Hey duelists, Kiley Davis here with a first-glance analysis of some important cards in Battle Pack 3. In this analysis, I’ll be looking at ten of the most tactile, intriguing or powerful monsters, spells and traps, as well as five Xyz monsters that make your Battle Pack experience even more enjoyable. Honestly, I think this Battle Pack is better than the previous two, hands down. While Battle Pack 1 was all about who drew the power cards and Battle Pack 2 was about making the buffest monster you can, Battle Pack 3 looks like it’s all about grinding out your duels against your opponent while slowly inching your way toward victory. Also,the Special Rule makes the Battle Pack even more fun, and I could see this Special Rule being implemented in future releases of this series.
Continuous Spell Once per turn: You can target 1 Plant-Type monster in your Graveyard; Special Summon that target. You cannot Normal Summon/Set during the turn you Special Summon with this effect (even if this card leaves the field). If a monster Special Summoned by this effect leaves the field, destroy this card.
Miracle Fertilizer is an awesome draft pick because it will effectively act as your Monster Reborn. The thing about this card is that to take full advantage of it, we have to have drafted an Xyz Monster. Otherwise, our Fertilizer might get destroyed, which is the opposite of what we want. Ideally, we want to use Miracle Fertilizer at least once, but hopefully twice or more. This might not be as easy as it is in a deck like Sylvans, but that doesn’t mean we can’t take advantage of this card. It’s also worth noting that there’s not a whole bunch of backrow removal in this Battle Pack, which means this card will be even more tricky to get rid of once it’s established. Definitely a draft pick.
Quick-Play Spell Target 1 face-up monster on the field; until the end of this turn, that target loses 800 ATK, but is unaffected by the effects of other Spell/Trap Cards.
Obviously Forbidden Lance is one of the best battle cards in the game, and it only gets better in the draft. You can turn off whatever you don’t like, as well as get the crippling last say in the damage step. This card will definitely see utility, although it’s worth noting that a handful of the damage step traps actually affect your monster, rather than buff your opponent’s monster. This and Forbidden Scripture will see similar amounts of play, in my opinion; while Lance will be praised for it’s tactility, Scripture will be equally as important in the damage step.
Normal Spell Target 2 Thunder-Type monsters with 1500 or less ATK in your Graveyard; add those targets to your hand.
This is more of a theory-oh card, but Recycling Batteries looks busted. Yeah, there’s a limitation on the ATK of the monsters, but it lets you grab two! It’s The Warrior Return Alive on crack, and both cards are in the same set! While Warrior Returning Alive has more targets, the obvious +1 off Recycling Batteries is pretty sick. Because cards like Mind Over Matter and Pollinosis are in the Battle Pack, we want to ensure that we can set these cards off without paying too much, and Recycling Batteries helps make up for the -1 we’ll receive from these cards.
Quick-Play Spell Target 3 Level 3 or lower Sea Serpent-Type monsters in your Graveyard; Special Summon all 3 of them. You cannot Special Summon any other monsters during the turn you activate this card.
Like I was saying with Recycling Batteries, Call of the Atlanteans enables us to pay for Mind Over Matter/Pollinosis much more easily. The ability to go +2 off of one single card warrants Call of the Atlanteans a spot on the most intriguing Spells in Battle Pack 3. Although this card has several limitations (you can only summon Level 3 or lower, and you can’t special summon any other monsters), this card clearly makes up for it in its stats. The fact that it’s a quick-play spell means that you can utilize this card in a number of ways. For example, you can play it from your hand in your battle phase once one of your monsters reveals that your opponent’s backrow aren’t threatening. Or you can simply activate it during your opponent’s end phase, allowing you to start your turn with three monsters.
Normal Spell Target 1 Zombie-Type monster in your Graveyard and 1 monster in your opponent’s Graveyard; Special Summon the first target, also banish the second target.
