Action Magic - Full Turn
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This turn, any battle damage either player takes from battles involving 2 monsters is doubled. During your Main Phase, if this card is in your GY, except the turn this card was sent to the GY: You can discard 1 Spell; Set this card to your Spell & Trap Zone.
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Can Be Found In: Premium Pack 20 (PP20-JP008)

While many players might prefer to get rid of any threats on the field before the Battle Phase, there are some options used in it that can become more effective. Due many in-battle effects coming at the very last second, they become quite difficult to counter by common means. Some monster effects can be predicted given their abilities are visible before they activate, but cards resting in the backrow or even in the player’s hand can become near impossible to predict their outcome. While these options might limited to play in the Battle Phase, the results that will provide to the user can become devastating.

“Action Magic - Full Turn” is a Spell Card that can cause incredible results depending of how we invest on its abilities. In the turn “Full Turn” is activated any battle damage caused from monsters battling each other will be doubled, leading to devastating to even OTK setups depending of the monsters on each side of the field. Additionaly, we can discard a Spell Card in our hand to Set “Full Turn” from our Graveyard, making its reusability available to keep the pressure with its help. “Full Turn” is clearly a card that requires strong monsters to work and not backfire against us, and fortunately there’s a big number of options and strategies to even finish Duels the first time this card is played.

As a Quick-Play Spell “Full Turn” will be always ready to be played unless is Set even by its own retrieval effect, so we have to focus on the candidates we can play along with for the highest damage input as possible. Overall is really up to player’s preference, as is not difficult to find various Decks with a few lead monsters with high stats and/or stat boosts to work with. Some Decks will focus on monsters like “Ultimate Ancient Gear Golem” and “Evil HERO Dark Gaia” as are able to break through defensive monsters and assure damage, while cards like “Honest” and “Heroic Chance” will provide stat boosts to their respective themes. Its even possible to just focus on easily accesible monsters to play with this Spell Card, as either Equip Spells like “Psychic Blade” and “Mage Power” provides the ATK to finish off the opponent, or play along “Creature Swap” to steal a powerful monster to play along “Full Turn”. If these many possibilities won’t result in an OTK finish, either we can pay a Spell Card to prepare “Full Turn” again next turn, or we play along cards with multiple attacks like “Action Magic - Double Banking” to attack as many monsters as possible in a single turn.

Double damage input is a powerful ability with easy options to play along with, making “Action Magic - Full Turn” a card that might have a solid spot in many builds. With several powerful monsters and/or stat boosts to work with, “Full Turn” has several possibilities to finish many Duels with an OTK. Its retrieval effect might not have many uses given the surprise factor disappears, but if we didn’t finish the opponent in that turn we have an always available method to prepare “Full Turn” once again. But while “Full Turn” is a powerful Spell Card to invest a Deck is that kind of winning condition with some clear weaknesses on its preparatives, ranging from taking down our lead monster(s) before the Battle Phase or simply negate our attack(s). Yet, with many easily accesible setups and approaches to play with, “Full Turn” becomes a powerful tool for several OTK strategies out there.

Personal Rating: A-

+ Doubles the damage caused by monsters battling each other
+ We can discard a Spell Card to Set it from the Graveyard
+ High OTK potential
+ Several builds and setups to obtain an OTK with

- Might require its own Deck
- Can be easy to counter
- Recovering it from the Graveyard will lose its suprise factor