Forum:I'm liking these TCG exclusives!

Here's why, for each one.


 * Gravekeeper's Priestess: Actually, with this card's low stats it's not exactly my first choice in a Gravekeeper deck. However, the ATK-boost is pretty nice, and it can sub in for Necrovalley if I want to use the effects of Gravekeeper's Assailant and Royal Tribute.


 * XX-Saber Emmersblade: It's an X-Saber searcher! They'll be able to search out Galahad, Airbellum, Garsem, and more cards that Giant Rat just didn't cover.


 * Alchemist of Black Spells: This is a free Spell Counter a turn, with no cost and a good DEF. This could really help out Spellcaster decks!


 * Super-Nimble Mega Hamster: At first I was all 0_o, but then I lol'd at this card's name. And it can do some very interesting things. Beast decks are going to be that much neater when this card is released. In Moja decks, you've got an extra layer of DEF and searching Moja... this card can also search Airbellum. The thing that bugs me is that this card is not level 3. That would make it so good.


 * Cactus Bouncer: No special summons at 1800 ATK is very nice indeed! My favorite card to combo this with is definitely Black Garden. Just summon this card and activate Black Garden - preferably having a negation card set - and your opponent is in deep deep crap. As soon as they summon something Black Garden will halve it to less ATK than Cactus Bouncer. Then, the Rose Token will be summoned and Bouncer's lock effect will kick in. At most, your opponent will get 2 summons in their first turn - if they special summon something first and then normal summon something else. It's not a good situation for the opponent, for sure.


 * Dragonic Guard: I'm actually not too enthused about this one. At 1500 ATK and 1800 DEF, and an effect that only works when cards are normal summoned or set... meh.


 * The Dragon Dwelling in the Deep: It's a 1700-ATK beatstick. But more importantly, it gets the counter each standby phase, and when it's removed from the field your monsters get a boost based on how many counters it has! This one combos great with Forgotten Temple of the Deep, which can remove it to activate its effect each turn and grant your monsters a boost of 400 ATK.


 * Djinn Disserere of Rituals: The only TCG-exclusive Djinn, and it answers one of the age-old problems about Ritual Monsters (and Fusion Monsters, come to think about it). The Djinns already helped out by not costing huge card advantage for their summons, but the fact remains that if your opponent takes it out with something like Bottomless Trap Hole you're screwed. With Disserere, your opponent doesn't have that option. They can't even use Divine Wrath on it! Your monster will be very safe indeed.


 * Earthbound Linewalker: Well, it fills a role already occupied by Hardened Armed Dragon. However, this is still a useful card, doubling for a field spell when you don't have HAD available. I think this card goes best with Chacu Challhua - they both have high defensive abilities, meaning you can use Stumbling and other cards to help you and hinder your opponent.


 * Core Transport Unit: This is the big one. This is the card that can push Koa'ki Meiru into the meta. Deck thinning and the searching of the deck's key card all in one. And it's faster than Koa'ki Meiru Boulder, and can be used multiple times. This makes Koa'ki Meiru Urnight, Automatic Laser, Core Compression, and the rest intensely playable.

What are your thoughts on the cards? Runer5h 23:01, January 30, 2010 (UTC)Runer5h