Book of Life is cool for numerous reasons. At face value, it’s a Monster Reborn and a D.D. Crow, effectively utilizing your grave, all while limiting your opponent’s resources. This card is better than cards like Miracle Fertilizer and Premature Burial because it’s not weak against cards like Typhoon and Breaker and Breaker the Magical Warrior. Also, removing your opponent’s monsters from play is useful because of cards like Call of the Mummy and Miracle Fertilizer. The dual-utility of this card means it will certainly see play in the draft, potentially as a first-pick.
Normal Spell If you control a Psychic-Type monster: Target 1 card on the field; destroy it, and if you do, take 1000 damage.
Psychokinesis is cool because it destroys something at the most minimal cost possible. Since this is a draft, the games are usually slower, which causes the importance of life points to fall. Since we don’t have to worry about cards like Soul Charge or Solemn Warning, we’re definitely allowed to spend our life points on stuff like this. Destroying your opponent’s monster in this Battle Pack Draft could also effectively shut down their face-down spells and traps, since a majority of the gimmicks in this draft are battle traps. This card is obviously better than Offerings to the Doomed because life points are outrageously more affordable than sacrificing your draw phase to destroy a monster.
Normal Spell Flip all monsters your opponent controls face-up. This card remains on the field for 3 of your opponent’s turns. While this card is face-up on the field, monsters your opponent controls cannot declare an attack.
There are several cards in this Battle Pack that are interesting because of their interaction with other cards. Swords of Revealing Light, for example, is awesome because of a little dude named Mist Valley Falcon. Mist Valley Falcon is awesome because he forces you to bounce a card back to hand for him to declare an attack. This let’s you play cards like Swords,Fertilizer and similar continuous/pseudo-continuous spells multiple times in the same turn. In addition, Swords is useful because it will do exactly what it’s supposed to: it’ll buy you several turns, or force your opponent to waste resources to prevent you from accumulating your own.
Equip Spell Activate this card by paying 800 LP, then target 1 monster in your Graveyard; Special Summon that target in Attack Position and equip it with this card. When this card is destroyed, destroy the equipped monster.
Just like with Swords of Revealing Light, Premature Burial is awesome because Mist Valley Falcon is a card. While it’s not quite on the Book of Life-tier of reborn cards in the Battle Pack, Premature Burial is a great alternative if you don’t get to draft the better version. This is something that the Battle Pack does effectively; by having multiples of essentially the same card, it increases the chances that you will pull it in your packs. This happens with Call of the Mummy and Valhalla,Hall of the Fallen, for example. Although these two cards read vastly differently, they essentially do the same thing in the draft.
Equip Spell Equip only to a Spellcaster-Type monster. It gains 500 ATK. If you control the equipped monster and this card: You can send both to the Graveyard; draw 2 cards.
Introducing Battle Pack 3’s Cardcar D. Just like everything else, this card is obviously a little watered down; instead of needing just a Pot of Greed-monster, now you need a monster aaaand this card to activate the monster’s Cardcar D-mode.But of course, it’s cool because this card still allows you to have your battle phase and stuff. Instead of jumping straight to the end of your turn, you could equip this to your dude for the +500 ATK, go into the battle phase, then tribute off your guy during main phase two.
Equip Spell Equip only to a Level 3 or lower Thunder-Type monster. It gains 800 ATK, also its effects are negated. Each time it inflicts battle damage to your opponent: Draw 1 card.
I was honestly disappointed in the fact that we didn’t have tribute monsters like Airknight Parshath in BP03, but equip cards that let you gain plusses are essentially the same thing. Yes, Airknight is a million times better than this card since Airknight basically promises you a free draw every time it attacks, but in theory-oh, a card like Wattjustment could net you infinite plusses. By equipping it to a naturally large Level 3 monster like Frontier Wiseman, you could increase your likelihood of drawing cards off Wattjustment, even if you encounter cards like Forbidden Scripture. This card is just alluring, though how amazing it truly is is yet to be decided.
