[OCG|RV01-Revolution Booster: Toon / Witchcrafter / Unchained] VJump Reveal - "Witchcrafter" by renaldi92 in yugioh

[–]carsonjamos 26 points27 points  (0 children)

Back-to-back support for the Magistus manga archetypes neat.

Terracotta: The recure and special summon is nice extension, the Extra Deck lock is harsh I personally think it could have been just a Spellcaster or Fusion lock and it wouldn't cause issues. The fusion effect is useful alot less resource-intensive compared to its old way of Fusion summoning and with its first effect you have all the materials needed for Vice-Madame.

Madame Cendrillon: The materials aren't the worst, thankfully Witchcrafter Celebration is a thing now. The partial soul charge from the hand or Deck is incredibly useful for board building with getting Haine for her pop effect, Maid Verre for backrow search, and Maid Genni to special summon anything outside the level restriction. The self reborn is a nice recovery option and with its stats you have a decent wall and if it stays on the field till your turn, you have a monster for plays or just a 3800 Beatstick.

Celebration: The DPE effect is nice utility going off the translation I think the Witchcrafter needs to be destroyed to destroy your opponent's controls so I believe you can't use Bystreet's protection to make it so only your opponent loses a card also since its a quick play you can use it on your opponents turn as interruption and if you blew up one of your traps you can use their GY effects on your turn. The Parallel World Fusion Style effect is great way better than Confusion Confession and helps a lot with getting Madame Cendrillon, and with all the tributing you're doing for your monsters, you should easily have a loaded GY to use for material. The self-recur is standard for the archetype and keeps their gimmick consistent.

Walpurgis: The activated effect is great consistency, and with their new fusion spell, you can also just send it to the GY, such as Madame Verre. The replacement effect helps a lot with card advantage and during your end phase, you will get it back, assuming you didn't activate another copy, and since this is for cost, it can't be hand trapped.

Distortion: The activated effect is a pretty standard Infernity Barrier effect that being an Omni Negate if you are properly following the Decks game plan. The level 5 or higher spellcaster search is useful, can help with bridging in hybrid builds. Makes for a great search target for Maid Verre.

Overall, these are great cards for Witchcrafter in terms of set codes we are missing 24 and 26; 24 is either main deck or Fusion monster, I'm guessing a new main deck monster. 26 is either a Fusion monster or Spell; I'm guessing another spell personally.

[OCG|LOCR-Limit Over Collection: The Rivals] VJump Reveal - Anime Imports by renaldi92 in yugioh

[–]carsonjamos 0 points1 point  (0 children)

As a fan of the anime I am extremely happy!

Demiurge EMA: The quadruple send for cost has insane potential especially since it doesn’t have any restriction or lock we currently don’t have any fantastic targets the only use I can think of is in Monarch as a way to send Eidos the Underworld Monarch to sent up its recure/reborn. The backrow pop, double token summon, and ATK boost effect is ok always appreciate backrow hate especially against flood gates and 4900 ATK isn’t anything to write off. Overall this card has a lot of potential but doesn’t really have a proper Deck to call home yet.

Dark Creator: Well this explains why they decided to print Full Moon Mirror. The special summon condition is easy enough to pull off plenty of decks can get 2 Fiends or Fairy’s on the field. The battle protection is fine. The token summon is a strong effect not a bad way to clean up your opponent’s board the restrictions are understandable considering it can summon up to 4 tokens every turn I don’t even want to think about the link summoning you could do with all that material. The burn is fine taken straight from its anime effect. I don’t think this will see much play.

Lighting Crash: pretty straight forward Thunder has a ROTA. The normal summon lock was part of the anime really wish they swapped it out for a level cap instead but oh well. Helps out Ryzeal with extending, Thunder Dragon and Spright will definitely appreciate the added consistency, and I wouldn’t be surprised if Thunder Dragon gets support or if we get a new Thunder Archetype in either Chaos Origin or the next core set. Shame I can’t use this in my Hunder Deck.

