” only requires a tuner from the archetype, so the rest of the materials can be up to our choice. All Vylon tuners can be equipped once they are sent to the graveyard, meaning that right after Synchro summoning “Alpha” he can attach one of them for gain their abilities. The only exception is “Vylon Cube”, which instead searches for a Equip spell from the deck once we use it for Synchro summon. “Vylon Prism” is the tuner with the highest level, and we can start our first turn with “Alpha” on the field if we summon it in addition of a Level 5 material such as “Cyber Dragon” or “Vice Dragon” among many others. Finally, “Vylon Element” can assist the backrow by replacing destroyed equipment for Tuners from the deck, punishing the opponent as we obtain monsters which either will summon “Alpha” or wall opponent attacks as their effects activate once they hit the graveyard.

Like any member of the build, “Alpha” has a heavy assortment of equipment for choose from. The Vylon equip cards are all helpful due not only their effects, but also due if are destroyed we can obtain a new Vylon tool from the deck as replacement. Probably the best choice among them is “Vylon Segment”, as will protect “Alpha” from targetting monster and trap effects which nowadays are extremely frequent. “Vylon Filament” is also helpful, allowing the Synchro to attack without fearing a “Shrink” or nasty traps like “Dimensional Prison” when he attacks. Keep on mind that “Alpha” can also pick Equip cards outside the archetype, going from “Mage Power” benefiting of the build reliance on equipment for increase ATK, or “United We Stand” once our field is full of creatures.

Obviously as Vylon, the Synchro monster doesn’t depend only of what Spell cards he can fetch from the graveyard or the hand. As mentioned the Vylon Tuners except “Cube” will attach to “Alpha” once he arrives to the field and provide additional effects, going from “Vylon Tetra” providing additional protection to “Vylon Prism” giving him a big boost during battles. The archetype also carries Unions which by default provides “Alpha” further protection against destruction, with the addition of “Vylon Pentachloro” destroying cards once “Alpha” defeats monsters, and “Vylon Tesseract” reviving Vylon creatures instead. Although the archetype lacks in trap cards “Alpha” can still choose several of them for be equipped in response of opponent moves, like “Intrigue Shield” protecting the Synchro from battles, “Fiery Fervor” taking advantage of “Alpha” weak ATK for outmatch stronger monsters, or “Blast With Chain” not only providing a stat increase but also able to destroy a card if the opponnent tries to get rid of it.

The invulnerability against destructive traps and spells not only will affect opponent cards, but will also be in our favor. We can freely use big nukes like “Dark Hole” or “Torrential Tribute” for clear the field as “Alpha” has free way to direct attack, also an opportunity for trigger Vylon tuners’ abilities for equip them on the Synchro. “Limiter Removal” becomes far more effective than already is, since its self-destruct effect won’t affect “Alpha” and we will obtain a 4400 ATK creature. “Safe Zone” will give “Alpha” further protection, and we won’t be worried that the trap card destroys the Synchro in case the opponent gets rid of it.

Don’t get tricked by its low ATK for a Level 9, as “Vylon Alpha” can be a big annoyance for the opponent. The Vylon archetype easily searches and recycles equipment so “Alpha” can either retrieve them from the graveyard or start equipping their Tuner and Union monsters. As a result not only will get its own protection, but also quickly fix his base ATK along covering openings with cards like “Vylon Segment” or “Vylon Prism”. And even if “Alpha” has problems for increase its stats, a mere “Limiter Removal” or “Honest” will be there for assure us that atleast next turn gets the right equipment for improve it. In resume, is not “Alpha” effect on its own what makes him menacing, but the combination of it along the Vylon cards and other equips we can fit on the build.

