In Volume 51 of the original manga, there is a scene where Garp refers to "Silvers Rayleigh" and "Edward Newgate (Whitebeard)" as "Two Legends," which is why the product name is "Two Legends."
Possibility of "Gold D. Roger" and "Marshall D. Teach (Blackbeard)" as Leaders.
Although it wouldn't be surprising to see "Gold D. Roger" and "Marshall D. Teach (Blackbeard)" as Leaders soon, it may happen in the 2nd-anniversary edition, the OP09.
Insertion Rate The insertion rate for "Two Legends" is currently unknown.
Winning Cards and Initial Market Price The winning cards and initial market price for "Two Legends" are currently unknown.
OP08-001《Tony Tony Chopper》
[Main Activation] [Once per Turn] Give rest to one Don!! card for up to 3 characters that have the characteristic of "Animal" or "Drum Kingdom."
OP08-002《Marco》
[Don!! ×1] [Main Activation] [Once per Turn] Draw one card, place one card from your hand on top or bottom of the deck. Then, reduce the Power of one of the opponent's characters by 2000 for this turn.
OP08-021《Carrot》
[Main Activation] [Once per Turn] If you have a character with the characteristic "Mink Tribe", rest one character from the opponent with a cost of 5 or less.
OP08-057《King》
[Main Activation] [Once per Turn] Don!! -2 (you can return a specified number of Don!! cards from your field to the Don!! deck): Choose one of the following: - If you have 5 or fewer cards in hand, draw one card. - Reduce the cost of one of the opponent's characters by 2 for this turn.
[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.
======
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.
====
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!
Explore the depths of the “White Forest”! | Archetype Starter Guide
Ready to branch out and dominate your duels? The White Forest archetype, straight from the new INFINITE FORBIDDEN set in Asian English, is here to root itself in your strategy and grow into a powerhouse of synchro summoning! Combining the heart of the cards with strategic plays, this deck can potentially turn the tide of any duel. So, get ready to branch out and grow your way to success with the White Forest archetype starter guide!
Here’s a quick guide to get you started with building your own White Forest deck:
Introducing the “White Forest” cards!
Sample Decklists
Summary
Introducing the “White Forest” cards!
The White Forest deck is a new archetype in INFINITE FORBIDDEN, known for its unique synergy and powerful synchro-summoning capabilities. The deck has a unique gameplay that maximizes their themed spell and traps that can recycle themselves, making the cost to activate the White Forest monster effects almost free. Combined with various support engines, White Forest can create a formidable strategy to outpace opponents in card advantage and field presence. Let’s discuss the core cards of the strategy!
Astellar of the White Forest
Astellar is a key starter card, allowing you to special summon any 1 LIGHT Spellcaster monster from your deck by sending any 1 Spell/Trap card from your hand or field to the graveyard. This card’s ability to summon itself and a LIGHT Spellcaster Tuner from your Deck makes it essential for setting up synchro plays.
Ratio: Run 1-3 copies.
Elizette of the White Forest
Elzette of the White Forest serves as another searcher and extender, summoning itself and searching another White Forest monster straight from your deck at the cost of sending any 1 Spell/Trap from your hand or field to the graveyard. It also has the effect of recycling itself from the Graveyard, helping you with grind games.
Ratio: Run 1-3 copies.
Silvy of the White Forest
Silvy of the White Forest is a versatile card that can search your White Forest Spell/Trap from your Deck to your hand. It also has the effect of recycling your fallen White Forest synchro and summoning itself for free from the Graveyard as a potential material for a Synchro summon.
Ratio: Run 1-3 copies.
Rucia of the White Forest
Rucia of the White Forest is another extender of the theme and draw power. Like Silvy, it can also summon itself from the Graveyard by returning 1 White Forest Synchro Monster you control or in your Graveyard to your deck, making it a perfect fodder for your next synchro summon.
Ratio: Run 1-3 copies.
