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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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Power of the Duelist Preview: Return of the Vehicroids
Jae Kim
 
When Cybernetic Revolution was released, everyone flocked to the family of Cyber Dragon and its related fusion monsters. After all, Cyber Dragon was definitely the hot card of the set; little else seemed to matter.

 

Lost amidst the Cyber Shuffle of 2006 were a few genuine attempts to flesh out subtype support. The spiritual attribute support generated plenty of hype, especially Spiritual Water Art - Aoi, and some of the Vehicroid monsters (Drillroid, Steamroid, and Gyroid) were splashed into different tournament-worthy decks. But because few people realized that the Vehicroids had an entire subtype surrounding and supporting them, they quickly faded from the scene.

 

Enter Power of the Duelist, the new set that offers added incentive to utilizing a new Machine strategy. This one focuses on the different Vehicroids by providing support in the form of spells and traps, an element that was missing in Cybernetic Revolution’s release. Subtypes are made powerful by themed spell and trap support, such as Limiter Removal for Machines or Magical Dimension for Spellcasters. Without key cards to support the identical subtype base, it’s often better to simply run cookie-cutter monster lineups that feature a motley crew of the best limited monsters in the game.

 

This preview will focus on two cards released in Power of the Duelist. One is a trap card that harmonizes exceedingly well with almost all of the current Vehicroids in the game, and provides tremendous benefit to those who pursue a Vehicroid strategy. Much like Icarus Attack, a card I’ve fallen in love with for its wonderful design and balanced presence, the trap card Supercharge is just what the Vehicroids wanted. I’ll examine the intricacies of its strategies, the nature of its effect, and its great synergies, and you can definitely expect to see a Vehicroid deck on New Grounds in the not too distant future.

 

The second card previewed is a nifty little Vehicroid that provides even more support to the archetype. Continuing older archetypes or mechanics in future sets is always a good idea; after all, the best Spirit monster in the game (Tsukuyomi) was released in Dark Crisis, far after the Spirit mechanic was first introduced in Legacy of Darkness. Submarineroid is the newest addition to the Vehicroid family, and should work well with Supercharge at your local Sneak Preview or future Constructed event. Let’s begin by looking at Supercharge and its implications for the environment.

 

The Beginning of the Top-Tier Vehicroid Archetype

 

Yes, you heard me correctly. The day when a Vehicroid deck can at least stand a chance against Chaos Return, Anti-Chaos Return, and the other top-tier builds in the format has arrived. Make no mistake about it, the hype is valid. For those who value having a hand full of options, and maintaining more of them than the opponent, Supercharge is the best card trap in the game. Its effect reads:

 

“Activate only when your opponent declares an attack and the only monsters on your side of the field are Machine-Type monsters with "roid" in their name. Draw 2 cards.”

 

At first glance, the card is a trap form of Pot of Greed. While it requires a few easily accessible conditions, the trap allows you to draw two cards from the deck. Notice that its conditions do not involve tributing monsters on your side of the field (like Icarus Attack), do not involve tribute monsters or other stringent field presence conditions, and simply involve an attack declared into a field with “roid” monsters. In effect, running a monster base of eight or more Vehicroid monsters allows you access to an unrestricted trap card that lets you draw two cards from your deck.

 

Now I’m not going to get carried away and say Vehicroids have now been elevated to one of the best archetypes in the format. When I say Supercharge is one of the candidates for best trap card in the game, I want to add the disclaimer that it’s allowed to be because the Vehicroid monsters themselves weren’t initially meant for ultra-competitive play. While Steamroid, Drillroid, and Gyroid are extremely serviceable and can be splashed into any deck with decent effectiveness, they have always lacked the oomph, or “supercharge” to propel them to the next level. By creating this trap support in Supercharge, the powers that be have effectively elevated the three aforementioned monster cards to extremely powerful, extremely competitive levels. Cards like Supercharge bode well for the future of the game.

 

Using the card in conjunction with different Vehicroid monsters creates huge gains. Drillroid has always been great for removing cards like Mystic Tomato, Gravekeeper’s Spy, and Spirit Reaper from the field. However, it suffers from advantage-losing attacks back from stronger monsters like D. D. Assailant and Cyber Dragon. Using Supercharge now will create a favorable trade for you. You lose Supercharge, lose Drillroid, gain two cards in hand, and will have destroyed the opponent’s monster with Drillroid in the previous turn.

 

Steamroid, too, has always suffered from being attacked the turn after working its magic. It could always crash into cards like Cyber Dragon and defense position Chaos Sorcerer cards. The problem was that monsters like Dekoichi, Breaker, and others would smack it back right afterwards. With Supercharge, you can again create a favorable trade. You lose Supercharge and Steamroid, gain two cards in hand, and will have destroyed the opponent’s monster on the previous turn.

 

The other Vehicroids, including Jetroid and Gyroid, also work well with the card. While it may be more difficult to generate battle advantage with the two, Jetroid allows you to unload sneaky tricks on the chain against your opponent, and Gyroid is a great way for the deck to gain some much-needed field presence. By the way, this new Vehicroid archetype has a new toy to play with.

 

Enter Submarineroid

 

Submarineroid is the newest aspect of the Vehicroids’ arsenal. Clocking in at scrumptious stats of 800 ATK/1800 DEF, it’s a Machine/Water monster with the following effect:

 

This card can attack your opponent's Life Points directly. When it does, any Battle Damage it inflicts becomes equal to its original ATK. This card can change to Defense Position at the end of the Damage Step.

 

Yes, it is a sneaky little monster that can pull nasty hit and runs on your opponent, then laugh merrily while safely behind the cover of its 1800 DEF. This means that only tribute monsters and Cyber Dragon can smash back at it, and having optional effects is always good. Perhaps you can use the card in conjunction with options like Guard Penalty, or with even more flavorful wonders like Robbin Goblin. The card’s 800 points of direct life point damage will add up. Remember the motto: “You’ve got to be emboldened, ten 800 point direct attacks and you’re golden.” A wise player once shared that with me back in the days of Jinzo #7 and Rainbow Flower, and I’ve never forgotten it. In fact, the refrain is etched in my heart. And with the return of the Vehicroids, perhaps we’ll see a new casual deck make a showing at a Regionals Top 8, or dare I say, a Shonen Jump Championship near you. You can only find these two cards at the Sneak Preview Events, so check out your nearest event for a slice of the action.
 
 
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