Welcome back to the final preview article, rulers! Today we’re finally looking at the long desired return of some Valhalla characters! We’ve got a full sixteen cards to look at today, so let’s waste no time and get right into it!
Oh man Siegfried. This guy is intense. He enters the field with 700 ATK and DEF for a total cost of three will, which isn’t that impressive on its own. However, when he hits the field, this Dragon Knight will recover all the dragons you control! Essentially allowing for an all out attack that could win you the game. To make it even better, this resonator gains an extra 600/600 and Flying as long as you control a dragon. This means that in a dragon deck, he’s essentially a 1300/1300 with Flying for three will. Now that is some value.
Millium. Oh come on it’s what we’re all thinking! Sol is pretty simple. He’s a 400/400 for a total cost of two, but his real value is his upon entry ability. When this spirit enters the field you’ll reveal the top card of your magic stone deck. If that card happens to be a non-special light magic stone, you get to put it right into your field. So yeah, Millium. It is basically for Millium.
Knight Lord of Godspeed is pretty hefty, entering the field with 1000 ATK and DEF for a total cost of five. He’s got Swiftness though, which will allow him to attack right away. A nice little bonus. What’s more, the knight grants all your J/resonators Precision on the turn that he enters the field. Certainly not quite the same value that Hook, another resonator with similar cost and stats, provides. However in light decks it might be useful to run one or two copies in the case of a long running game. Swiftness can always take your opponent by surprise and the blanket Precision for a turn may allow you tot take out the opponent’s key resonators if need be.
Oh boy, Barust. Here we go. To start off, this strange creature gains an extra +200/+200 for each magic stone in any graveyard. Seems a bit unusual at first, but give it a moment. This resonator has two activate abilities, both which require you to banish your own magic stones. The first one will let you do 500 damage to a resonator if you banish a magic stone and rest Barust. Could be good in a pinch, but that’s a pretty hefty cost to pay just to deal 500 damage to something and buff up Barust by +200/+200. Here’s the real interesting part though. By resting Barust and banishing two of your stones, you can destroy a special magic stone. Now that is much more interesting. In a typical magic stone deck with ten special magic stones or the like, this ability is not idea. You’re sacrificing a lot of resources to get rid of one of your opponent’s. However, in say, a Sylvia deck that runs twenty basic fire magic stones? Barust becomes a terrifying force as you destroy your opponent’s resource pool.
Remember Explode? Shimazu Yoshihiro remembers. This resonator enters the field as an 800/800 with Swiftness. Not bad for a total cost three resonator. He’s got an automatic ability that will trigger every time a J/resonator you control is blocked by something. The ability then destroys both your attacker and that blocker. A very powerful ability, but one that you’ll need to use carefully, as your opponent can intentionally block your most powerful cards with their weak cards knowing that this effect will destroy both. This effect may best be utilized in decks that can swarm the field with lots of resonators.
Salamander is pretty simple. When this fire attribute resonator hits the field, he’ll deal 600 damage to a target opponent and 600 damage to target resonator your opponent controls. Once his effect has resolved, he’s not all that spectacular unfortunately. 600 ATK and DEF for a total cost of four will is not all that impressive. However he may find use as a one off in decks for when the game runs long and you need that last little bit of damage to nab you the win.
Chronos is about as simple as it gets. This resonator lets you draw an extra card each turn. And that’s about it. Unfortunately he’s sporting no ATK, but he’s got some fairly high DEF which is good as your opponent will likely be gunning for him since he essentially doubles your draw every turn, which can be an invaluable resource. The only trouble is that he’s got a pretty high total cost. Control decks, however, may not find that an issue, and his draw ability and durability can provide those decks with the resources they need to keep the edge on your opponent, especially when facing other control/discard based decks.
Tomoe Gozen, has two Awakening abilities that are identical. No it’s not a mistake. When you play this total cost two resonator you have the option of paying one or both of these Awakening costs to bounce one or two resonators (depending on how much you pay). Without paying either cost the resonator only enters the field as a 500/600 vanilla, which isn’t very impressive. But her adaptability and optional bouncing helps players deal with oppressive field set ups from your opponent.