Personal Rating: A-

Rescue Cat
————————————————
You can send this face-up card to the Graveyard to Special Summon 2 Level 3 or lower Beast-Type monsters from your Deck. Those monsters are destroyed during the End Phase.
————————————————
Can Be Found In:  Champion Pack: Game Five (CP05-EN015), Dark Revelation Volume 3 (DR3-EN153), Flaming Eternity (FET-EN033), Turbo Pack (TU01-EN008), Turbo Pack: Booster Three (TU03-EN002)
Summoning monsters from the Deck is full of advantages. We obtain creatures on the field without relying on cards in the hand, allows us to obtain the monster we need at the moment, and overall quickly setup the field. Some effects are more efficient than others, but still the ability to summon a certain creature at exact moments of a duel makes the player in full control of the build.
"Rescue Cat" started as a quickly forgotten monster at the time of its release. However, once the Synchro monsters appeared along the improve of the Beast-type, it became one of the most powerful cards for setup the field. By being sent from the field to the grave, "Rescue Cat" allow us to summon two Beasts of Level 3 and below, with the negative point that these creatures will be destroyed once the turn ends. Thanks to Synchro summoning, "Rescue Cat" became more than a method to temporally boost the field advantage and instead exploited its effect for keep summoning materials. In the end, "Rescue cat" got banned because of such devastating results and got replaced by "Rescue Rabbit", another powerful creature for the Extra Deck but with several limitations.
Thanks to its low stats, “Rescue Cat” has several methods to continuously use its effect even by using a single copy. Its most known option is along “Summoner Monk”, summoning the cat from the deck for then use “Monk” along the Beast monsters for a big summon from the Extra Deck. An alternative is “Giant Rat”, answering opponent attacks for then finish their turn with “Rescue Cat” ready to go. With such pity ATK, “Rescue Cat” can continuously be revived by “Limit Reverse” and thus keep summoning Beasts as much as we can.
"Rescue Cat" options varies from one deck to another. However, its terrifying power came by Synchro summoning by using "X-Saber Airbellum", which can also be brought by the cat for discard opponent cards if there’s an opening on their field. "Airbellum" was usually summoned with either a second copy or "Sea Koala", as will weaken opponent monsters thanks to a Beast-type monster being with it on the field. Some builds also included "Neo-Spacian Dark Panther" on their build, as will mimic an opponent’s monster effect and turn it against them.Finally, some others summoned "Des Wombat" due not only being one of the strongest Beasts "Rescue Cat" can summon, but also stopping any burn effects to counterattack our game such as "Magic Cylinder" or Chain strategies.
This cat not only became a great source of materials and even toolbox arround Beast monsters, but also really helped on certain archetypes. The one with the biggest benefits was Gladiator Beasts, as could summon “Test Tiger” along a member for summon a monster with their effect activated, and/or “Gladiator Beast Samnite” with its pretty solid ATK for start the Duel with. Ojamas on the other hand could easily summon two of the original trio for then finish summoning the last member and activate “Ojama Delta Hurricane!!”. Some Crystal Beasts relied on “Rescue Cat” just for summon two copies of “Crystal Beast Amethyst Cat”, as once the turn ends they will become spell cards and fuel or improve the cards of the archetype.
Although “Rescue Cat” became lethal and forbidden in the card game once Synchros appeared on the scene, far before that it obtained its own OTK strategy. Along another banned card, “Last Will”, “Rescue Cat” will summon monsters such as “Milus Radiant” and “Nimble Momonga” for inmediately swarm the field and increase the stats of their creatures. Thanks to “Last Will”, either the monsters summoned by “Rescue Cat” will get replaced by others once self-destroyed, or have enough monsters on the field so the ATK increase of “Milus Radiant” along “United We Stand” finish the Duel. If the opponent also focused on increase the number of monsters on their field, the build could simply summon “Gyaku-Gire Panda” for obtain a massive ATK boost along the ability of piercing damage for assure us a lethal attack. FInally, “D.D. Crazy Beast” along the stat boost it obtains from other sources will be able to banish any big menaces in case the build is unable to finish the Duel in that turn.
Just for the fact we can summon two monsters from the deck for then able to recycle “Rescue Cat” later on is more than enough to reason why it got banned from the card game. “Rescue Cat” already was a powerful tool for swarm the field, specially on certain strategies. However, once “X-Saber Airbellum” along Synchro monsters appeared in the game, “Rescue Cat” changed from a one turn swarm card into a powerful creature which can summon a Level 6 and up Synchro depending of the circumstances. With the addition of Xyz monsters is more than obvious why “Rescue Cat” can’t return, specially when its weakened version “Rescue Rabbit” also became part of a whole build which also recycled it and summon powerful monsters like “Evolzar Laggia” by only using a single card, and in the end become limited. “Rescue Cat” is a great example of how old cards go from acceptable effects to completely exploitable cards which can run an entire game on their own, either summoning “Sea Koala” for weakening monsters and/or to summon Synchro monsters for finish the job.
Personal Rating: S

Rescue Cat

————————————————

You can send this face-up card to the Graveyard to Special Summon 2 Level 3 or lower Beast-Type monsters from your Deck. Those monsters are destroyed during the End Phase.