Continuous Trap Activate this card by targeting 1 monster in your Graveyard; Special Summon that target in Attack Position. When this card leaves the field, destroy that target. When that target is destroyed, destroy this card.
Like I’ve said above, we need several alternative versions of the same basic card to increase our likelihood of opening the card type in our draft. This is the primary reason we have a handful of Monster Reborn-type cards. Call of the Haunted is more like Miracle Fertilizer than it is Book of Life in the sense that it can lose to a surprise Typhoon, but it is also a weaker Premature Burial since you can’t do Mist Valley Falcon shenanigans w
Counter Trap When a monster would be Normal or Special Summoned, OR a Spell/Trap Card is activated: Tribute 1 (Plant / Psychic)-Type monster; negate the Summon or activation, and if you do, destroy that card.
Simply put, Pollinosis and Mind Over Matter are the exact same card. Rather than having alternative versions of the same base card-type, this is one of the few instances in the Battle Pack that we are given two copies of the exact same card. While these Solemn Judgments require you to tribute a monster as cost, the ability to negate anything at the cost of one monster is extremely affordable since all of these Monster Reborn cards exist. In addition, we have cards like Scapegoat and Blue Thunder T-45 that let you easily special summon tribute fodder for your Solemn Judgment cards.
Counter Trap When a Spell/Trap Card is activated that targets exactly 1 Zombie-Type monster on the field (and no other cards): Negate the activation, and if you do, destroy it.
Consider Tutan Mask to be the weakened version of the Solemn Judgment cards I just discussed. In a sense, Tutan Mask acts in a similar way that Forbidden Scripture does; when your opponent tries to pull their damage step shenanigans, you can simply negate their efforts. And since this is a counter trap card, you get the final say in the damage step of that battle.
Normal Trap When an opponent’s monster declares an attack: Target 1 Level 4 or lower monster in your Graveyard; Special Summon it in Defense Position. It cannot be destroyed by battle or by card effects this turn.
One of the last of the Monster Reborn trap cards is actually better than Call of Haunted. Pinpoint Guard is good in the draft because of it’s face value effect; since the monster you bring out with Pinpoint Guard can’t be destroyed, you’re able to ensure that you have a monster on the field when you start your turn. This could obviously enable Xyz plays, or allow you to save a valuable card in your hand since you already have field presence, etc. Bring out an awesome card like Evilswarm Thunderbird so that you can bring it back and banish it during your opponent’s turn, so that you get a big fat bird on your turn!
Normal Trap If you control only 1 face-up monster: Target that monster; until the end of this turn, it gains ATK equal to the ATK of the monster your opponent currently controls with the lowest ATK (your choice, if tied).
Unbreakable Spirit, the Battle Pack’s Honest. This card is really easy to set off, since controlling only one monster is ridiculously easy. As a battle phase card, you can get a good amount of utility out of its ability. If you control two monsters, you can let your opponent destroy your first one so that you can surprise them with this card on their second attack, or you can just aggro this card and play it during your own battle phase. Unless there are other battle phase traps, Unbreakable Spirit will get over your opponent’s monster no matter what, making it especially valuable in a simplified gamestate.
Normal Trap Banish 2 monsters from your Graveyard, then target 1 face-up Attack Position monster on the field; its ATK becomes 0 until the end of this turn.
Just like with Unbreakable Spirit, Ghosts from the Past is great because of it works in a simplified gamestate. If you don’t have to worry about cards like Forbidden Scripture, you’re certainly able to get full value out of cards like Ghosts from the Past. In addition, the fact that Ghosts from the Past requires you to banish two monsters means that this battle trap works nicely with Leviair the Sea Dragon, but that almost goes without saying.
Normal Trap Target 3 Psychic-Type monsters in your Graveyard; shuffle all 3 into the Deck, then draw 2 cards.