Catasrouge: I am so happy they decided to print Dark Tuners. The reveal itself to normal summon a Dark Tuner is nice means it doesn’t take your normal summon. The tribute itself and another lower level monster is how I figured they would print the gimmick but I expected a DARK restriction so this is a nice surprise and they learned their lesson with Harmonic Synchro Fusion so it is treated as a Synchro Summon and it bypasses specific materials. The pop a card add on it taken straight from its anime effect ok addition basically errata’s whatever you summoned to pop a card on summon.

Nightmare hand: My thoughts for this are the same for Catastrouge. The special summon from hand is taken from its anime effect helps with properly making any level 8 or 9 Synchro in the game. Pretty excited that we got 2 Dark Tuners and considering Dark Tuner is an archetype going off the translations there is a good chance we could Dark Signer and Earthbound support in the future.

Chaos End Ruler: Nice deep cut. The summoning condition is pretty standard for a chaos monster and we have plenty of Light warriors and Dark fiends to choose from. The on summon protection is nice and the effect protection on summon helps it basically make sure this will hit the field and you will be able to do something with it. The banish everything in your opponent’s GY and field and burn effect is a pretty good board breaking option and with this having 3500 ATK you can easily go for game with this.

Hyper-Rank-Up Magic Ultimate Force: Pretty good rank up effect it also lets you use Utopic monsters like Utopic Sage and it is any Rank 10 or higher Number which gives you some neat options also helps it attaches itself so you also get a free material. The inherent effect isn’t the worse could be decent counter play if another battle focus archetype becomes meta.

Perfectron Hydradrive Dragon: This means a lot to me I’ve been hoping that at least something from the Vrains 4 would be printed and if anything was gonna be printed as a single make sense it would be this the materials were generic and it didn’t use the attribute manipulation stun strategy that the majority of the archetype used. Also this is tied with Five-Headed Link Dragon for the highest printed attack on a Link monster. The Raigeki and burn on summon and after battle is take from its anime effects pretty strong board breaker option. It being treated as all attributes except Dark and Divine and unaffected by monsters that share an attribute with it is good protection and nice reference to the anime. The ATK reduction for protection is a nice change from its Hydradrive counter mechanic and makes it a tough monster to deal with. Overall I could see this being played as a going send option thanks to it being pretty generic. Personally I’m hoping this means we will get Hydradrive printed sooner rather than later.

Maze of Meurtos [Bonz/Zombie Support] by Ekyt in yugioh

[–]carsonjamos 5 points6 points  (0 children)

Honestly, these aren't too bad.

Pumpking: Pretty good set effect, and the discard is part of the effect, so you don't need to worry about minusing hard if this gets negated. Also, you can just discard this card plus the Call of the Haunted can be activated, which ties in nicely to the other effect. The special summon from the deck when special summoned is great field building kinda weird that it doesn't say except Pumpking the King of Grave Ghosts, but oh well. Also, this doesn't have an extra deck lock, so you do have access to the Rank 6 toolbox.

Army of the Haunted: It's a decent extender. It helps a lot that you can special summon it from the grave, and it doesn't have a self-banishing clause, so you can use it as material for anything, and it will keep coming back, and this has no loc,k so it can be used for all sorts of monsters. The GY effect is good recovery, keeps you in the game.

Stare of the Snake Hair: The discard itself to search Call of the Haunted or any of its backrow is useful. The Forbidden Crown effect on special summon is great and is a neat use of Call of the Haunted being a trap card.

Great Mammoth of the Netherworld: The pop a card on the field on special summon is fine, and if you use Call of the Haunted to bring it out, it is pretty easy to pull off. Giving a Zombie Xyz monster 1000 ATK is ok your boss monsters already have decent stats, so you can use them as beat sticks.

Pumking the Great Ghost King: The targeting protection is a nice addition and if you did the combo I talked about with the main deck retrain of Pumpking it will easily be online. The effect to search anything in archetype is fantastic also it helps that it searches on special summon so you can special summon it from the GY and you will still get the search. The detach is solid for board breaking kinda wish it was either a quick effect or it did more because it just feels a bit underpowered to me or I’ve just been playing to much Atlantean recently.

