【INFINITE FORBIDDEN(インフィニット・フォビドゥン)】Product Information
The first installment of the 2024 Basic Pack, "INFINITE FORBIDDEN," will be released on April 27, 2024 (Saturday).
Abbreviation: INFO Product Name: "Yu-Gi-Oh! OCG Duel Monsters INFINITE FORBIDDEN" Release Date: April 27, 2024 (Saturday) Price: 1 Pack: 5 cards for 176 yen (including tax) 1 BOX: 30 Packs Contents: 1 Pack: 5 cards/1 BOX: 30 Packs Total: 80 types + 1 type Ultra Rare: 9 types Super Rare: 11 types Rare: 19 types Normal: 41 types
New cards to enhance existing themes New themes included First production includes a "Bonus Pack" as a box purchase bonus Includes the "Quarter Century Secret Rare"
New themes included In addition to new themes, existing themes will also be strengthened and included.
The inclusion of "Exodia" and "The Golden Ark of Light" has been confirmed.
Box Purchase Bonus The first production includes a "Bonus Pack" as a box purchase bonus.
"Pride and Soul Dragon" is exclusive to "INFINITE FORBIDDEN" The "Pride and Soul Dragon" from the Quarter Century Secret Rare is only available in "INFINITE FORBIDDEN."
Subsequent Booster Packs will feature different special cards each time.
About "Demonsmith"
Characteristics: Light Attribute/Demon tribe Included in: "INFINITE FORBIDDEN" The category name likely comes from the combination of the race and the illustration, "Demon" + "Smith." The illustration shows a coffin transforming into a Gatling gun or battle axe.
Deck Concept "Demonsmith" is a new theme deck centered around "Light Attribute/Demon Tribe" included in the "INFINITE FORBIDDEN" set released on April 27, 2024 (Saturday).
The deck features the monster "Demonsmith, the Demon Carver" and the ability to summon "DDD Doom King Armageddon Executive Caesar" and "Eternal Maiden Beatrice" without using summoning rights, making it versatile for different playstyles.
Deck Concept "Demonsmith" is a new theme deck centered around "Light Attribute/Demon Tribe" included in the "INFINITE FORBIDDEN" set released on April 27, 2024 (Saturday).
The deck features the monster "Demonsmith, the Demon Carver" and the ability to summon "DDD Doom King Armageddon Executive Caesar" and "Eternal Maiden Beatrice" without using summoning rights, making it versatile for different playstyles.
Welcome to the mystical world of the Arcana Force archetype! Known for their unique tarot card-inspired mechanics, these enigmatic warriors have received a powerful boost in the SUPREME DARKNESS Booster Pack.
Whether you’re a seasoned duelist or a newcomer, this guide will help you harness the unpredictable yet potent abilities of the Arcana Force. Get ready to turn the tides of fate and dominate the duel with the power of destiny on your side!
Here’s a quick guide to get you started with building your own Arcana Force deck:
Introducing the new “Arcana Force” cards!
Sample Decklists
Summary
Introducing the new “Arcana Force” cards!
The SUPREME DARKNESS Booster Pack has unveiled a new chapter for the Arcana Force archetype! With these fresh additions, you’ll find even more ways to manipulate luck and destiny to your advantage. These new cards bring enhanced synergy and powerful effects that can turn the tide of any duel. Let’s discuss their new cards and highlight the critical cards that make this deck formidable.
Arcana Force V - The Hierophant
Arcana Force V - The HierophantCard Number: Suda-JP004Card Type: EffectLevel: 4Rarity:Attribute: LightTypes: FairyATK: 1500DEF: 1500
You can discard this card; for the rest of this turn, your opponent cannot activate cards or effects when an "Arcana Force" monster(s) is Summoned to your field. If this card is Summoned: Toss a coin.- Heads: Special Summon 1 Level 4 or lower "Arcana Force" monster from your Deck with a different name from the monsters you control and in your GY.- Tails: Special Summon 1 "Arcana Force" monster from your Deck to your opponent's field.
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This monster has two abilities: To protect your Arcana Force monsters from being interrupted when summoned and to bring other Arcana Force monster(s) to your field. It’s one of your ways to swarm the field with Arcana Force to quickly bring Arcana Force EX – The Chaos Ruler.
