Others view events in life as if they were watching a parade; one event following another in sequence without variance. I observe the parade from above, the sequence of events is far less important than where they are going, and the twists and turns they might…or might not take. Worlds are born and destroyed in the time it takes a mortal heart to beat once. I alone have observed catastrophe over and over. I alone have recorded the information of worlds, so that their useful aspects may be categorized for all eternity. I am The Observer, and all the universe’s knowledge belongs to me.
Hello again, friends. Welcome to the fourth spoiler article. We’ll be looking at Moonlit Savior’s Fire Ruler and several of his support cards. This is a fire ruler that functions in ways we’ve never seen before, so let’s dive right in, shall we?
Writing on paper with a pen that’s on fire seems like a bad idea…
Yeesh is it hot in here, or is it just…this guy. Yeah so his Ruler side doesn’t really reveal his name, but “The Observer” is certainly an ominous sounding title. So you’ve likely noticed The Observer’s Judgment cost. Two fire will plus twelve void. Yikes. That is…that is not cheap. Obviously, much like Alice in The Twilight Wanderer, the J-ruler side is packing some serious heat (hehe, fire pun). It’s not all bad though, The Observer’s one ability does let you reduce the cost of his Judgment ability. For each card in your removed from play area, the cost goes down by one void, which means the Judgment cost can be as cheap as two fire. Unlike Alice, this reduction is a lot easier to maintain, since it can be any card, and cards in the removed from play area are usually want to stay there. Cards like Necronomicon can really speed up this Judgment. So if you haven’t caught on yet, The Observer’s whole thing is about interacting with the removed from play area. You’ll see that many, though not all, fire cards in Moonlit Savior revolve around the removed from play zone. So let’s see the power this guy’s got under the hood when you do finally get his Judgment off.
Not Dark Grimm. Not Chronos. Not Dark Reflect. Not Chronos.
Not Fanfiction Character 3216841. Just a new character. Like always.
Well, entering the field with 1000 ATK and DEF isn’t a bad start for sure. Like Gill Lapis, upon entry Alisaris allows you to search for an Addition: Field. However, you won’t be able to play it for free (the field card that Alisaris searches for is potentially a lot stronger). The real kicker of course, is his second ability. Every resonator you control gains Swiftness, Target Attack, and First Strike, ensuring a powerful rush on your Judgment turn. As you can imagine, with the right set-up this can be a powerful play and even a game ender, allowing you to rush with the resonators you played this turn. You could even take control of the field by using your resonators to pick off your opponent’s recovered ones via target attack. First strike will make picking off those J/resonators even safer for you. The board potential you can generate with this move is quite high. Now let’s have a look at that God’s Art. In case you couldn’t (or didn’t want to) pick off J/resonators with your own, here comes Total Recall. It will deal 100 damage to every J/resonator your opponent controls for each card in your removed from play zone. Considering you need to remove cards to reduce Alisaris’ Judgment cost, this is obviously going to be doing some hefty damage, wiping the opponent’s field, leaving them completely vulnerable. Plus, if that wasn’t enough, you can then return any number of removed cards you control to your graveyard. I’m sure you’re disappointed that they are moved to the graveyard and not the hand. Well worry not, my friends. There is a solution to that issue.
A vacation hot spot.
And the solution’s name is Vell-Savaria. Vell-Savaria gives every single fire attribute Spell: Chant and Spell: Chant-Instant cards in your graveyard, the Remnant trait. This means you can cast the card from the graveyard, but it is removed from the game after you do so. And just like that, burn decks become twice as powerful. Think of it; you can cast Thunder eight times. Plus, if you’re packing Barrier of Flame..well, the pain train is coming. Now of course Vell-Savaria comes with a price. A total cost of four is a little expensive, and once you put it into the field, like Necronomicon, it will remove any cards that would normally hit your graveyard. This can, however, be helpful to Alisaris, as removing cards will reduce his Judgment cost.
Y’know if the thing is so dangerous to break…they probably shouldn’t have made it so smooth and slippery.
Now let’s take a look at Alisaris’ regalia. Just by putting it into the field you can remove the top card of your deck from the game, helping you get that much closer to Judgment. Obviously, you’ll want to be packing four of these, it’s a free cost reduction on your Judgment. Unfortunately Orb of Disaster doesn’t have a free rest ability. However, this also means that going up against Barrier of Shadows or Gill Lapis won’t cost you every single turn. The orb does have an activated ability, however. By paying two fire will and banishing Orb of Disaster you can put a non-regalia card from your removed area right into your hand. As you can imagine you can pull off some strong hand fixing, since so many cards in your deck will be removing cards from the game. You’ll be building up a library of cards to choose from, and then you can use Orb of Disaster to pull it right into your hand. What’s even better, is that if you’re using Alisaris as your J/ruler you’ll be able to recover two non-regalia cards from your removed area. This way you can build up your removed area, use your Judgment and then pull all your useful cards out and into your hand with Orb of Disaster, Ifrit Glass.
Smokey gives the best kisses.
While there are other resonators and cards that interact with Alisaris, we’ll be taking a look at most of them later. For now, let’s check out the bread and butter staple of his army; the Vell-Savarian Dragon. A two cost 500 ATK and DEF flying resonator is pretty good, but it gets better. When the card enters the field you remove the top cards of your deck from the game, this effect is also repeated every time the card attacks. This is a very, very fast way to build up your removed from play cards, reducing Alisaris’ Judgment cost and increasing the choices of cards you can salvage with Orb of Disaster, Ifrit Glass. In most other decks this card is more of a hindrance than a help, but for Alisaris, having this card out earlier can make or break you.
Seriously. What is with all the gears?
Finally, as always, let us look at a new magic stone. Much like stone from last week Disaster’s Memoria is going to come into play rested unless you have Alisaris as your J/ruler. The stone only produces fire will, but Alisaris will will likely be utilizing plenty of fire will, so that shouldn’t be too much of a problem. This stone also comes packed with another rest ability. By resting the stone you can remove the top card of your main deck from the game. This is…not as good as Hymnal’s Memoria from last week. Having to sacrifice a source of will on a turn just to remove one card is a bit clunky to be using frequently, but it can certainly be of help if you’ve got the stone open before your recovery phase. More likely you’ll be using resonators and spells to build up your removed area, but it is always good to have every method available to you.
Be sure to check back on Friday for another preview article! And look for The Moonlit Savior, in stores on March 11th!
Written by Jordan E. Blanco