Tuesday, July 12, 2022

"Turn 0 is the new Turn 1?" - "Rescue-Ace" archetype review

 Heya! I'm back with a new archetype review and this time, I'll feature the newest archetype in the zone - Rescue-Ace which will be released on August 20 in Deck Build Pack: Amazing Defenders which happens to have the set code DBAD. 


Rescue-Ace レスキュー・エース is an archetype which consists of FIRE Machine and FIRE Warrior type monster that aims to provide control and overwhelming card advantage even on your opponent's turn. Why did I say so? Let's find out by reading their effects!
Like the usual, I will provide my insights on each cards, ratio as well as a sample decklist at the end so be sure to read til the end.

11 cards revealed!


Card Review:

The first effect forces an opponent monster to activate its effect or it will forever hold its peace during that turn. That is a great effect if you are facing a problematic monster that can disrupt your strategy. If that opponent monster activates its effect, you can use Rescue-Ace Impulse to summon any Machine Rescue-Ace monster. It's so good as you can instantly summon their Machine bosses and those machines have huge stats enough to put pressure turn 0. I'll put 3 as it propels the deck and puts pressure.


Card Review:

Rescue-Ace Air Hoister is our Spell searcher and our go-to-guy to search our field spell too. Its search effect triggers when it is Normal or Special Summon. The 1700 ATK and DEF is also nothing to scoff at as well.

This also is another turn 0 card as you can tribute it from hand or field to Special Summon 1 Rescue-Ace monster from your hand. While that is less helpful than Rescue-Ace Impulse second effect that searches straight from deck, this can come in handy when the monster that you will search are in your first five hand cards already. Still, it's a +1 upon summon so I'll put 3 copies.


Card Review:

The heart and soul of the theme. Rescue-Ace Hydrant's 1st effect allows it to be protected for as long as you control a different named Rescue-Ace. It also helps you speed up the activation of newly set Quick-Play Spell and Trap which will come in handy. The (3) effect let's you search any Rescue-Ace monster from your Deck to your hand. That alone guarantees a 3 copies slots.



Card Review:

One of your best targets from your Rescue-Ace Warrior monsters. It will rarely be dead in hand as it can Special summon itself from hand when a Rescue-Ace was summoned to your field. 

The second effect helps you gain card advantage early on by drawing 2 cards and sending 1 card from hand when your opponent adds a card except by drawing. This will help you in drawing your hand traps or your much needed combo pieces. The send part also helps our boss monster later to have GY fodders. Since it's a level 6 monster and doesn't propel the deck on its own, I'll put 1 copy only.


Card Review:

A solid 2500 ATK and DEF monster, Rescue-Ace Fire Engine didn't disappoint as it can also Special Summon itself from hand when a Rescue-Ace was summoned to your field. Unlike Rescue-Ace Fire Attacker, this monster Special Summons 1 Level 4 or lower Rescue-Ace monster from hand, Deck or GY when your opponent Special Summons. That is a really good effect especially if your goal is to search the important Rescue-Ace monster instead. I'll put 2 copies for now.


Card Review:

The boss monster of the archetype. It can also Special Summon itself by banishing 2 Rescue-Ace cards from your GY. This 3000 ATK monster also has a very broken second effect that can set not 1 or 2 but up to 4 Rescue Ace Quick-Play Spell and/or Normal Trap with different names straight from deck!!!

That effect alone if not negated can already put you in a good spot considering the control and advantage that their theme spell/traps provide. Its 3rd effect also lets you destroy any card when another card you control leaves the field. While this card can generate an insane amount of card advantage, I wouldn't want to clog my hand by drawing multiples of this card so I'll stick to 1 copy for now.



Card Review:

The field spell of the archetype or should I say headquarters. This card provides an additional 500 ATK and DEF while your opponent controls a monster. This also acts as an instant double summon to your Rescue-ACE monster which comes in handy especially if your first summon is negated or your monster is removed from the field.

