Patrik and Primal Origin

On May 26, 2014 by Patrik Rieder

patrikarticlePatrik took a closer look at Primal Origin!

Hello and welcome to my Review of cards I think should be acknowledged out of the new set: Primal Origin. First of all Primal Origin introduces a new „archetype“ in Artifacts, these Artifact cards will trigger effects when they are destroyed by card effects while being in your spell/trap card zone. The Monsters of the new theme can be set to your spell/trap card zone also. Furthermore there is support for existing themes such as: Sylvans and Madolche to name the most tournament relevant right now.

So lets get things started with the Monsters.

 

Artifact Moralltach:

You can Set this card from your hand to your Spell & Trap Card Zone as a Spell Card. During your opponent’s turn, when this Set card in the Spell & Trap Card Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent’s turn: You can destroy 1 face-up card your opponent controls.

First of all this card can be set to your S/T Card zone as well as some older cards like Silver Sentinel or Toy Magician. So far not so exciting right? As the older cards didn’t see much play either. What sets them worlds apart is the fact that when Artifact Moralltach is destroyed and sent from the S/T card zone to the graveyard during your opponent’s turn it special summons himself as a level 5 Light monster with 2100 ATK, furthermore it may destroy a face up opposing card when special summoned during your opponent’s turn. So no good opportunities for your opponent to blind MST one of your back rows in his turn anymore, also with a Lvl 5 Light monster you have met half of the requirements for the XYZ-Summon of Constellar Pleiades, which in fact has one of the strongest effects printed on XYZ thus far.

Next up the light Version of Vanity’s Fiend.

 

Majesty’s Fiend:

Cannot be Special Summoned. Monster effects cannot be activated.

The effect is pretty straightforward as no monster effects for any player as long he is on the field. Therefore he will be showing up here and there like Vanity’s Fiend, even though he seems stronger right now as he is safe against the removal monsters like Atlantean Heavy Infantry or Blaster’s effect to name a few.

Moving on I present to you a Lonefire Blossom for Madolce.

Madolche Anjelly:

When this card in your possession is destroyed by your opponent’s card (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into the Deck. You can Tribute this card; Special Summon 1 “Madolche” monster from your Deck, but shuffle it into the Deck during the End Phase of your next turn. You can only use this effect of “Madolche Anjelly” once per turn. That Special Summoned monster cannot be destroyed by battle.

Why this card will be very strong is not hard to guess, as seeing Lonefire Blossom sitting at 2 copies per deck max. after recently coming off of her limited status. Through Anjelly you will get to your key combo cards faster in Madolche such as Madolche Hootcake, also it fills also the purpose of being in the graveyard afterwards for Hootcakes effect to special summon another Madolche monster from your deck, therefore it adds consistency and explosiveness of Madolche.

 

Thats it for the Effect Monsters, on to the Extra Deck Monsters.

 

Phonon Pulse Dragon:

1 Tuner + 1 or more non-Tuner monsters

When this card is Synchro Summoned: You can declare a Level from 1 to 3; the Level of this card becomes that Level, but you cannot Special Summon for the rest of this turn, except for a Synchro Summon using this card as a Synchro Material Monster. You can only Special Summon “Phonon Pulse Dragon” once per turn.

I think this card may be a staple sooner than later in the extra deck, if Synchros become a big thing again, as it´s a better generic Lvl 4 Synchro than the alternatives, furthermore its a Tuner and it can change it´s Lvl to the appropriate number between 1 to 4. The only downside is that you can´t special summon for the rest of the turn except by synchro summoning with it.

Now on to the new XYZ.

 

Number 103: Ragnazero:

2 Level 4 monsters

Once per turn, during either player’s turn: You can detach 1 Xyz Material from this card, then target 1 face-up Attack Position monster your opponent controls, whose current ATK is different from its original ATK; destroy it, and if you do, draw 1 card.

Ragnazero would have been one of the go to generic rank 4 XYZ last format as it would have wrecked Fire Fist, right now there are not as many applications for it anymore as Fire Fist dropped out of peoples favor. Nevertheless it´s definitely an XYZ you should keep in Mind.

Next up a Sylvan XYZ.

