Generation Force Set Review: Part 1

Jason Grabher-Meyer

8/20/2011 10:30:00 PM
 Comments

Duelists across the globe are starting to discover the full power of GenerationForce: while alot of big cards are obviously good in this set, there's alot of stuff that people are just starting to figure out, or haven't quite gotten to yet. If you aren't familiar with the bulk of the set, now's the time to get clued in, because GENF is an absolute game-changer. The more you know these cards, the better you're going to do in tournaments come September. That makes right now the perfect time to talk about things on a card-by-card basis.

First up though, a few disclaimers: currently, there's a little confusion as to how Xyz Summoning is going to wind up working. In the OCG, it's ruled that Xyz Material monsters never leave the field: that means that if you use Reborn Tengu or Sangan as Xyz Materials, you'll never get their effects That's different from how they've been played at a couple recent events here in the TCG, where a different set of rules have allowed Duelists to get the effects of those monsters when they're detached as Xyz Materials. There's absolutely no point in debating which system is “correct”, and at the time I'm writing this there's no official word about the future of this mechanic. It could really go either way, so I'll be discussing certain cards within the context of both Xyz systems. That way, no matter what happens, you'll be ready to capitalize.

In addition, the upcoming September first Advanced List has leaked in the OCG. If you're reading this, you've probably already seen it. While there is some chance that our TCG Advanced List could be different, I'm going to approach this discussion under the assumption that the list will be the same in both territories.

Alrighty, everybody cool on the caveats? Then let's dive in and start talking about my personal (and arbitrary!) picks: and let's get started with one of the best cards in the set.

High
Mid
Low
 Leviair the Sea Dragon
$5.97
$5.17
$3.75
Leviair the Sea Dragon
Set Generation Force
Number GENF-EN043
Level 3
Type Xyz/Effect Monster
Monster Aqua
Attribute WIND 
A / D 1800 / 1600
Rarity Ultra Rare
Card Text

2 Level 3 monsters // Once per turn: You can detach 1 Xyz Material from this card to target 1 banished Level 4 or lower monster, Special Summon that target to your side of the field.


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You're probably already aware, but it bears repeating: this card is incredible. Thanks to Tour Guide From the Underworld, Rank 3 Xyz Monsters like this one are the easiest Xyz to Summon, and Leviair's ability turns it into an instant +1 in terms of card presence. Summon Tour Guide, grab Sangan, and stack them to unleash Leviair: a 1-for-1 trade. From there, detach one of the Xyz Materials and you can instantly Special Summon a banished monster of Level 4 or lower. You can play Leviair to reuse cards like Mezuki, Plaguespreader Zombie, or D.D. Warrior Lady that banish themselves for powerful effects, or you can Special Summon whatever you banish to Summon out Black Luster Soldier – Envoy of the Beginning, Spore, or Chaos Sorcerer. You can even play it as a corrective or defensive measure in decks that are vulnerable to D.D. Crow. Lost your Dandylion to a banishing effect? Now a Tour Guide Tengu Duelist can just bring it right back and roll it into on-field combos. Brutal.

When you bring Leviair into play off two “real” Level 3 Xyz Materials, you take a -1 and then immediately balance it out with the +1 you gain from making your free Special Summon. You break even. When you Tour Guide for it, it's a straight +1 right away instead. Use the effect again next turn for another free card, and it turns into a +2. And if we wind up adhering to the “Xyz Materials are treated as being on the field” rules, then kicking Sangan to the Graveyard will trigger Sangan's effect, turning this exchange into a +3 over two turns. All this happens with an 1800 ATK body, and the card advantage is instantly relevant, because it comes in the form of field presence that immediately puts pressure on your opponent. Even without Tour Guide, you can bring this thing out with cards like Gottoms' Emergency Call, Double-Edged Sword Technique, and Infernity Launcher. Fableds have no trouble throwing it down, and it's important to remember that the newly-unlimited Spirit Reaper is a Level 3 too, making it super-easy to bring out in Zombies. In fact, the new Zombie deck is one of the slickest places to run this thing. It's great with with Mezuki and Plaguespreader, and it makes Book of Life a Championship-level card for the first time in years. Bring up a Zombie from your yard; banish your opponent's best Level 4 or lower from theirs; and then just take it with Leviair. The amount of nay-saying about the new Zombie Deck kind of mystifies me. It does some sick, twisted little things with the Sea Dragon, especially once you start tooling around with Gold Sarcophagus (which I expect to be a huge card this format).