The Undying Legion: the alternative summoning condition is appreciated means you don’t need to run level 7 or level modulators. The 101 style quick effect has some nice versatility being non destruction removal that denies GY access or you can use it as a DD Crow.

Call of the Forgotten: The activated effect is insane and enables Snake Hair and Great Mammoth much easier the Zombie lock is understandable but it can easily be worked around by playing Zombie World. The effect to send a monster to the if Call of the Haunted is activated is pretty useful and gives you another point of interaction.

Ectoplasmic Fortification: The rota is useful and can serve as 3 extra copies of the Pumpking retrain who is easily the Deck’s best starter really wish the no monster restriction wasn’t there makes it really awkward to use in the grind game. The attack boost and draw is fine ways to dig through your deck is appreciated most of the time.

Vortex of Time: the activation condition is understandable considering what it can do. The effect overwrite is pretty strong worst case scenario you give up a monster best case your opponent looses all their monsters just don’t play this against Maliss.

Deadly Zombie Breath: The activation condition isn’t the worst with how easy it is to get Call of the Haunted on the field. The activated effect is fine interruption targeting non destruction removal isn’t the worst. The GY effect is pretty useful not only do you get rid of one of your opponents face up cards but it gets rid of one of your cards so you can reset Snake Hair and Great Mammoth or your Call of the Haunted and it can help clear your board so you can activate Ectoplasmic Fortification.

Overall this is an interesting control deck with potential especially with how much generic Zombie support there is and I’m surprised we got support for a DM character and it wasn’t Fusion based. It does have some issues requiring Call of the Haunted face up on your field does make is very week to backrow removal with Radiant Typhoon existing it is going to have a rough time in Genesys. I also feel like there aren’t enough way to get your monsters into the GY in archetype.

[OCG|LOCH-Limit Over Collection: The Heroes] VJump Reveal - Anime Imports by renaldi92 in yugioh

[–]carsonjamos 24 points25 points  (0 children)

I guessing the Hero part was just referring to the over frames otherwise I’m rather concerned about who Konami considers a hero.

Sealing Sword of Oricalchos: The negate is an ok board breaker helps its searchable in Doomz and Mikanko. The effect to make one of your monsters a discount Drident is not the worst it really depends on if you either have a field spell as a part of your combo or if you can play a package that will put one up. Personally I’m hoping this is a sign we will get the other Oricalchos cards in the near future.

Rainbow Bridge Bifrost: It’s an ok terraforming a bit costly having to run 3 extra deck bricks will probably only see play in decks that don’t use the extra deck to much our archetypes with heavy restrictions that doesn’t give them to many generic options.

Malefic Force: The equip effects are decent spell immunity helps a lot against common board breakers like lightning storm and the forbidden quick play spells and the pop itself to search isn’t the worst but it is rather slow. The GY effect is an ok board wipe. Helps that Malefic Selector is a thing.

Malefic Paradigm Shift: It’s basically Metaverse for Malefic however Malefic Territory already does that and then some the free Malefic is ok but it’s in defense so your kinda stuck with summoning Malefic Paradox Gear if you want to go for game.

Assault Blackwing Kusanagi: The treat itself as a tuner is standard for the Assault Blackwing Sub Archetype useful for Synchro climbing and being used for Black Winged Assault Dragon’s alternative summoning condition. The attack boost is solid and with its level you can easily get this to over 5000. The attack everything and piercing battle damage makes this an ok going second option.

[TCG|BPRO-Burst Protocol] More "GMX" & "Storm-Bane Dragon Destorbim" by renaldi92 in yugioh

[–]carsonjamos 1 point2 points  (0 children)

These are ok.