Ratio: Run 3 copies.
Arcana Force XIX – The Sun
Arcana Force XIX - The SunCard Number: Suda-JP005Card Type: EffectLevel: 7Rarity: RAttribute: LightTypes: FairyATK: 2900DEF: 2900
If a card with a coin-tossing effect is on the field, You can Special Summon this card from your hand. You can only use this effect of "Arcana Force XIX - The Sun" once per turn. If this card is Summoned: Toss a coin.- Heads: Set 1 Spell from your Deck that has a coin-tossing effect.- Tails: Destroy all cards in the Spell & Trap Zones.
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This new monster is your real ideal initial starter for its effect to set any 1 Spell Card from your Deck that is having a coin-tossing impact or wipes all cards in the Spell & Trap Zones. With Light Barrier on the field, you can always choose the effect that could benefit you the most, and it can special summon itself for free for as long as a card that has a coin-tossing effect on the field.
Ratio: Run 3 copies.
Arcana Force EX – The Chaos Ruler
Arcana Force EX - The Chaos RulerCard Number: Suda-JP034Card Type: FusionLevel: 10Rarity: URAttribute: LightTypes: FairyATK: 3300DEF: 3300
3 "Arcana Force" monsters with different namesMust be Special Summoned (from your Extra Deck) by sending the above cards from either field to the GY. If this card is Special Summoned: Toss a coin.- Heads: Special Summon 1 Level 10 "Arcana Force" monster from your hand or Deck, ignoring its Summoning conditions.- Tails: Add 1 card from your Deck to your hand that has a coin-tossing effect.Your opponent cannot activate monster effects on the field while "Light Barrier" is in a Field Zone.
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Here comes the newest boss monster of the Arcana Force theme. Both of its coin-tossing effects are useful regardless of what lands. It is one of your best ways to easily access Arcana Force XXI – The World for that turn-less combo. Aside from its easy summoning requirement, it also has a built-in floodgate effect wherein your opponent cannot activate monster effects on their field while Light Barrier is in a Field Zone.
Ratio: Run 1-3 copies
The Wave of Light
The Wave of LightCard Number: Suda-JP053Card Type: SpellRarity: NTypes: Continuous Spell
Once per turn, during your Standby Phase, if you do not have "Light Barrier" in your Field Zone: Toss a coin. If the result is tails, the following effects are negated until your next Standby Phase.- Fairy monsters you control gain 300 ATK/DEF.- You can discard 1 card; add 2 "Arcana Force" monsters with different names from each other from your Deck to your hand, also you cannot Special Summon for the rest of this turn, except "Arcana Force" monsters. You can only use this effect of "The Wave of Light" once per turn.
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This spell is one of your main starters. Aside from the 300 ATK/DEF boost, it also allows you to search any two Arcana Force monsters with different names from each other from your Deck to your hand by just discarding any card!
Ratio: Run 3 copies
Arcana Spread
Arcana SpreadCard Number: Suda-JP054Card Type: SpellRarity: NTypes: Normal Spell
Toss a coin and apply this effect. If "Light Barrier" is in your Field Zone, you can choose the effect instead.- Heads: Special Summon 1 Level 4 or lower "Arcana Force" monster from your Deck.- Tails: Special Summon 1 monster from your GY with a coin-tossing effect.You can banish this card from your GY; add 1 card from your GY to your hand that has a coin-tossing effect. You can only use 1 "Arcana Spread" effect per turn, and only once that turn.
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This spell card can help you bring out the Hierophant right after you set it with the Sun. Unless the luck is on your side, its coin-tossing effect relies on Light Barrier face-up in your Field Zone for maximum effectiveness. Its graveyard effect is helpful in recycling a coin-tossing effect card for future use.
Ratio: Run 2-3 copies.
Important Arcana Force Support Cards
Let’s review other vital cards you can use to build your deck.
