December 18, 2012
First time I'm doing a review for an entire archetype. Okay, so: this is the WIND archetype that we've all been waiting for. The Phantom Beast Plane tokens are super cool, and the mechanic by which this archetype makes Xyz monsters and doesn't die ever is also super cool. This deck is probably the only deck that can claim to be able to, without focusing on doing so, make
Superdimensional Robot Galaxy Destroyer... Not bad!
So it can make big Xyz plays. So what, you might ask? Well,
Number 11: Big Eye and
Superdreadnought Rail Cannon Gustav Max come to mind, as well as the less often seen
Constellar Ptolemys Messier 7 and the new, hard-to-summon
Number 92: Heart-eartH Dragon.
The tokens are open to being used for other effects as well: for example, this deck can play
Spiritual Wind Art - Miyabi! Not that this is better than Compulsory a lot of the time, but it is a pretty cool card nevertheless. Yes, you have now seen me promote Miyabi twice, but that's because I really like its art and - okay I'm going to stop now.
Token Sundae might be interesting. Scramble is very good, Aerial Charge is definitely highly playable, and Barrel Roll has the potential to be very good (archetype-specific
Kami no Senkoku? Konami pls).
Iron Call?
Gear Gigant X?
Limiter Removal? Only time will tell. I'll revisit this with a deck later.
Individual snap judgments:
Hum-Strut is wonderful. Ray-Stealth is decent if only because of its S/T destruction ability. Mega-Raptor is also wonderful and does nice things with Aerial Charge. Tether-Wolf is playable but interesting ... it can beat over stuff and is definitely good but it's not particularly renewable or hugely play-making. Black-Falcon is alright and can be useful as a pseudo-combat trick on either player's turn, though with different purposes. Drago-SAC, being the boss monster of the archetype, is great at making tokens but has only a somewhat above-average effect (not being able to battle kind of sucks ... but the targeted destruction is very good).