 

Orea, the Sylvan High Arbiter:

2 Level 7 monsters

Once per turn: You can send 1 Plant-Type monster from your hand or face-up from your side of the field to the Graveyard; look at a number of cards from the top of your Deck, equal to the Level of the sent monster had in the hand or on the field, then place them on the top of the Deck in any order. Once per turn: You can detach 1 Xyz Material from this card; choose a number from 1 to 3, then excavate that many cards from the top of your Deck, send any excavated Plant-Type monsters to the Graveyard, and if you do, return up to that many cards from the field to the hand (min. 1), except this card. Also, place the other cards on the bottom of your Deck in any order.

Orea is a generic rank 7 XYZ, so it could basically be played in every deck that churns out lvl 7 monsters. Her effect on the other hand won´t be of much use in every deck, as it requires plant monsters in the deck to really do something  but when its effect goes off it´s huge, as it will be sending cards from the field to the hand up to the number of excavated plants through her excavating effect.

Now a combo-centered addition from the OCG.

 

Number 42: Galaxy Tomahawk:

2 Level 7 monsters

You can detach 2 Xyz Materials from this card; Special Summon as many “Battle Eagle Tokens” (Machine-Type/WIND/Level 6/ATK 2000/DEF 0) as possible, but destroy them during the End Phase of this turn, also your opponent takes no further battle damage this turn.

Do you remember what goes well with machines? If your answer was Karakuri you´re right, as they will love having more lvl 6 machines on the board to synchro summon with, the main combo is having tomahawk and a Karakuri Barrel mdl 96 “Shinkuro” on the field an to barrels in the deck, you use tomahawk to summon 3 token an summon Karakuri Steel Shogun mdl 00X “Bureido” with the Barrel getting another Barrel, rinse and repeat until you have 3 Breido on the field getting a Karakuri strategist on the field changing his position thus drawing 3 cards and XYZ summoning Coach soldier Giant trainer, drawing another 3 for a total of 6 cards.

Next up a generic boosted rank 4 version of Leviair the Sea Dragon.

 

Bujinki Amaterasu:

3 Level 4 monsters

You can only control 1 “Bujinki Amaterasu”. Once per turn, during either player’s turn: You can detach 1 Xyz Material from this card; apply this effects, depending on whose turn it is.

  • Your turn: Target 1 of your banished Level 4 or lower monsters; Special Summon that target.
  • Your opponent’s turn: Target 1 of your banished Level 4 or lower monsters; add that target to your hand.

Don´t let the Name trick you, this card is not only for Bujin. If your deck can summon Lvl 4 monsters easily and is interested in getting It´s banished monsters back, this card is for you, as it will not only let you summon back a banished lvl 4  monster on your turn, it will even get 1 of them back to your hand in your opponents turn.

We’re nearly finished as we move to the spells, starting with a graceful charity.

 

Sylvan Charity:

Draw 3 cards, then, if you have a “Sylvan” card in your hand, reveal 2 cards from your hand including at least 1 “Sylvan” card, then place them on the top of the Deck in any order. Otherwise, reveal your entire hand, then place it on the top of the Deck in any order. You can only activate 1 “Sylvan Charity” per turn.

This card is one of the main reasons why Sylvans are popular, as it is a better Graceful Charity in this deck drawing 3 cards and setting up excavations at the same time, also it can be put on top of the deck with Mount Sylvania, the only drawback being to need a Sylvan card on your hand.

Last but not least the traps.

 

Artifact Sanctum:

Special Summon 1 “Artifact” monster from your Deck. You can only activate 1 “Artifact Sanctum” per turn. You cannot conduct your Battle Phase the turn you activate this card. If this card in its owner’s possession is destroyed by an opponent’s card: You can target 1 card on the field; destroy that target.

This card is really powerful as it lets you trigger your artifact Monsters effects without them being in the S/T card zone, furthermore it ale has the effect of destroying 1 card on the field should it be destroyed by opposing cards, making it a +3 getting destroyed by MST and summoning Moraltach.

 

That’s it for my Review from this set and I hope you can utilize some of the ideas I gave you. Overall I think the set offers some great cards for the upcoming formats and only time will tell which cards are the best as we have more tournaments.

ABOUT THE AUTHOR
Patrik Rieder is a Player Intern and has been a member of United Gosus since 2012. For more information on Patrik check out his member profile.