Nymph is…well, a total cost 700/1200 spirit resonator with Flying. And that’s…about it. Not too exciting. At least for now. Perhaps there’s something in the near future that might make spirit cards a bit more enticing hmm?
A Frigg, Goddess of the Abundant Salvage. This resonator doesn’t have particularly high ATK and DEF for its total cost of five. However, she provides some very helpful salvage. When she enters the field, she lets you choose up to one resonator, addition, and chant, and add them from your graveyard right into your hand. Your opponent take out that key card you needed? Just nab it right back while also getting up to two other cards and while putting an 800/800 body on the field!
Oberon just can’t seem to make up his mind whether he’s the Lord of Elves or he’s the King of Fairies. This total cost four Elf resonator will grant you three 100/100 Elf resonator tokens when he hits the field. Perfect for Fiethsing Elf swarm decks, as Fiethsing’s J-ruler side will turn all those tokens into 500/500 resonator tokens, making Oberon some very good value in Elf swarm decks.
Silph is another new cards sporting the new Resonance keyword ability. Whenever a Wind magic stone enters your field, you’ll be able to recover him. This essentially means he could attack more than once per turn. At least twice if you can guarantee calling a wind magic stone, it could even be more than twice if you’ve got ways of cheating more stones into your field! With this card’s low cost and 600 ATK and DEF, Silph could easily become something similar to what Wendy is for Fairy Tale decks. A kind of rapid fire attacker.
Sariel is scary. He himself is not really all that powerful. 600 ATK is not anything to run and hide over. The problem is that Sariel can ressurect any resonator from your graveyard and put it into your field. So now resurrection decks don’t have to rely solely on cards like Dance of the Shadows to do that. You’ll have to pay one darkness will, rest Sariel, and banish another resonator to do it. But that hardly seems like an issue when you can summon powerful cards like Izanagi or Yog-Sothoth to your field very early and start wreaking havoc.
Shade is an interesting resonator. This spirit has an activate ability whereby you can rest and banish him to deal 600 damage to a J/resonator and heal you for 600 life. Not fantastic, seems like it could be useful to knock out an enemy’s Alhazrhed or to get soem value out of Shade if the card is ever under threat of destruction. However, the trick is that Shade can come back. He’s got a Resonance ability that triggers whenever a darkness magic stone hits your field. Then you’ll be able to pay a cost of three darkness will, and if you do, Shade jumps back to your hand. Ready to deal damage and sap life for you again. Interestingly this actually makes him a good discard target for control decks running Soulhunt.
Loki is a very interesting two cost resonator. In the early stages of the game, he’s really not going to be all that much of a help. However he gains extra DEF for each card in your graveyard and eventually, once you’ve got ten cards in your graveyard, he gains Flying and the ability to sap life for you. Strangely enough he may actually be best suited for Control decks as a back up source of damage in case the classic Riza and Melder set up gets foiled.
Lastly for today, we have Odin the Omniscient. Seems like a fitting card to end on, no? For all his great power, he’s actually pretty simple. The card has 1000 ATK and DEF for a total cost of six, which is huge. Though perhaps there’s a way to cheat Myth cards into the field coming soon, eh? Anyway, his ability is really what makes him so powerful. Anytime you produce will via a magic stone you get to produce one more will of the same attribute. If you somehow have a single source that produces two will of different attributes (Like Yggdrasil from a couple weeks back, though that wouldn’t work for Odin since it isn’t a magic stone) at the same time you get to choose one of those attributes as this extra will, you don’t get two extra will. So basically he increases all your will output tremendously.
That’s all for today, but the Return of the Dragon Emperor preview start next week, so check back soon for more new cards! And don’t forget to look for Vingolf 3: Ruler All Stars in stores, February 2017!
Also, the FULL Vingolf 3: Ruler All Stars set information will be posted on Sunday!