Diabell, Queen of the White Forest
Diabell, Queen of the White Forest is one of your go-to Synchro monsters to set up your combos and add additional interruption by being able to bring out any 1 Level 7 or lower tuner Synchro monster from Extra Deck, Graveyard, or banishment in response to your opponent’s activation of a card or effect a cost of sending any 1 Spell/Trap card from your hand or field to the Graveyard. It can also recycle 1 Spell/Trap when summoned using a Tuner Synchro monster to help you recover your card advantage.
Ratio: Run 1-2 copies.
Silvera, Wolf Tamer of the White Forest
Silvera is one of your go-to Synchro-tuner monsters to special summon via Diabell. It can effectively shut down your opponent’s strategies by flipping all face-up monsters they control face-down when this monster graces the field. The synchro material is also generic, making it a breeze to summon in White Forest, and it also boosts your Illusion and Spellcaster Synchro monster with 500 ATK and piercing damage.
Ratio: Run 1-2 copies.
Rciela, Sinister Soul of the White Forest
Rciela is your go-to Synchro to help set up Diabell and can also help you fetch the missing White Forest or LIGHT Spellcaster monster from your deck at the cost of sending 1 Spell/Trap from your hand or field to the Graveyard. LIGHT Spellcaster? Reminds me of Effect Veiler. It also provides a 500 ATK boost and card destruction immunity for Illusion and Spellcaster Synchro monsters you control.
Ratio: Run 1-2 copies.
Beware of the White Forest
This spell card allows you to either act as an instant card removal or a reusable cost for your White Forest monster effect cost.
Ratio: Run 1-3 copies.
Tales of the White Forest
This spell card can search any 1 White Forest monster from your deck to your hand on activation for as long as you control an Illusion or a Spellcaster monster. Like the rest of the White Forest Spell/Traps, this can also set itself back when sent to the Graveyard to activate a monster effect.
Ratio: Run 1-3 copies.
The Fiend of the White Forest
The newest White Forest Spell card from RAGE OF THE ABYSS. This spell card acts as an instant face-up card negate by tributing 1 Synchro monster. If you tributed a White Forest Synchro monster, you can also special summon 1 Illusion monster from the Graveyard, such as Diabell. It can also set itself once again when sent to the Graveyard to activate a monster effect.
Ratio: Run 0-1 copy.
Susurrus of the Sinful Spoils
This spell card can help you either dodge a targeting effect or replace 1 Illusion or Spellcaster monster you control back to your hand or Extra deck to revive another Illusion or Spellcaster from your GY or banishment. Like the rest of the White Forest Spell/Traps, this Sinful Spoil spell card can set itself, too.
Ratio: Run 0-3 copies.
Woes of the White Forest
This trap can tutor any White Forest monster from your hand or Deck and help facilitate an instant synchro summon of 1 White Forest monster on resolution. It can also be set again as a cost like the other White Forest Spell/Trap cards.
Ratio: Run 1-3 copies
Sample Decklists
Below are some sample decklists you can use to inspire your building. Test your deck to get the perfect ratio. Observe your local meta and adapt as necessary.
Note: These decklists follow the July 2024 OCG Forbidden & Limited List
Deck: White Forest Centur-Ion
Deck: White Forest Runick
Deck: White Forest Azamina
Deck: White Forest Allure Queen
Deck: White Forest Toy
Summary
The White Forest deck generates card advantage and maintains field control through its synchro summoning strategy and versatile spell and trap support. By combining the White Forest archetype with engines like Centur-Ion, Runick, and Toy engine, players can create a powerful and adaptable deck. Whether you’re a seasoned duelist or a newcomer, the White Forest deck offers a fresh and exciting way to dominate opponents.
Are you ready to explore the depths of the White Forest and unleash its full potential in your next duel? This has been ArcKnight of RespectYGO. Happy Dueling! 😊
Image Source: Yu-Gi-Oh! Asia Facebook Page