————————————————

Can Be Found In:  Champion Pack: Game Five (CP05-EN015), Dark Revelation Volume 3 (DR3-EN153), Flaming Eternity (FET-EN033), Turbo Pack (TU01-EN008), Turbo Pack: Booster Three (TU03-EN002)

Summoning monsters from the Deck is full of advantages. We obtain creatures on the field without relying on cards in the hand, allows us to obtain the monster we need at the moment, and overall quickly setup the field. Some effects are more efficient than others, but still the ability to summon a certain creature at exact moments of a duel makes the player in full control of the build.

"Rescue Cat" started as a quickly forgotten monster at the time of its release. However, once the Synchro monsters appeared along the improve of the Beast-type, it became one of the most powerful cards for setup the field. By being sent from the field to the grave, "Rescue Cat" allow us to summon two Beasts of Level 3 and below, with the negative point that these creatures will be destroyed once the turn ends. Thanks to Synchro summoning, "Rescue Cat" became more than a method to temporally boost the field advantage and instead exploited its effect for keep summoning materials. In the end, "Rescue cat" got banned because of such devastating results and got replaced by "Rescue Rabbit", another powerful creature for the Extra Deck but with several limitations.

Thanks to its low stats, “Rescue Cat” has several methods to continuously use its effect even by using a single copy. Its most known option is along “Summoner Monk”, summoning the cat from the deck for then use “Monk” along the Beast monsters for a big summon from the Extra Deck. An alternative is “Giant Rat”, answering opponent attacks for then finish their turn with “Rescue Cat” ready to go. With such pity ATK, “Rescue Cat” can continuously be revived by “Limit Reverse” and thus keep summoning Beasts as much as we can.

"Rescue Cat" options varies from one deck to another. However, its terrifying power came by Synchro summoning by using "X-Saber Airbellum", which can also be brought by the cat for discard opponent cards if there’s an opening on their field. "Airbellum" was usually summoned with either a second copy or "Sea Koala", as will weaken opponent monsters thanks to a Beast-type monster being with it on the field. Some builds also included "Neo-Spacian Dark Panther" on their build, as will mimic an opponent’s monster effect and turn it against them.Finally, some others summoned "Des Wombat" due not only being one of the strongest Beasts "Rescue Cat" can summon, but also stopping any burn effects to counterattack our game such as "Magic Cylinder" or Chain strategies.

This cat not only became a great source of materials and even toolbox arround Beast monsters, but also really helped on certain archetypes. The one with the biggest benefits was Gladiator Beasts, as could summon “Test Tiger” along a member for summon a monster with their effect activated, and/or “Gladiator Beast Samnite” with its pretty solid ATK for start the Duel with. Ojamas on the other hand could easily summon two of the original trio for then finish summoning the last member and activate “Ojama Delta Hurricane!!”. Some Crystal Beasts relied on “Rescue Cat” just for summon two copies of “Crystal Beast Amethyst Cat”, as once the turn ends they will become spell cards and fuel or improve the cards of the archetype.

Although “Rescue Cat” became lethal and forbidden in the card game once Synchros appeared on the scene, far before that it obtained its own OTK strategy. Along another banned card, “Last Will”, “Rescue Cat” will summon monsters such as “Milus Radiant” and “Nimble Momonga” for inmediately swarm the field and increase the stats of their creatures. Thanks to “Last Will”, either the monsters summoned by “Rescue Cat” will get replaced by others once self-destroyed, or have enough monsters on the field so the ATK increase of “Milus Radiant” along “United We Stand” finish the Duel. If the opponent also focused on increase the number of monsters on their field, the build could simply summon “Gyaku-Gire Panda” for obtain a massive ATK boost along the ability of piercing damage for assure us a lethal attack. FInally, “D.D. Crazy Beast” along the stat boost it obtains from other sources will be able to banish any big menaces in case the build is unable to finish the Duel in that turn.

Just for the fact we can summon two monsters from the deck for then able to recycle “Rescue Cat” later on is more than enough to reason why it got banned from the card game. “Rescue Cat” already was a powerful tool for swarm the field, specially on certain strategies. However, once “X-Saber Airbellum” along Synchro monsters appeared in the game, “Rescue Cat” changed from a one turn swarm card into a powerful creature which can summon a Level 6 and up Synchro depending of the circumstances. With the addition of Xyz monsters is more than obvious why “Rescue Cat” can’t return, specially when its weakened version “Rescue Rabbit” also became part of a whole build which also recycled it and summon powerful monsters like “Evolzar Laggia” by only using a single card, and in the end become limited. “Rescue Cat” is a great example of how old cards go from acceptable effects to completely exploitable cards which can run an entire game on their own, either summoning “Sea Koala” for weakening monsters and/or to summon Synchro monsters for finish the job.

