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If you call it right, this card gains ATK unti. When this card is removed from the field, destroy that monster. When that monster is destroyed, destroy this card. You can only use this effect of "Brionac, Dragon of the Ice Barrier" once per turn. During your second Standby Phase after this card's activation, add the removed card to your hand. Once per turn, you can send 1 card from your hand to the Graveyard to select 1 Psychic-Type monster in your Graveyard, and remove it from play.

When this card is sent from the field to the Graveyard, select 1 monster removed from play by this effect, and Special Summon it. But that is not all it did. From boosting the consistency of your deck by grabbing starters to extending plays, E-Tele does it all! The card we're talking about today is Emergency Teleport. It's a quick-play spell that summons a level 3 or lower Psychic monster from your deck, but it banishes the monster during the end phase.

It does cost you some life, but it doesn't lock you into an archetype or carry any serious drawbacks, so it's seen plenty of play in a multitude of decks over the years. It's easy to see why Emergency Teleport made waves when it was first released. Back then, and during the first decade of Yu-Gi-Oh's history, summoning cards from the deck was relatively uncommon.

The way it was most used involved tuner monsters like Krebons and Psychic Commander. The already dominant Dark Armed Dragon decks were eager to incorporate this strategy, which would be the prime use for Emergency Teleport for the next year or so to come. Teleport would eventually be unrestricted, and YCS Toronto was going to be the event where this card could prove itself. Most duelists chose to forego this card, instead opting to play meta strategies which did not profit from it.

However, one of the game's most legendary duelists proved that the card had competitive viability. Jeff Jones brought Grandsoil Psychics to the tables, a deck that was previously unseen and unheard of.

In this deck, Teleport could bring out the classic Psychic tuners, but also a bunch of new toys, such as Psychic Jumper and Serene Psychic Witch. This deck functioned similarly to the Dark Armed Dragon decks, but with a different attribute being the common theme of the deck. It could also play the slow game pretty well, which allowed Jeff to surprise opponents. While other duelists incorporated Jeff's ideas into their own decks, none managed the same accomplishment that he did.

The deck found some minor success later on, when players discovered it can bring out Re-Cover to easily summon Naturia Beast in decks that naturally played level 4 earth monsters, such as Madolche, Gadgets, and to a lesser degree Qliphort. Naturia Beast could single-handedly tackle matchups like opposing Qliphort players or Nekroz.

The first was Ritual Beasts, which could unleash massive combos thanks to bringing out a single monster and going from there. I can't explain the full combo in this article — it would take a couple hours to explain it — but Emergency Teleport brought out cards like Ritual Beast Tamer Lara or Ritual Beast Tamer Elder commonly during the minute combo that ends with a backrow full of Needle Ceiling.

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Boards Yu-Gi-Oh! User Info: kniteflow. Divine Wrath if you use Tyrant's Temper then Barkion is more or less safe. Miracle Synchro Fusion is much better. But you'll probably win before you even get the chance to have it in your hand.



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