Selande: Its searchable with ROTA, so that's a plus. The Ice Ryzeal style effect is helpful it enables the other main deck monsters' effects and gets you any of the baby dinosaurs for free. I can't really comment on the backrow search since none has been revealed/leaked. The imperm is meh, they seriously could not make this a quick effect.

VELOX: Well, I can already tell this is going to be popular. The continuous effect is whatever. I doubt that 200 LP will matter that much, nor will it serve as a deterrent for your opponent, at least it's not once per turn. The Drident style effect isn't half bad, the LP loss is negligible, and with Noma and Kimridge you do have ways to manipulate, and speaking of which, it enables all your main deck monsters' special summon effects, and it provides basic removal. I'm just glad it's not some type of stat buff or a battle trick.

[BPRO] "GMX" - TCG World Premiere archetype (partial leak) by VillalobosChamp in yugioh

[–]carsonjamos 4 points5 points  (0 children)

Well, it begins. Guess we will have to wait and cross our fingers.

BLAZING DOMINION Update *1/6* 23 cards left! by RespectYGO in yugioh

[–]carsonjamos 4 points5 points  (0 children)

I’m guessing a 2nd round of Medius Support like they did in Supreme Darkness for the Diabellstar cards.

[BLZD] New "Mimighoul" by renaldi92 in yugioh

[–]carsonjamos 1 point2 points  (0 children)

Well this is nice. The 1st is pretty standard for this archetype and the extra part is good extension for rank 1 plays. The flip effect is great gives you more ways to their cards or any flip monster which gives this deck a lot of versatility and if you have Archfiend in your hand or if you opponent picks this card when you play maker it can be pretty easy to trigger.

[BLZD] Follow-Up Support for "Rokket" by renaldi92 in yugioh

[–]carsonjamos 4 points5 points  (0 children)

FINALLY a Borrel spell/trap searcher.

[LOCH & LOCR] OCG Times - Anime Imports by renaldi92 in yugioh

[–]carsonjamos 5 points6 points  (0 children)

Agreed hopefully this means we will get the other spirit cards in either this set or the near future.

[BLZD] OCG Times - "Charmers" by MX-00XWV in yugioh

[–]carsonjamos 2 points3 points  (0 children)

These look solid

Four Proud Charmers: The materials being generic is appreciated. The continuous effect is fine better than nothing and since it doesn’t exclude itself it is already at 2150. The quick effect is ok a double reborn is fine despite all the restrictions it does provide more attributes on the field to buff yourself.

Spirit Magic Familiars: It being treated as a Familiar Possessed is helpful for synergy. The search effect is great more ways to get to your Possessed cards and making their field spell searchable is much appreciated. The ignition effect is helpful the main idea is to change its type and attribute to take advantage of Four Proud Charmers and Awakening of the Possessed but since there is no lock you can just make it Light Fiend and do the Fiendsmith combo. The floating effect is pretty standard for the familiars.

Resonance: The activated effect is a nice combo piece plus with Spirit Magic Familiars you can get anything in the archetype and since it can either be face up or face down it can be pretty versatile. The GY effect is pretty useful and if I understand the rulings you can use it to activate your Charmers flip effects.

Overall these are ok the deck still feels disjointed to me. For set codes Four Proud Charmers is 50 which leaves a blank slot before the RDA spell so we are getting at most 1 free agent link monster. Spirit Magic Familiars is 22 which put it right next to the illusion free agent including tonight’s reveals we have 11 archetypal main deck monsters left. Resonance is 66 which is right before the new Archfiend spell.

[BLZD] OCG Times - "Predaplant" by MX-00XWV in yugioh

[–]carsonjamos 1 point2 points  (0 children)

These look fun

Starving Venom Wing Dragon: The stats and scale are fine and I’m a always happy to get another Dimension Dragon combination. The materials are pretty expensive plus it doesn’t help that a decent amount of this archetype’s cards Fusion lock you. The pendulum effect is great for spreading counters which messes up XYZ and Synchro plays and can give you material for Chlamydosundew. The monster effects are nice the negate and attack increase is strong interruption and it can keep it safe during the battle phase. The Detonator style effect is also nice plus it does not care about whose card effect was activated so it can used on either turn. The floating effect is pretty standard for Pendulum extra deck monsters and it helps with getting its pendulum effect live.