Leviair is pretty darn close to an Extra Deck staple, and it doesn't look like it'll be released in any upcoming fixed-rarity products like the Wave 1 or Wave 2 Collector's Tins. Expect this thing to hold onto its current thirty dollar price tag.

High
Mid
Low
 Number 17: Leviathan Dragon
$15.95
$6.93
$5.34
Number 17: Leviathan Dragon
Set Generation Force
Number GENF-EN039
Level 3
Type Xyz/Effect Monster
Monster Dragon
Attribute WATER 
A / D 2000 / 0
Rarity Ghost Rare
Card Text

2 Level 3 monsters // Once per turn: You can detach 1 Xyz Material from this card, this card gains 500 ATK. If this card has no Xyz Materials, it cannot attack your opponent directly.


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You know what IS in the Wave 1 Collector's Tins? This guy. While Leviathan Dragon may not unleash quite as much craziness as Leviair, it's just as easy to Summon, and it fills a completely different role. That 500 ATK bonus is permanent, a fact that's easy to overlook when you're first getting acquainted with all the new Xyz Monsters. That means that as soon as it hits the field, it becomes a 2500 ATK beater, forever. Next turn you can boost it to 3000 ATK if there's a big monster you can't get over otherwise. A 2500 ATK Leviathan Dragon lets you swing over some of the most popular low-level Synchros, and it gives you an easy way to get over big beatsticks by taking a temporary minus, stacking two smaller monsters to take down your opponent's bigger threat.

This card is a problem-solver, and it's really good at what it does. When you're in those situations where you're simply out-muscled, and you're drawing to gutshots looking for a piece of removal, a properly-supported Leviathan means that any mix of two Level 3's suddenly becomes an out. This is one of those cards that has experienced players making the statement that Xyz Summoning is far easier than Synchro Summoning. It even lets you trade off against Stardust Dragon, and can hammer through bigger guys if you ever actually take it to 3000 ATK.

As a sidenote, it gets big props for being a really easy detach, too. Leviair's effect is awesome, but it can be tough to put to use in the early game, because sometimes it takes a few turns to banish something worth stealing. If it turns out that yes, you can get Sangan's effect by detaching it as an Xyz Material, Leviathan Dragon gets even better, because you can Tour Guide into Sangan; immediately pitch the three-eyed critter to claim its effect; and have an instant +1 plus a 2500 ATK threat. Serious business, that.

High
Mid
Low
 Wind-Up Zenmaister
$1.63
$0.41
$0.20
Wind-Up Zenmaister
Set Generation Force
Number GENF-EN042
Level 4
Type Xyz/Effect Monster
Monster Machine
Attribute EARTH 
A / D 1900 / 1500
Rarity Ultra Rare
Card Text

2 Level 4 monsters // This cards gains 300 ATK for each of its Xyz Materials. Once per turn, you can detach 1 Xyz Material from this card to select 1 face-up monster on the field that you control. Flip that monster into face-down Defense Position. During the End Phase, the selected monster is flipped into face-up Attack Position.