Goddess of Duality
Goddess of DualityCard Number: Suda-JP029Card Type: EffectLevel: 3Rarity: NAttribute: LightTypes: FairyATK: 950DEF: 700
If this card is Normal or Special Summoned: You can add 1 monster from your Deck to your hand that has a coin tossing effect, except "Goddess of Duality". During your Main Phase: You can toss a coin and call it. If you call it right, the ATK of all monsters you currently control becomes doubled until the end of this turn. If you call it wrong, send as many monsters you control as possible to the GY, and if you do, draw 1 card. You can only use each effect of "Goddess of Duality" once per turn.
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This new monster can search all monsters that have a coin-tossing effect, which means you instantly have access to all your Arcana Force monsters of choice.
Ratio: Run 3 copies.
Arcana Force XV – The Fiend
AC03-JP005 Arcana Force XV – The Fiend
LIGHT Fairy / Effect
LV7 2500/2500
(1) You can discard this card; add 1 “Light Barrier” from your Deck or GY to the hand.
(2) If this card is Summoned: Toss a coin and gain the appropriate effect.
Heads: When an attack is declared involving this card: You can target 1 monster on the field; destroy it, and if you do, inflict 500 damage to its controller.
Tails: When an attack is declared involving this card: Destroy all monsters on the field.
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This monster is your instant access to Light Barrier to ensure that the Arcana Force coin-tossing effects that will resolve are what you desire. The coin-tossing effects are neat but not usually used all the time.
Ratio: Run 3 copies.
Arcana Reading
Arcana Reading
Normal Spell
You can use each effect among the (1)st and (2)nd effects with this card’s name only once per turn.
(1) Toss a coin and apply 1 of these effects depending on the result, OR, if “Light Barrier” is in your Field Zone, choose 1 to apply without tossing a coin.
– Heads: Add 1 card with a coin tossing effect from your Deck to your hand, except “Arcana Reading”.
– Tails: Your opponent chooses 1 card in their Deck to add to their hand.
(2) You can banish this card from your GY; immediately after this effect resolves, Normal Summon 1 “Arcana Force” monster from your hand.
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This is one of your main searchers for as long as Light Barrier is in your Field Zone. It also allows you to do an extra normal summon for any 1 Arcana Force monster from your hand.
Ratio: Run 2-3 copies
Light Barrier
Light Barrier
Field Spell Card
During your Standby Phase, toss a coin. If the result is Tails, the following effects are negated until your next Standby Phase:
When you Summon an "Arcana Force" monster, choose which effect to apply without tossing a coin. If an "Arcana Force" monster destroys an opponent's monster by battle, you gain Life Points equal to the destroyed monster's original ATK.
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The heart and soul of the deck. This ensures that you can safely use the coin-tossing effect of your Arcana Force monsters with no drawbacks.
Ratio: Run 2-3 copies.
Other Arcana Force Monsters
Because of their name, you would want to main some of these Arcana Force monsters. Arcana Force XXI - The World is essential if you’re gearing towards the turn-less combo, while Arcana Force EX – The Dark Ruler is here to conduct an OTK after pulling off the turn-less combo. The other level 4 or lower Arcana Force monster serves as additional harmless targets for Arcana Force V – The Hierophant.
Sample Decklists
Below are two sample OCG deck lists from which you can try or get inspiration.
Arcana Force (Pure Version)
Arcana Force Fiendsmith
Summary
Whether you’re a seasoned duelist or new to the game, the Arcana Force archetype offers a blend of strategy, power, and thematic flair that makes every duel exciting and unpredictable. With the recent SUPREME DARKNESS Booster Pack additions, this archetype has become even more formidable and versatile.
Are you ready to master the art of fate manipulation and rise to the top? Thanks for reading until the end. This has been ArcKnight of RespectYGO. Happy Dueling!
[RespectYGO] Forge Your Way to Victory with “Metalmorph”! | Archetype Starter Guide
Welcome duelists to another archetype starter guide! This time, we’ll discuss the newest archetype in RAGE OF THE ABYSS called Metalmorph, which is ready to “steel” the spotlight as it is released in Asian English!
This cool new archetype promises to shake up duels with its strong strategies and shiny, metallic monsters. Imagine a duel where metal and magic combine, creating powerful cards and clever plays that even the most experienced duelists will find exciting.
As we explore the mechanics and potential of Metalmorph, get ready to be amazed by the blend of tech and fantasy that makes this archetype truly special. Time to gear up and duel your way to victory!