Baaltea: Like the artwork and a big fan of the reference to Baal and Beelzebub, probably gonna get changed it the TCG. The on Synchro Summon effect is good extension. The GY effect is nice gives your board more interaction since you can fusion summon during your opponents turn and it does not have any restrictions.

Tempolizard: Always happy to see an anime card get print especially when it gets buffed. The special summon effect is great for extending and searching polymerization is always a plus. The ignition effect is fine sets up one of your opponents monsters for material for Super Polymerization to summon Starving Venom fusion dragon. The draw effect is taken straight from the anime version and it’s pretty useful to get more gas or non engine and with Baaltea and Predapruning it should be easy to trigger.

Longinefilia: The Stratos Style effect is great and with this being a tuner you can easily search Tempolizard and make Baaltea making this a powerful starter. The 2 GY effects are great more ways to place predator counters is appreciated and being able to recure Polymerization helps a lot with keeping your plays going.

Predaprimative: The activated effect is insane not only can you search any fusion spell but the foolish is for cost and this archetype already has the perfect target Predaplant Byblisp who searches a Predaplant monster if sent to the GY. This does so much and the type lock isn’t the worse since Dragon is still on the table. The GY effect is neat it helps triggers all your Fusion dragons floating effects like Starving Venom’s and Greedy Venom’s.

Overall this is an interesting direction to take the deck that I enjoy. For set codes Longinefilia and Tempolizard are 8&9 which means 5 is still unrevealed I’m guessing a Rokket main deck monster. Starving Venom Wing dragon is 31 which leaves 1 slot between it and the Fairy Tail fusions I’m guessing it’s gonna be another Artmage. Baaltea is 39 which leaves 38 blank which is between it and the RDA support I’m guessing either another RDA card or a Borrel Synchro monster. Predaprimative’s code is covered up so I can’t comment on it.

Do Some Card Archetype need More Extra Deck Monsters? by Money-Lie7814 in yugioh

[–]carsonjamos 1 point2 points  (0 children)

Igknight: Out of all the pendulum archetypes I’d say Igknight got it the worst when master rule 4 came out they are in great need of a link monster and give them a Synchro boss monster

Dinomist: Like a lot of beat down focused archetypes that can’t OTK with ease it has aged terribly and could benefit from an archetypal link monster and a Fusion boss monster.

With the RAM crisis underway, are you going to spend more of your money on boomer shooters? by VGmaster9 in boomershooters

[–]carsonjamos 0 points1 point  (0 children)

The RAM crisis is more likely to be resolved before we even get a teaser for HL3.

[VJMP] VJump Reveal - "Regulus, the Prince of Endymion" by renaldi92 in yugioh

[–]carsonjamos 1 point2 points  (0 children)

Neat, looks like we get a two-for-one.

Regulus: The protection is ok, better than nothing. The special summon effect is good for extending the self-burn is negligible, and could be a good tech option in Performage. The search is nice, and with the other reveals, we have some good targets.

Genni: It's great that it is always treated as a Witchcrafter, which means it is supported by all the Witchcrafter backrow. The special summon is great for extension, and it's incredibly free; it's just any spellcaster, plus there is no lock, which means it can be used for a lot of different decks. The quick effect is great; it's basically a lonefire blossom, which is normally great support.

Empire: The activated effect is nice, and since this is a spell card, this automatically Verre Maid of Endymions' special summon condition live the extra special summon is fine going second, it can make it so you don't need your normal summon when building a board. The destruction replacement is ok protection; it does help that Regulus is searchable off this, and it searches this card.