Personal Rating: S

The Selection
————————————————
Pay 1000 Life Points. Negate the Summon of a monster that has the same Type as a monster on the field, and destroy it.
————————————————
Can Be Found In: The Duelist Genesis (TDGS-EN093)
Counter Traps are probably one of the most gamechanging  cards during a Duel. Due they mostly negate effects along they can only be stopped by ther Counter Traps, they usually get the job done and turn arround the game in our favor or simply waste the opponent resources in vain. There’s Although limited in variety compared to other cards, there’s a Counter Trap for any build and situation for fit in any deck and strength their defenses.
"The Selection" is a simple counter with unusual conditions. Paying 1000 life points, "The Selection" will negate a destroy the summon of a monster, but it was to be a monster which Type is the same as any other on the field. At first seems a tricky cost to achieve specially depending of the matchup, but on late turns is most likely to get the trap card ready to go.
At a time a lot of builds focuses on a single Type, is not that hard to activate “The Selection”. A lot of archetypes focuses on a single Type, with a few exceptions like Ghostrick or Bujin which usually runs 2-3 Types. Other Types works well enough outside of archetypes, such as Spellcasters or Dragons, and soon or later they’ll have a monster so the next one becomes affected by “The Selection”. Keep on mind that our own monsters also are valid for match Types with opponent monsters, so using staple monsters to mirror matches will assure us that the monster the opponent tries to pull out gets negated.
Although players might prefer other alternatives for negate monsters, “The Selection” can always fit a Counter Fairy strategy. As soon the card is activated “Bountiful Artemis” will provide us its drawing effect, while a defeated “Harvest Angel of Wisdom” can recycle the trap card among others. This also allow us to special summon “Voltanis the Adjudicator” which will be able to destroy several cards on the field, or “Van’Dalgyon the Dark Dragon Lord” although is preferable to negate an effect instead of a summon for obtain one of his effects.
Due its conditions, is obvious why “The Selection” got quickly forgotten. Either we hope the opponent summons a monster with the same Type as one of ours, or let the opponent play normally until they match Types on their field. Although more expensive, “Solemn Warning” is still the main choice due not only doesn’t require a certain condition but is also able to negate summoning effects, while “Black Horn of Heaven” became more reliable as special summons became the game’s main strategy on most decks. “The Selection” might assure its activation on late turns or against monotype decks which focuses on swarming and Extra Deck setup, but still depends of what’s happening on the field in most situations when other counter traps can simply be activated for a similar result.
Personal Rating: C+

The Selection

————————————————

Pay 1000 Life Points. Negate the Summon of a monster that has the same Type as a monster on the field, and destroy it.

————————————————

Can Be Found In: The Duelist Genesis (TDGS-EN093)

Counter Traps are probably one of the most gamechanging  cards during a Duel. Due they mostly negate effects along they can only be stopped by ther Counter Traps, they usually get the job done and turn arround the game in our favor or simply waste the opponent resources in vain. There’s Although limited in variety compared to other cards, there’s a Counter Trap for any build and situation for fit in any deck and strength their defenses.

"The Selection" is a simple counter with unusual conditions. Paying 1000 life points, "The Selection" will negate a destroy the summon of a monster, but it was to be a monster which Type is the same as any other on the field. At first seems a tricky cost to achieve specially depending of the matchup, but on late turns is most likely to get the trap card ready to go.

At a time a lot of builds focuses on a single Type, is not that hard to activate “The Selection”. A lot of archetypes focuses on a single Type, with a few exceptions like Ghostrick or Bujin which usually runs 2-3 Types. Other Types works well enough outside of archetypes, such as Spellcasters or Dragons, and soon or later they’ll have a monster so the next one becomes affected by “The Selection”. Keep on mind that our own monsters also are valid for match Types with opponent monsters, so using staple monsters to mirror matches will assure us that the monster the opponent tries to pull out gets negated.

Although players might prefer other alternatives for negate monsters, “The Selection” can always fit a Counter Fairy strategy. As soon the card is activated “Bountiful Artemis” will provide us its drawing effect, while a defeated “Harvest Angel of Wisdom” can recycle the trap card among others. This also allow us to special summon “Voltanis the Adjudicator” which will be able to destroy several cards on the field, or “Van’Dalgyon the Dark Dragon Lord” although is preferable to negate an effect instead of a summon for obtain one of his effects.

