Today marked the release of the
latest expansion set, Dragons of Legend.
The set will without a doubt change the metagame significantly, with the
release of not only Soul Charge, but both the Fire & Ice Hands, Kuribandit,
Mathematician, and Wiretap are all great cards as well. There are some definite sleepers in the set
that could prove to be great cards that many people have overlooked with the
hype of other great cards. Moving
forward, here is a breakdown of my thoughts on a variety of cards from Dragons
of Legend.
Soul Charge
Soul Charge is easily the card in
Dragons of Legend with the greatest amount of hype and for good reason, it is a
great card. Soul Charge allows the
player to sacrifice their battle phase to summon up to five monsters from their
graveyard, by paying 1000 life points for each.
Believe me when I say that every 1000 life points will matter more than
ever. It is doubtful you will see as
many decks running Upstart Goblins, in my opinion, as it essentially is giving
your opponent a free summon off of one of their Soul Charges. Soul Charge will create numerous plays in
decks that gain advantage without the use of their battle phase or simply by
creating huge boards that are incredibly difficult for the opponent to break. We have already seen the price of Shooting
Quasar Dragon go insane due to the release of Soul Charge and the obscene combos
that it creates with Lonefire Blossom.
Soul Charge will without a doubt be a defining card this format and have
an unbelievable and immediate effect on the metagame.
Fire & Ice Hands
Given the Fire & Ice Hands
were announced prior to Soul Charge, I thought these cards would easily be some
of the best in the set. After Soul
Charge, they almost seem balanced…almost.
The Hands will certainly be seeing play at some point, given their
unbelievable effects. Your opponent can
have a field of six cards and you can have one of these things and destroy
every card on their field in the right situation. It is literally a one card Black Rose Dragon
when played correctly. That is
incredibly powerful all by itself, but not only that, it is a plus-able
floater. They are simply a really,
really powerful pair of cards that may not see immediate play, but eventually
will be extremely powerful.
Kuribandit
Kuribandit screams break me. It adds an interesting interaction to the
Sylvan archetype that it did not previously have. Magical Merchant provided a similar effect,
however with Kuribandit, you are guaranteed to see five cards and you have an
option of the Spell/Trap that you add.
In addition, you can do it the same turn that Kuribandit is played
rather than having to wait for Merchant to flip. Given all of these circumstances and the
release of Sylvan Charity awaiting the TCG, Kuribandit could be a very key cog
in the correct build of Sylvans.
Mathematician
Mathematician is a creation of
two of my favourite cards sandwiched into one.
It provides you a powerful effect, similar to that of Armageddon Knight,
except for virtually any deck. In
addition, similar to Card Trooper, it makes itself a floater, given the
condition that it dies by battle. With
1500 attack it is not exactly a pushover.
It creates more interesting interactions when crashing into say a
Mermail Abysslinde, causing the Abysslinde’s summoned monster to miss the
timing on its effect (like Abysspike or Abyssturge).
Wiretap
Wiretap is quite a powerful trap
card. It can be both better and worse
than the already played Seven Tools of the Bandit, but more often better. First off, it literally has no cost and
remains a counter trap, just like Seven Tools of the Bandit. In addition, there are certain traps that may
be in your advantage for your opponent to have back in their deck, for instance
a Solemn Warning if they are low on life or if you have an already established
field, which essentially makes the card a dead draw. Wiretap can be a double-edged sword though as
it can add powerful cards versus your deck back into your opponent’s deck for
use later in the duel, such as Macro Cosmos versus a graveyard based deck. Simply put, I can confidently say that
Wiretap will probably trump Seven Tools of the Bandit in seeing play.
Construction Train Signal Red
When this card was brought to my
attention by my friend, I actually had to re-read it. This card is actually unreal. Not only is it an EARTH machine type monster,
it also provides a very real addition to Geargias. It helps one of the deck’s major weaknesses
in having to protect Gear Gigant, and being a hand trap it is quite hard to play
around. It is better than similar cards
like Battle Fader, because rather than only stopping direct attacks, damage, or
allowing your monster to live, it is not able to be destroyed by battle and it
puts a monster on board that you are able to XYZ with next turn. Not only that Gigant is able to recycle it
from the graveyard, so you do not have to play more than one, allowing you to
prevent it from clogging in your hand.
Make no mistake, Construction Train Signal Red is a really damn good
card.
Black Sonic
While Black Sonic is an
interesting card that is receiving a little bit of hype for Blackwings it does
not actually do much that other cards do not already do. It is harder to stop then a Mirror Force, it
is also harder to activate it. The cards
most interesting effect, in my opinion, is that if the opponent controls three
or more Blackwings, then it can be played directly from the opponent’s
hand. While this is certainly a powerful
effect, good players should be able to play around this and it also requires
the opponent to overextend into you. In
short, if I were to play Blackwings, I’m not sure that Black Sonic would even
make it into my deck.
Rank-Up Magic Quick Chaos
Rank-Up Magic Quick Chaos is
fairly easy to understand. If you have
an XYZ monster, you can summon its C version on top of it by playing this card
and targeting your XYZ monster. Rank-Up
Magic Quick Chaos does exactly what its name suggests, creates a quick chaos
XYZ monster. Most relevant at the
moment, Number C101: Silent Honor DARK.
Silent Honor ARK already sees play so fitting this in your extra deck is
not difficult, but I am not sure how realistic just splashing Quick Chaos is,
however, once on the field, Honor DARK is one hell of a good monster and
difficult to get rid of permanently without the opponent’s own Honor ARK or by
banishing/bouncing it.
Given the amount of good cards in
Dragons of Legend it is sure to change the metagame significantly and cause
numerous decks that were tier two or three to combat tier one decks more than
ever before with the additions of cards like Soul Charge and others.