Just like we got a watered-down Cardcar D, you could consider this card to be the weakened trap version of Pot of Avarice. In addition to this version of Pot of Avarice, we also get Royal Firestorm Guards. Like Recycling Batteries, any cards that gain you advantage are really valuable in the draft.There’s never much to say about simple cards like these; maintaining card advantage is necessary for winning a long duel, and cards that help you maintain that advantage are always useful.
Normal Trap When a Fiend-Type monster you control is targeted for an attack: Target the opponent’s attacking monster and that monster you control; destroy both targets, and if you do, inflict damage to your opponent equal to the original ATK of the opponent’s destroyed monster.
Hate Buster is one of the coolest battle traps because it removes all damage step shenanigans from the equation. Instead of taking things that far into the battle, Hate Buster just blows up both monsters before burning your opponent for their monster. Of course, you can abuse this card with easily recurring monsters like The Immortal Bushi, or use this with monsters you can easily afford to lose like Scapegoat. Although I’ve said previously that life points aren’t as important in a grinding match like the drafts, the ability to easily burn your opponent for 2000+ damage is extremely relevant.
Normal Trap When a Psychic-Type monster you control is destroyed by battle with an opponent’s attacking monster and sent to the Graveyard: Target the opponent’s monster; destroy that target, and if you do, inflict damage to your opponent equal to the Level of your destroyed Psychic-Type monster x 300.
Normal Trap When a Psychic-Type monster you control is destroyed by battle with an opponent’s attacking monster: Target the opponent’s monster; destroy that target, and if you do, gain LP equal to the destroyed monster’s ATK on the field.
Both Psi-Curse and Telepathic Power act as watered-down versions of Hate Buster. While Hate Buster just requires your opponent to attack one of your monsters, both Psi-Curse and Telepathic Power require you to lose your monster in battle to activate their effects. This is fine, though, since you also lose your monster with Hate Buster. At the end of all three of these cards’ effects, the resulting board is the exact same: You pay a trap card and lose your monster to destroy your opponent’s monster and have an extra effect happen. Although Psi-Curse inflicts damage to your opponent for the destroyed monster and Telepathic Power increases your life points equal to the destroyed monster’s ATK, both Psi-Curse and Telepathic accomplish the same goal: removing your opponent’s monster from the board. Of course, life gain isn’t as great as burning your opponent, but long duels often go into time. This means that any cards that put a difference in life points become relevant by default.
While this card is face-up on the field, it cannot be Tributed except for the Tribute Summon of a Warrior-Type monster. During your Standby Phase, if this card is in your Graveyard and all the monsters in your Graveyard are Warrior-Type: You can Special Summon this card. You must also control no monsters to activate and to resolve this effect.
Screw all of this Monster Reborn talk, we don’t need no stinking Reborns! The Immortal Bushi is awesome because he’s always going to be live in the draft, no matter what. This means that every turn you’ll have a free monster to dispose of, in addition to your normal summon. The Immortal Bushi makes those awesome Solemn Judgment cards a lot more reasonable, since you’ll get a free recurring monster to pay those activation costs with.
If this card destroys an opponent’s monster by battle: Special Summon 1 “Thunder Option Token” (Machine-Type/LIGHT/Level 4/ ATK 1500/DEF 1500). This Token cannot be Tributed for a Tribute Summon.
This is an awesome beatstick that actually made its first appearance in Battle Pack 1, and for good reason! Before that, Blue Thunder T-45 was typically included whenever anyone was building their own drafting cube. Blue Thunder T-45 is awesome because it can summon tokens that are actually able to apply some pressure on your opponent; once you clear a monster out of the way, you get a free token to get some free damage. In addition, you can combine T-45 with your Mind Over Matters to keep negating your opponent’s cards while still keeping a monster on the field. And most importantly it works with 7 Completed! Oh, wait.
You can banish this card from your Graveyard, then target 1 Zombie-Type monster in your Graveyard; Special Summon that target.