Due its conditions, is obvious why “The Selection” got quickly forgotten. Either we hope the opponent summons a monster with the same Type as one of ours, or let the opponent play normally until they match Types on their field. Although more expensive, “Solemn Warning” is still the main choice due not only doesn’t require a certain condition but is also able to negate summoning effects, while “Black Horn of Heaven” became more reliable as special summons became the game’s main strategy on most decks. “The Selection” might assure its activation on late turns or against monotype decks which focuses on swarming and Extra Deck setup, but still depends of what’s happening on the field in most situations when other counter traps can simply be activated for a similar result.

Personal Rating: C+

Mahunder (Pahunder)

————————————————

Once per turn: You can Normal Summon 1 Level 4 LIGHT Thunder-Type monster from your hand, except “Mahunder” (“Pahunder”), as an additional Normal Summon.

————————————————

Can Be Found In:  Return of the Duelist (REDU-EN096) (REDU-EN095)

Thunder-type is probably the underdog of monsters nowadays. While some Types like Sea Serpent or Plant went from infunctional builds to tournament viable tactics, Thunder barely has something on their own for match other creatures. Batteryman easily became a cheap OTK deck and probably Thunder’s most known strategy, while Watt is a control themed deck about direct attacks and stalling. Aside of that, is very rare to see Thunder monsters dominate or even assist the build except of a “Thunder Dragon” or “Thunder Sea Horse” increasing our hand.

Both “Mahunder” and “Pahunder” carry the same effect and pretty equal stats. Both allows us to obtain an extra normal summon of a Level 4 LIGHT Thunder monster except of themselves. Simply put, these creatures will allow us to swarm the field with additional summons from the hand, either increasing field pressence for attack or preparing the field for a Extra Deck summon.

These creatures not only share the same effect, but also assist cards for arrive on the field. “Thunder Sea Horse” can be discarded for add to the hand two copies of either “Mahunder” or “Pahunder”. A mere “Summoner Monk” can summon one of these monsters from the deck at cost of a spell card and already fill the field with monsters, while “Shining Angel” will do so once is destroyed in battle. If one of these Thunder monsters are in the graveyard, their third member “Sishunder” can banish them so once our turn ends retrieve them back to the hand.

The main premise of these monsters is to quickly obtain monsters on the field for a Xyz summon. Both monsters can normal summon each other for finish with a third creature. The already mentioned “Summoner Monk” will summon one of them for then the extra normal summon get us the third material. We can also aim for a Synchro setup thanks to “Vylon Prism”, the only Level 4 Thunder-type Tuner period. Doing so, we can obtain Xyz monsters with heavy requeriments such as “Number 91: Thunder Spark Dragon” or “Evilswarm Ouroboros”, to Level 8 and up Synchro monsters thanks to “Vylon Prism”.

Not only “Pahunder” and “Mahunder” setups the field for the Extra Deck, but can also simply increase the field advantage. They can bring with them “Thunder King Rai-Oh”, a lockdown monster which will stop searching effects and even a special summon once is on the field. The mere summon of these monsters and their effects can trigger “Judgment of Thunder” for get rid of threats on the opponent’s field. The Watt archetype can get help from them for fill the field with “Wattcobra”, “Wattgiraffe”, and “Wattpheasant” in charge of direct attack and stall the opponent with their effects and resources. Finally, the mere fact “Pahunder”, “Mahunder” and basically the monsters they can normal summon being LIGHT means that despite their low stats, an “Honest” will be on our hand ready to answer an incoming attack against one of them.

There’s mixed opinions about “Mahunder” and “Pahunder”. Obtain additional normal summons, specially when both are on the field, is a good effect for both swarm the field and get our Extra Deck in the game. However, the addition of Pendulum Monsters practically makes them kinda obsolete, specially when both monsters have such specific summons when Thunder-type severely lacks of them for a diverse build. Still, Pendulum Summon requires the activation of two monsters and only becomes specially effective on late turns when Pendulum monsters pile in the Extra Deck, while a mere “Pahunder” or “Mahunder” can get us that second monster we need for pull out a “Number 101: Silent Honor ARK” or “Evilswarm Exciton Knight” and quickly solve a problematic situation.

Personal Rating: B+