Here’s a quick guide to get you started with building your own Metalmorph deck:
Introducing the “Metalmorph” cards!
Sample Decklist
Summary
Introducing the “Metalmorph” cards!
If you’re diving into the Rage of the Abyss booster pack, you’re in for a treat with the Metalmorph archetype. Inspired by the classic trap card Metalmorph, this new addition to the Yu-Gi-Oh! Universe is all about transforming your monsters into powerful, metallic monsters. Let’s take a closer look at what makes this archetype so exciting.
Metal Illusionist
Metal Illusionist is your go-to starter that can help you set 1 Metalmorph trap card from your deck to your field and can even net you one free draw when a Max Metalmorph is in your graveyard when this effect activates, generating your card advantage. It can manipulate its levels and monster type, making it perfect for transforming into your Machine monster upgrades.
Ratio: Run 3 copies.
Red-Eyes Black Fullmetal Dragon
This classic Red-Eyes Black Metal dragon is upgraded with powerful effects! It can help you set any 1 Metalmorph trap card from your deck by revealing and shuffling itself back to your deck. On the field, it can negate any card or effect and even deal effect damage to your opponent!
Ratio: Run one to two copies.
Metalzoa X
The newest machine upgrade of Zoa. Like Red-Eyes Black Fullmetal Dragon, it can replace itself from your hand and set 1 Metalmorph trap from your deck instead. Up to twice per turn, it can destroy one face-up monster your opponent controls when they activate any monster effect or spell card/effect, which is excellent for providing field control.
Ratio: Run one to two copies.
Zoa the Fiendish Beast
This is the retrained version of the classic monster Zoa. This is another way to fetch your Metalmorph trap cards, which could act as a tribute fodder when you summon it in your field.
Ratio: Run one to three copies.
Incoming Machine!
Incoming Machine is the main searcher that can help you access monsters that mention Max Metalmorph or 1 Metalmorph trap card from your deck or graveyard to your hand. It also has a bonus graveyard effect that can force one defense position monster your opponent controls to attack position.
Ratio: Run three copies.
Max Metalmorph
The newest upgrade of Metalmorph and Rare Metalmorph. This trap card can help bring out Red-Eyes Black Fullmetal Dragon and Metalzoa X so long as you have the proper tribute materials. It provides ATK/DEF boost and immunity to destruction via Spell or monster effects and targeting effects of the mentioned card types.
Ratio: Run one to three copies.
Time Engine
Time Engine is an additional target, always treated as a Metalmorph card. Its situational effect relies on your opponent’s move, making it tricky to resolve. It’s still a neat card that can bring a surprise attack when the conditions are met.
Ratio: Run 0 to 1 copy.
SUPREME DARKNESS
Supreme Darkness releases two new cards for the theme, potentially boosting the deck’s strategy.
Metal Flame Swordsman
Level 6 FIRE Machine Special Summon Effect Monster
ATK 2500
DEF 1600
Cannot be Normal Summoned/Set. Must first be Special Summoned with “Max Metalmorph” activated by Tributing a Level 5 or higher Warrior monster. You can only use the (1)st effect of this card’s name once per turn.
(1) You can reveal this card in your hand; add 1 card that mentions “Max Metalmorph” from your Deck to your hand, except “Metal Flame Swordsman”, and if you do, shuffle this card into the Deck.
(2) Each time your opponent activates a card or effect, this card gains 300 ATK; if it does, it inflicts 500 damage to them.
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The newest Metalmorph support is here, and you can finally search all the Max Metalmorph-related cards like Metal Illusionist, Incoming Machine, and many more! While on the field, it deals 500 damage for every card or effect your opponent does, making it devastating mid to late game.
Ratio: Run three copies (Post SUDA)
Flame Metalmorph
Normal Trap Card
You can only activate 1 card with this card’s name per turn.
(1) Tribute 1 face-up monster that mentions “Max Metalmorph”; Special Summon 1 monster from your Deck that cannot be Normal Summoned/Set and mentions “Max Metalmorph,” ignoring its Summoning conditions, then you can equip this card to it as an Equip Card with this effect.
If the equipped monster would be destroyed by battle or card effect, you can send this card to the GY instead.