Mezuki is one of the many cards in the Battle Pack that combos amazingly with Leviair the Sea Dragon. While it, like every other card in the Battle Pack, is a sort of Monster Reborn, Mezuki can then be Leviaired back for additional shenanigans. On it’s own Mezuki is a good card, but when you get lucky enough to combine it with Leviair the Sea Dragon, it’s possible that you can simply outpace your opponent and overwhelm them with monsters very easily.
During either player’s turn, when a card or effect is activated (except during the Damage Step): You can banish this card you control. During the next Standby Phase, return this card banished by this effect to the field, and if you do, it gains 300 ATK. You can only use this effect of “Evilswarm Thunderbird” once per turn.
Like The Immortal Bushi, Evilswarm Thunderbird is a pseudo-recurring monster because it can leave the field when a hazard appears, but then come back on your next turn to re-establish field presence. In this draft, 1950 ATK is pretty strong, meaning that you can potentially keep control of the board with a Thunderbird alone. Just watch out, if your opponent drafted the Leviair the Sea Dragon, you might just see your Thunderbird used against you!
When this card is Normal Summoned: You can target 1 Psychic-Type monster in your Graveyard; banish that target. If this card is sent from the field to the Graveyard; Special Summon that monster banished by this effect.
Silent Psychic Wizard is worth taking note of because of its ability to replace itself easily. When you combine the fact that it’s a 1900 beatstick with this cool effect, you quickly realize how great of a draft pick this card is. Combine it with Wonder Wand to get a Cardcar D that is able to replace itself when it leaves the field. Combine it with Leviair the Sea Dragon to spam a bunch of powerful monsters. Hell, use it on it’s own! The downside of this card is that it only gains its cool effect when normal summoned, meaning you can’t use your millions of Monster Reborns and expect any results. But oh well, that’s a fair drawback for this awesome draft pick.
If this card is destroyed by battle and sent to the Graveyard: Target 1 Plant-Type monster in your Graveyard, except “Lord Poison”; Special Summon that target.
While having your monsters destroyed by battle is not typically the pro YGO strat, Lord Poison is interesting because it lets you grab legitimately any monster from your graveyard after its destroyed by battle. This means you can play it defensively by setting it and waiting for it to get destroyed, you could also play it aggressively, summon it and crack it into an opponent’s monster, letting you get free access to any other monster in your graveyard when you don’t have access to your Monster Reborn alternates.
If this card is Normal Summoned: Place 1 Spell Counter on it (max. 1). This card gains 300 ATK for each Spell Counter on it. You can remove 1 Spell Counter from this card, then target 1 Spell/Trap Card on the field; destroy that target.
There is a very small amount of removal in the Battle Pack. Our only other alternates are cards like Typhoon and Stamping Destruction, so it’s extremely useful to have a backrow removal that also comes with a 1600 body. Breaker is also cool because you can force out damage step cards simply by trying to remove backrow. Your opponent will most likely want to get actual value out of their cards before you destroy them, meaning that they’ll play their Rush Recklesslys early. In the draft, pre-emptively cracking your opponent’s backrow lets you decide how you’d like to play out your battle phase more effectively, making Breaker the Magical Warrior even more valuable.
Once per turn: You can banish up to 3 monsters from your Graveyard; this card gains 300 ATK for each, until the end of your opponent’s turn.
Bazoo the Soul Eater is another one of those monsters that gains attack for “free” by using your graveyard as a resource rather than forcing you to play cards to pump it up. While banishing monsters from your graveyard limits your targets for those Monster Reborn cards, it also enables you to make pro combos with Leviair the Sea Dragon. You can pump a Bazoo up to 2500 ATK, which will let you attack over most threats, regardless of damage step tricks. If you’re willing to sacrifice your ability to play Monster Reborn-type cards for a burst of pure aggro, you might want to consider picking Bazoo the Soul Eater. I rarely think Bazoo would be a first-pick for anyone, but it’s definitely a card worth ending up with.
If this card is Normal Summoned: Target 4 Pyro-Type monsters in your Graveyard; shuffle all 4 into the Deck, then draw 2 cards.