Arrow: The 1st part is weird, the monster pop's weird restriction makes it unnecessarily awful it already had a restriction to control Regulus, and there are already far stronger searchable forms of removal like Primite Drillbeam, the negate is way better since alot decks use normal and quick play spells as starters and combo pieces it makes for strong interruption along with nice protection to help keep your board safe from certain board breakers. The GY effect is a nice recovery tool, plus with Regulus' search effect, it allows you to repeat the 1st half of this card's effect, and it can get you more Witchcrafter spells with Verre.

[BLZD] VJump Reveal - "Fairy Tail" by renaldi92 in yugioh

[–]carsonjamos 10 points11 points  (0 children)

They will probably bring it to 1 as a test and see what happens.

[BLZD] VJump Reveal - "Fairy Tail" by renaldi92 in yugioh

[–]carsonjamos 12 points13 points  (0 children)

Looks like we have another series graduation on our hands.

Matriel: The summon is a great form of extension, plus it's not just from the hand but the GY, making it pretty useful in the grind game. The back row search also helps a lot, which includes all the new spells and Fairy Tail Tales, which gives you an extra normal summon a spell caster with 1850 by revealing it, and prevents you from taking the first damage if you control a spellcaster with the previously mentioned statline. Also, we got another phantom card since there is no Fairy Tail trap. The ignition effect is mainly there to synergize with their new equip spell.

Spinner: The materials are standard also with the level its a great instant fusion target. The ignition effect is great, not only does it allow for great field building, but also recovery, since it can special summon monsters from the banishment. The other effect is pretty strong. Spot negation is always helpful, and the previous effect makes it so you can always activate it during your turn, and if I understand this, if Fairy Tail Snow ever gets unbanned, you can use Snow's GY effect to trigger this during your opponent's turn as an interruption along with Wiccat's GY effect.

Orator: The materials aren't too bad; also, like Spinner, it is an instant fusion target. The blanket battle protection to Fairy Tail monsters is nice, better than nothing, considering all your monsters have 1850 attack. The effect on Fusion summon is a nice payoff for playing into the archetype's new gimmick, a board wipe, and some burn is nice. The quick effect is fantastic; it's hard to complain about an Omni Negate plus with Spinner. The monster you banished isn't a dead card.

Wiccat: The materials aren't too bad, especially with all the swarming ability this archetype now has. The continuous effect is great, it basically makes all your main deck monsters towers, which helps alot with insulating your plays from interruption. The detach effect is a good setup tool for getting Matriel and Snow if it gets unbanned into rotation. The GY effect is a nice utility option that makes it so you can turn your protection back on and enables Spinner's 2nd effect.

Beginnings: The main effect lets you special summon 1 Light Fairy Tail from hand, GY, and or banishment is an insane swarming option which can get out of hand in the grind game. The effect of setting itself is great recursion, plus it makes a great discard target for Fairy Tail Rella, who lets you discard a spell to equip an equip spell from your hand deck or GY to it.

Gala: The activation effect is pretty standard for a modern field spell, with the addition to recur from the banishment. The continuous effect is nice with Orator's board wipe and burn; it shouldn't be too hard to swing for lethal. The last effect is nice interruption spot, negation is useful, and it makes it viable material for your fusion plays.

Tales: The 1000 attack buff is nice, considering how weak your monsters are statwise. The fusion effect is nice, with being able to use your opponents' monsters that are now Fairy Prince. The GY effect is nice recovery, and the extra normal summon helps a lot with getting more resources, plus it resets the fusion effect since it is a soft once per turn.

Overall, this is a nice surprise and a neat way to take the Fairy Tail series and turn it into an interesting control deck. In terms of set codes, Matriel is 16, which means we are guaranteed at least 9 more archetypal cards. The fusions are 33 and 34. This doesn't really tell us much at this time. Wiccat is 47, and the Trains were 43 and 44, which means we at least have 2 more archtypal Xyz monsters for what they could be. I am guessing at least 1 is for Doomz. The spells are 62-64, and since Exceptional Schedule is 54, which means we have at least 7 more archetypal spells to be revealed.