At the moment, there is no clear goal to swarm the field unless you would beat the opponent with your huge monsters or use their effects all at the same time. One reason that I can see is that it helps you  in having an additional Rescue-ACE monster so your Rescue-ACE Hydrant is protected by itself.

The third effect allows you to recycle 4 Rescue-ACE cards that are in the graveyard and or banished for an additional draw. With this, you don't have to run many of the Spell/Traps as they can clog your hand with multiple copies since they only be used once a turn. I'll put 1 to 2. (2 just in case this card gets removed as you cannot recycle this card in the theme. 


Card Review

This card helps you revive your fallen Rescue ACE or steal an opponent's monster from their GY. That rings a bell right? Let's steal the Tearalaments monster before it can be used as a fusion material. With Rescue Ace Turbulance, you are guaranteed to have an instant side deck against the top meta of OCG. I'll put 1 copy just to take advantage of the set 4 different names of Turbulance.


Card Review

This spell card helps you recycle fallen Rescue-ACE and controlling Rescue-ACE Hydrant allows you to use it as a main deck searcher for the theme which is excellent. You can use this to instantly search Rescue-ACE Turbulance if you have enough material in your GY or another Rescue-ACE monster that fits the scenario so Hydrant is protected. I'll put 2-3 since it searches.


Card Review

This trap literally is a pain to your opponent as their monster is not only negated in terms of effects but also unable to attack and be used as a material for any type of Extra Deck summon for that turn. Against Splights and Tearalaments, you will already lock them out of their extra deck summons using the affected monster so they would need to resort to a back-up plan right away which can be handled by the next trap below. Since it is searchable, I'd put 2 copies.


Card Review

This next trap adds another control factor as you can destroy an effect monster your opponent controls with the requirement of only controlling a Rescue-ACE monster. If you have Rescue-ACE Hydrant on the field, the destroyed monster can't also activate its effect nor cards with the same original name. 

This is a huge oof to cards that has grave effects when sent to graveyard like Tearalaments Kaleidoheart, Mirrorjade, the Iceblade Dragon, Destiny Hero Phoenix Enforcer, and the like. If your opponent would attempt to swarm you with Splights and you have already Contained the first monster, simply destroy the second attempt. Good card and like Contain! I'll put two copies of this card. (Actually 1 of each trap might do to be honest)

Sample Decklist

Here is a sample decklist I constructed based on my analysis. The goal of this build is to summon Rescue-ACE Turbulance while pressuring your opponent with your turn 0 Rescue-ACE monster effect activations. This build will change once we see the last Rescue-ACE monster in this pack.




Note: Extra Deck is very random.


Gizmek Naganaki, the Sunrise Signaler is a Lonefire Blossom for your Rescue-ACE Hydrant as it can summon a monster with the same ATK and DEF but has lower level that the tributed monster and in this case, you would normally tribute this card. Take note that you can tribute any other Machine monster to use this effect so you can also tribute your higher level Rescue-ACE monster to bring out the lower level ones. 

Additional Tech Cards

Since the deck can also recycle banished Rescue-ACE cards with the help of their field spell, Pot of Extravagance and Pot of Prosperity comes to mind. Remember that using these cards conflict with your field spell draw effect or Rescue-ACE Fire Attacker. 

Since Tearalaments is prevalent now, you might also want to consider maining or siding Dimensional Shifter since this deck isn't that reliant to Graveyard and can recycle banished Rescue-ACE anyway. 

Summary

Overall, the archetype feels solid already with their consistency cards in place. We are still expecting 1 final card in Amazing Defenders that will complete the archetype. 

Amazing Defenders Set Spoiler

I can see that this archetype has a great potential considering their boss monster can plus 4 and they have monsters that can allow you to already make a move during your opponent's turn. Is turn 0 the new turn 1? Let's find out once we see them in action in August in OCG!




No comments:

Post a Comment