Royal Firestorm Guards and Psychic Overload effectively act as the two Pot of Avarice alternates in the draft; while Psychic Overload is the slower trap form, Firestorm Guards is the dope version with a 1700 ATK body. In a slow, grinding duel like what the Battle Pack promises, you need to maintain advantage as much as possible. This is why cards like Wonder Wand, Psychic Overload and Royal Firestorm Guards become even more essential.
Once per turn: You can have this card gain 400 ATK. This card cannot attack the turn you activate this effect.
Without playing additional spells and traps, Aye-Iron is one of the strongest first-turn monsters in the Battle Pack. Since you can afford to pump him up on your first turn, you’re able to get him to 2000 ATK right off the bat. Yeah, there are cards like Tardy Orc that essentially do the same thing (gain Summoning Sickness to accommodate for a boost in power), but Aye-Iron is cool because it could potentially gain infinite attack. The longer you keep him alive, the larger he gets. Of course you’re going to want to stop powering him up and attack with him eventually, but every turn that your opponent doesn’t get him off the board he gets bigger and bigger fo’ free.
2 Level 3 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 banished Level 4 or lower monster; Special Summon that target to your side of the field.
If you paid attention to the rest of this article, you’d basically understand that if you pull a Leviair, you should draft it. This card just has too great of synergy with other cards to not play it if you pull it. You get Mezukis, you get stuff you banish off of Bazoo, etc. 1800 ATK is fairly decent, but you’re truly just going to be abusing this card for its ability no matter what, it’s attack is irrelevant.
2 Level 3 monsters Your opponent cannot target other “Ghostrick” monsters, or any face-down Defense Position monsters, for attacks. You can detach 1 Xyz Material from this card, then target 1 Set card your opponent controls; destroy that target. You can only use this effect of “Ghostrick Alucard” once per turn. If this card is sent to the Graveyard: You can target 1 other “Ghostrick” card in your Graveyard; add that target to your hand.
Like with Breaker the Magical Warrior, Ghostrick Alucard is interesting because it can preemptively force your opponent to play their battle phase traps so that they don’t waste their cards. However, Alucard also does several more things: it lets you pop face-down monsters, and it lets you add your Ghostrick Jackfrosts back to your hand to abuse again.
2 Level 4 Fairy-Type monsters You can detach 1 Xyz Material from this card; draw 1 card. You can only use this effect of “Fairy Cheer Girl” once per turn.
Like I’ve said above, any easy plusses are easily welcomed. The fact that you can make this monster off of Miracle Fertilizer, Call of the Mummy or Pinpoint Guard means that you’ll be able to make up for your loss in card advantage through the free draw you get off of Fairy Cheer Girl. While she’s not as great of a competitor as Leviair the Sea Dragon, the card advantage you gain off Fairy Cheer Girl could be useful in theory-oh.
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 Beast, Beast-Warrior, or Winged Beast-Type monster you control and 1 other card on the field; destroy them.
If you pull Diamond Dire Wolf, you’d be dumb to not draft it. Since you can easily get more than one monster on your side of the field every turn, you basically get to destroy a card on your opponent’s side of the field for free every turn. Also, the fact that there are recurring monsters like The Immortal Bushi in the Battle Pack makes Diamond Dire Wolf even more playable. Destruction is rare in this draft, meaning that the more removal the merrier.
3 Level 4 Warrior-Type monsters Once per turn, during either player’s turn, when a Trap Card is activated: You can detach 1 Xyz Material from this card; negate the activation, and if you do, destroy it, then this card gains 500 ATK.
Kusanagi is cool because it negates your opponent’s damage step traps and empowers himself in the process. Since a majority of this Battle Pack draft consists of shenanigans during the damage step, Kusanagi forces your opponent to waste additional damage step cards just to clear the same amount of monsters. The +500 ATK boost after negating a trap is just icing on the cake, of course.