Continuing with the Rise of Destiny card previews, I’ve got an early look at a spell card that might spark your interest. Known by the mysterious and compelling name of RDS-EN037, it’s a quick-play spell card that lets a duelist discard his or her hand in order to duplicate the effect of a normal spell card that he or she just played.
I’m going to have to make an educated guess as to how the card resolves, since the card hasn’t been officially released yet. I’m going to choose that it must be activated after the player activates the normal spell card. Whether card #37 is chained immediately to the activation of the normal spell card or somewhere between activation and resolution of the first spell card remains to be seen. Let’s charge ahead with it and look at some of the potential uses the card could have, bearing in mind that with the final rulings still up in the air, these uses may be more or less effective in the future.
If one normal spell card is good, then two must be better, right? Apart from that, there are a few promising uses for the card. Assuming that the card’s activation must be chained to the activation of the normal spell card, two cards in particular get a boost—Pot of Greed and Painful Choice. Activating #37 after activating Pot of Greed would net you four new cards, which, in many circumstances, is worth discarding your hand. If you activate #37 after activating Painful Choice, you’re going to be able to pull ten cards out of your deck, keep two, and discard the rest. Exodia players are probably going to like this card.
The two-for effect is great for things like monster removal, too. Don’t like choosing between two face-down monsters when you’ve got a Nobleman of Crossout? I know I don’t, and there are occasions I’d be happy to give up my hand to duplicate that effect. Change of Heart clears a lot more of the field, and grabbing two good monsters can sometimes be the push you need to win the game. Mourning the loss of Delinquent Duo? Try using #37 with The Forceful Sentry. The cards you choose will go to the deck and not the graveyard, but you don’t have to pay any life points. Control deck duelists aren’t normally going to want to give up all the cards in their hands, but if you can lock down your opponent in the process, then go for it. Gravekeeper or Legendary Ocean decks can get two field spell cards with Terraforming, although these decks are often tightly run. It might be worth experimenting with the card to see what it can do for field spell decks.
Apart from the two-for effect, this card is also useful for getting cards into your graveyard when used with Painful Choice. This is good for Chaos decks, good for several flavors of Exodia, and good for Machine and Warrior decks. Chaos players will like thinning their decks and filling up their graveyards with Dark and Light monsters. Exodia decks can really see a lot of benefits from this card, whether they are “random” draw type decks, which took a big hit from the banning of Witch of the Black Forest and Sangan, or Manticore of Darkness “loop” drawing decks.
If your taste runs to Lockdown, then Night Assailant becomes more playable. This can be a big help to any Lockdown deck that wants to recycle flip effect monsters, and if you can keep bringing back a Morphing Jar or Fiber Jar, the hand discard probably isn’t going to bother you too much. With no way to search for Jinzo in the Advanced format, Machine decks can profit from the thinning (although they’ll be sad they can’t use #37 on quick-play Limiter Removal), and Warrior decks won’t miss the monsters they lose too badly, as long as they are running The Warrior Returning Alive.
The final template of the card isn’t ready as I write this article, so we can’t be positive as to how the rulings will work. The priority questions will definitely have to be confirmed. Still, there are a lot of possibilities to think about. I’m really looking forward to seeing what the card will do and the impact it could have on more than one popular archetype.
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