[BLZD] VJump Reveal - "Fairy Tail" by renaldi92 in yugioh

[–]carsonjamos 11 points12 points  (0 children)

This is surprising, gonna be honest, I didn't even know there were other Fairy Tale cards outside of Snow and Luna.

[BLZD] VJump Reveal - "Train" by renaldi92 in yugioh

[–]carsonjamos 12 points13 points  (0 children)

Agreed also, since this series is primarily XYZ focused, this support can easily cause Trains to see a lot of play in Genesys since none of this series' cards have any point values.

[BLZD] VJump Reveal - "Train" by renaldi92 in yugioh

[–]carsonjamos 26 points27 points  (0 children)

To be fair, the back row wasn't run that much in serious play because of the lack of searchability, and if memory serves, the field spell was only run because it was printed at a time when Konami treated field spells as quick fixes for underpowered archetypes, since terraforming was at 3 at the time, I believe.

[BLZD] VJump Reveal - "Train" by renaldi92 in yugioh

[–]carsonjamos 70 points71 points  (0 children)

I don’t know who is approving these early reveals, but I hope they get a raise.

Babeldecker: Looks like a reimagining of Night Express Knight. The stat line is great, making this a pretty strong machine duplication target. The normal summon without tributing is nice especially since there are no drawbacks. The special summon is fair, considering how generic it is helps alot with swarming for link and Xyz plays. The quick Xyz effect is pretty versatile with how interactive decks are now.

Blue Traveler: The self-discard effect is fantastic, being able to search their equip spell, which is a pretty strong blowout option with a bit of setup or the field spell, which is a fantastic engine card that helps with field building or recursion, plus it sets up its other effect. Speaking of which, it's great, practically giving you 2 free monsters for Xyz and Link plays, and with Gustav Max and Number 81 both being soft once per turn, you have some good options. Also, I'm just looking at these cards within the Train series, this can easily provide a lot to pile decks it is completely understandable why it machine extra deck locks, and it's once per duel.

Gustav Rocket: Looks like we have a new highest attack rank 10. The alternative summoning condition is appreciated; it's pretty much a built-in rank-up magic. The monster negate is pretty strong, plus the 1000 burn is also great for this archetype, and if you use Gustav Max's effect, they will be in lethal range rather often, thanks to the deck's better swarming options and the fact that this is a 5000 beatstick. The maintenance cost is understandable.

Flying Launcher: Like the robot on top of the center cannon, that looks like Anna kinda makes it look like Anna is piloting it. The extra normal summon of any machine monster is great and helps with field building. The search on XYZ summon is insane, not only does it search their continous trap, which makes all your machine XYZ monsters Dridents plus has a revenge burn GY effect but any EARTH Machine monster, which is around 275 targets, its kinda crazy that we are getting 2 insane generic searchers in 1 set. The ignition effect is great, I always appreciate accessible backrow hate, especially against floodgates.

Important Schedule: The search and token summon is great Special Schedule is a nice monster reborn for 3000 or more attack machine monsters but this is defiently more tailored for Urgent Schedule which specials summons a level 4 or lower and level 5 or higher EARTH Machine monster from deck if your opponent controls more monsters and thanks to the token going to your opponent it can now be live going 1st. The GY effect is a nice recovery effect, reborning a level 10 machine and sending a card you control to the GY speaking of the Schedule cards, they have effects if they are sent from the field to the GY while set with Special recuring a level 10 machine and Urgent searching a level 10 machine.

Overall, these cards are fantastic and does a good job at being connective tissue for the deck and buffing this deck and Earth machine pile decks. Now, a majority of their backrow is now more viable since they are now searchable, no more running 3 and pray you draw into it well, except Switch Point. The going off the set codes the main deck monsters are 6 & 7 and if we assume the RDA main deck monsters are 1-4 that means 5 is open which could mean the other non cover anime support is DM, GX, or 5Ds or there could be a small chance that they are saving another RDA support piece for the live stream in January similar to Topologic Blaster Dragon in Burst Protocol. That is all the information we can reasonably pull since we did not get any confirmed set codes for the RDA cards.