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Doomkaiser Dragon
Card# CSOC-EN043


Doomkaiser Dragon's effect isn't just for Zombie World duelists: remember that its effect can swipe copies of Plaguespreader Zombie, too!
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Ancient Sanctuary Limited: The Spells and Traps
Curtis Schultz
 

 You are mad. This quest you take will surely consume you.”

“I don’t care. I have to find them. Everything depends on it. Life itself depends on it.”

They say these Archlords do not exist. They are myth—nothing more.”

“So they say.”

I see . . . then . . . if I can’t get any sense into your head, at least take these with you.”

“What are these?”

The only weapons you’ll ever need.”



The spell and trap cards in Ancient Sanctuary are more versatile for draft then those of the other recent sets. A draft in Ancient Sanctuary can net you some choice support cards for the various strategies the set presents.

Dark Crisis and Invasion of Chaos were limited in the use of their spell and trap cards outside of Constructed. Each set had only a few cards that worked well in draft, and then only in the most general sense. Ancient Sanctuary is more fortunate in this regard, offering an array of spells and traps that can easily be used or combined with other effects.

This week, I’ll examine some of Ancient Sanctuary’s more notable spell and trap cards for use in draft, as well as offer some suggestions for their play. They’re the only weapons your monsters will ever need.


The Spells

Mystik Wok: Add rice, onions, sauce, a Cannonball Spear Shellfish or two, a bit of salt, and a tributed monster, and you get yourself a tasty recipe for life gain. The card works well to support The Agent of Judgment - Saturn’s effect, and can also help you gain something from a monster you control that’s going to be destroyed or returned to your opponent (by the effect of Enemy Controller, for example).

Monster Gate: This card is decidedly unpredictable. While it can easily get a high tribute monster, like Gogiga Gagagigo, into play free of actually offering tributes, it can just as easily get you a weak monster. This card works very well in constructed play when used in a deck with multiple tribute summon monsters, but in draft, it may not accomplish much for you . . . unless you combine it with Enemy Controller.

Earthquake: This card is a good lead-in strategy for an offense. In Constructed, it works well with monsters that have the ATK>DEF “crushing” damage.

Goblin Thief: You gain 500 life points and your opponent loses 500 life points. The shift in balance makes this card worth drafting. It functions well with The Agent of Judgment - Saturn and The Agent of Force - Mars.

Weapon Change: Gear Golem the Moving Fortress and Legacy Hunter are the only two cards in the set that are well supported by this card’s effect. Unless you have at least one of those cards in your draft, it would be best to pass this one up.

Order to Charge: If you draft any non-Effect monsters, you must draft this card. It can really bail you out of a jam, and it puts the weak non-Effect monsters in this set to good use.

Sword of the Soul Eater: If you can draft enough monsters supporting its effect, this one can win you the duel. The fact that you can tribute normal monsters of any level will help it to function. Mystical Shine Ball and Fiend Scorpion are the monsters you are most likely to equip this to, as the other normal monsters are either too high level or too rare to reliably see in a draft.

Soul Reversal: You can use this card to reclaim your expired Night Assailant, which gives you the ability to recycle the monster removal or any other flip-Effect monster you’re using. Night Assailant, Sonic Jammer, Desertapir, and Spirit Caller all benefit from this card’s effect.

Level Limit - Area B: Quite possibly the D. D. Borderline of Ancient Sanctuary, but less restrictive then D. D. Borderline ever was. It works well with any monster of level 3 or lower, supporting Human-Wave Tactic. It also helps to protect longer-term strategies, like the use of Solar Flare Dragon. Unlike in Invasion of Chaos, several cards in Ancient Sanctuary can eliminate this card, so don’t plan on it being around forever.

Enchanting Fitting Room: I want some tribute fodder, and I want it now! While this may work well in Constructed, in draft it’s inconsistent and based purely on the number of level 3 or lower normal monsters you manage to draft.


The Traps

Micro Ray: This card can eliminate the “turtles”—high DEF monsters that get in your way. You should count on the possibility of this happening with any high DEF monster you use. You can also combine it with KA-2 Des Scissors and Needle Burrower, to ensure these monsters get to use their effects.

Wall of Revealing Light: This card has a very risky activation cost, but the benefit can stop most of your opponent’s monsters from ever attacking you. Since this card does not affect your monsters, it can provide you with a great source of protection. As with Level Limit - Area B, don’t expect this card to last forever.

Solar Ray: Great burn card. Try to combine it with as many Light monsters as you possibly can.

Beckoning Light: Beckoning Light should only be used as a last ditch effect to get monsters, or as part of a combination. You can combine it with Archlord Zerato to reclaim Light monsters, or use it to get monsters when monsters are what you really need. It serves a greater purpose in Constructed than it does in draft.

Draining Shield: Enchanted Javelin’s big brother. It supports several themes in the set, and it offers good protection from an attack.

Dora of Fate: Careful planning and timing is required to use this trap, but the payoff makes it worthwhile. Try not to activate it until you get a monster in hand that will work with its effect during your next turn. (For example, don’t use this effect on an opponent’s level 4 monster until you have a level 3 monster ready to summon.)

Curse of Anubis: This card is the normal monster’s chance for revenge. It also serves you well as a good defense for one turn. You can combine it with KA-2 Des Scissors and Needle Burrower for some good damage.

Desert Sunlight: A surprise defensive move for your opponent. It works well if you find yourself with a weak monster in attack position that is about to be punished by your opponent.

Labyrinth of Nightmare: This card is a real oddball. The idea is that you can attack with all of your monsters, and then they’ll switch to defense position at the end of your turn. The same will happen to your opponent’s face-up monsters as well. This one may work better when you’re already in the lead, or in Constructed, using cards like Asura Priest.

Soul Resurrection: This one works very well for Gogiga Gagagigo, and will help Metal Armored Bug to some extent, too. You can use this in Constructed with various strategies, by special summoning high DEF monsters like Millennium Shield.


Next week, we meet the Agents.


Send all comments, suggestions, and Menchi recipes to: Curtis@metagame.com.

 
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