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An excellent new Metalmorph card that is easier to use thanks to ignoring the summoning conditions of the monster that mentions Max Metalmorph so long as you tribute a monster that mentions that trap card. Pre-SUDA (Supreme Darkness), you would be stuck with only one Max Metalmorph, and you would have to choose between Metalzoa X and Red-Eyes Black Fullmetal Dragon. You can potentially set Max Metalmorph and this trap card with your theme monsters.
Ratio: Run three copies. (I feel this is stronger than the original Max Metalmorph and is easier to resolve.)
Decklists
Below is a sample Max Metalmorph deck from the OCG that you can use as a reference point.
Details: This is a Fiendsmith Metalmorph deck. The Fiendsmith engine provides the necessary materials for Metalzoa X. With Red-Eyes Black Fullmetal Dragon, you are guaranteed an omni-negate that can protect you from your opponent’s plays.
Summary
The Metalmorph archetype brings a fresh layer of strategy to your duels. Whether you’re a casual player or a competitive duelist, these cards offer new ways to outsmart your opponents. Boosting your monsters’ stats and shielding them from harm can turn the tide of any duel, making Metalmorph cards a must-have in your deck.
Are you thinking about building a deck around the Metalmorph archetype from RAGE OF THE ABYSS? We’d love to hear your thoughts below!
This has been ArcKnight of RespectYGO. Happy Dueling!
Image Source: Yu-Gi-Oh! Asia Facebook Page/OCG Official X
How to Unleash the Full Potential of “Magical Musket”? | Archetype Starter Guide
Welcome, duelists, to the ultimate guide for crafting your Magical Musket deck! If you’re ready to wield the power of the musket and outsmart your opponents with style, you’ve come to the right place.
Whether you’re a seasoned duelist or a newcomer looking to make a splash, this guide will help you assemble a formidable and fun deck now that it’s available in Asian English from INFINITE FORBIDDEN!
So, grab your deck box, shuffle those cards, and let’s dive into the world of Magical Muskets! Ready, aim, duel!
Here’s a quick guide to get you started with building your own Magical Musket deck:
Introducing the “Magical Musket” cards!
Tech Cards and Engines
Sample Decklists
Summary
Introducing the “Magical Musket” cards!
The Magical Musket archetype in Yu-Gi-Oh! is a fascinating and strategic set of cards that revolves around LIGHT Fiend monsters. Its core strategy involves using its themed monsters to accumulate and activate Magical Musket Spell/Trap cards instantly from your hand, making the deck unpredictable and versatile.
Let’s talk about the key cards in this strategy.
Note: All their archetype monsters continuously allow Magical Musket Spell/Trap cards from your hand to be activated during either player’s turn. They are also LIGHT Fiend monsters, making all their monsters an instant bridge to the Fiendsmith engine.
Magical Musketeer Caspar
Caspar is your go-to Magical Musketeer who can search any other Magical Musket card when a Spell/Trap card is activated in its column except the card that was activated.
Ratio: Run 3 copies.
Magical Musketeer Starfire
Starfire fetches the Magical Musketeer of preference when a Spell/Trap card is activated in its column. Like Caspar, Starfire is one of your preferred starters.
Ratio: Run 3 copies.
Magical Musket Doc
Magical Musket Doc is one of the ways you can recycle a Magical Musket card from your Graveyard. It isn’t a starter and can only generate an advantage mid to late-game.
Ratio: Run 1-3 copies.
Magical Musket Kid Brave
Kid Brave is your draw power, allowing you to generate card advantage when a Spell/Trap card is activated in its column. Unlike the other starters, it’s reliant on having (1) a Magical Musket to discard for its draw and (2) a Spell/Trap to activate, which makes Magical Musket Doc better at times.
Ratio: Run 1-3 copies.
Magical Musketeer Calamity
Calamity is your go-to monster to revive your fallen Magical Musket monster.
Ratio: Run 0-1 copy.
Magical Musket Wild
Magical Musket Wild is here to help you recycle your bullets (Magical Musket Spell/Trap) and draw 1 card.
Ratio: 0-1 copy.
Magical Musket Mastermind Zakiel
Zakiel is the archetype’s boss monster, and it’s here to replenish your hand cards up to the number of Magical Musket Spell/Trap cards you activated during that turn. Other than that, it requires a monster for its tribute summon and doesn’t do anything extra for its comrades.
Ratio: Run 0-1 copy.
Magical Musketeer Max
Max is a themed link one monster of Magical Musketeers and has the powerful effect of generating a huge amount of card advantage depending on your choice.
You can either add Magical Musket Spell/Trap cards with different names from your deck to your hand up to the number of monsters your opponent controls when it is linked summoned or special summon Magical Musket monsters with different names from your deck to your field up to the number of Spell/Trap cards your opponent controls. The best part about it is it’s a LIGHT Fiend, and you can use it to climb the Fiendsmith engine.
Ratio: Run 1-3 copies in the Extra Deck
Magical Musket - Cross-Domination
Cross-Domination is your go-to Quick Play Spell Card to negate the effects of 1 face-up monster on the field and weaken its ATK/DEF to 0 until the end of the turn.
Ratio: Run 1-3 copies.
Magical Musket - Steady Hands
This Spell Card makes your Magical Musket monsters bigger regarding ATK/DEF. However, it prevents that monster from attacking directly. In the current metagame, this card is outclassed by Cross-Domination.
Ratio: Run 0-1 copy.
Magical Musket – Desperado
It is one of my favorite Magical Musket traps that can help you clear your opponent’s board or disrupt their strategy.
Ratio: Run 3 copies.
Magical Musket – Last Stand
This trap card negates your opponent’s Spell/Trap card and destroys them. Aside from Desperado and Cross-Domination, this will be one of your go-to Magical Musket searches via Caspar or Max.
Ratio: Run 1-3 copies.
Magical Musket – Dancing Needle
When it resolves, this trap card allows you to banish up to 3 cards in any Graveyard. This trap can also be chained against the opponent’s Called by the Grave when they attempt to banish your Ash Blossom & Joyous Spring or Maxx “C”.
Ratio: 1-3 copies.
Magical Musket – Fiendish Deal
Magical Musket relies on your monsters staying on your field, and this card can protect them from being destroyed by card effects. Like the rest of the Spell/Trap cards of the archetype, you can activate this card right away from your hand, making it a searchable protection. When destroyed, it lets you fetch any Magical Musket from your Deck or GY to your hand.
Ratio: Run 0-1 copy.
Magical Musket – Crooked Crown
This card can help you swarm the field with additional Magical Musket monsters. It has another effect that prevents the opponent from using the empty main monster zone from the column of the newly summoned monster, which is neat but not that impactful in today’s metagame.
Ratio: Run 0-1 copy.
Tech cards and Engines
Magical Musket is home to different engines or tech cards that you can use to strengthen your deck. Whether you are going pure or Fiendsmith route, there’s a perfect game plan for you.
Fiendsmith Engine
Fiendsmith and Magical Musket have a common denominator: LIGHT Fiend. All your Magical Musket are LIGHT Fiend which makes them perfect with Fiendsmith to add additional consistency or fire power.
Generic Cards
Generic cards such as Pot of Prosperity and Ties of the Brethren can help tutor your Magical Musket cards. Forbidden Droplet can help aid potential threats going second, and Dominus Purge is an additional interruption that works perfectly in an all-LIGHT deck.
Decklists
Below are sample Magical Musket decklists in Asian English format post INFINITE FORBIDDEN. Customize the decks according to your preference.
Note: These decklists follow the November 2023 AE Forbidden & Limited List
Deck: Magical Musket (Pure)
Details: This deck shines best when played second to maximize Magical Musketeer—Max. It can also be played first, depending on the match-up.
Deck: Fiendsmith Magical Musket
Details: This build incorporates the Fiendsmith engine to climb to powerful link monsters or Fiendsmith Desirae.
Summary
The Magical Musket archetype offers a dynamic and engaging playstyle, perfect for duelists who enjoy strategic depth and quick, reactive gameplay.
If you’re looking to try a new Asian English deck from INFINITE FORBIDDEN, Magical Musket could be one of your options. Ready to start building your deck? This has been ArcKnight of RespectYGO. Happy Dueling!