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This is the other marquee promo from the Wave 1 Collector's Tins, releasing at the end of the month. Wind-Up Zenmaister's effect gives it the same ATK as Number 39: Utopia, but instead of wielding Utopia's attack-negating ability (and suffering Utopia's drawback effect), it has a powerful combo trick that works both on-theme and off. I feel like Zenmaister's not quite getting the credit it's due: it's going to be really great in a number of Decks with powerful Flip Effects, including Gravekeepers and anything packing Ryko, Lightsworn Hunter. Zenmaister's ability lets you flip one of your face-up monsters into face-down defense, and that same ability then flips that monster into face-up attack in your End Phase. What's cool is that you don't have to wait until the End Phase. If your opponent attacked into your Gravekeeper's Spy or Snowman Eater Last Turn, you can flip that monster face-down with Zenmaister and then immediately Flip Summon it to get its effect again. You can make similar moves to reuse once-per turn effects like those of Chaos Sorcerer and Black Luster Soldier. Since this effect is so easy to use, too, Zenmaister can instantly detach one of its Xyz Materials for the sole purpose of triggering that Tengu or Goblin Zombie ability (provided the Xyz rules wind up allowing that). It's the same trick that makes Leviathan a Sangan-detaching machine.

You can even flip Zenmaister itself face-down, hiding it from cards like Mirror Force or simply triggering its ability. That's useful, because it's a huge boon for actual Wind-Up decks. More on that when we discuss the Wind-Up monsters later on.

High
Mid
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 Number 34: Terror-Byte
$1.56
$0.63
$0.47
Number 34: Terror-Byte
Set Generation Force
Number GENF-EN041
Level 3
Type Xyz/Effect Monster
Monster Machine
Attribute DARK 
A / D 0 / 2900
Rarity Ultra Rare
Card Text

3 Level 3 monsters // Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up Level 4 or lower Attack Position monster your opponent controls, take control of the target, until the End Phase.


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Terror-Byte isn't in the same league as Leviair and Leviathan, since it requires three Level 3 Xyz Materials instead of just two. But it's still surprisingly good, especially if our September first list is the same as the OCG's and Spirit Reaper goes to three. Bringing this thing out is as easy as setting Reaper with a Tour Guide in hand. Assuming that the “you get Sangan's effect when you detach it” system becomes official, imagine this play sequence:

-Set Spirit Reaper.
-The opponent swings into it, and its effect keepts it on the table.
-Next turn, Summon Tour Guide and Special Summon Sangan.
-Xyz Summon Number 34: Terror-Byte (this is a -1, since you give up Tour Guide and Reaper from your hand, but gain Terror-Byte).
-Detach Sangan for Terror-Byte's effect, taking your opponent's monster and triggering Sangan's ability.

That's a hard +1 once you claim your Sangan search, which means you break even on card presence. Then you get the opponent's monster for the turn, which is a brief +1 for you and a -1 for them. Find some way to ditch that monster before the End Phase, and your opponent's -1 becomes permanent. You can neg them again next turn if they make another Summon, an do it a third time the turn after that, since this thing does use three Xyz Materials instead of just two. That's turning a frown upside down: there's no way your opponent is going to leave a low-level monster in face-up attack against this thing, so it's great at shattering tempo.

High
Mid
Low
 Tiras, Keeper of Genesis
$14.99
$11.88
$9.46
Tiras, Keeper of Genesis
Set Generation Force
Number GENF-EN044
Level 5
Type Xyz/Effect Monster
Monster Fairy
Attribute LIGHT 
A / D 2600 / 1700
Rarity Secret Rare
Card Text

2 Level 5 monsters // This card's effects can only be applied or activated while it has Xyz Material. This card cannot be destroyed by card effects. At the end of the Battle Phase, if this card attacked or was attacked: Target 1 card your opponent controls, destroy the target. During each of your End Phases: Detach 1 Xyz Material from this card.


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Somehow, this is another card that's wound up being a bit underrated. Overshadowed in the minds of many by its more destructive counterpart (Adreus, Keeper of Armageddon), Tiras is an incredible card both on defense and offense. With 2600 ATK, it's tough to attack over. Its protective ability shields it from Mirror Force, Torrential Tribute, and Dark Hole, and that protection is always on as long as Tiras has at least one Xyz Material attached to it. You don't actually detach Xyz Materials to dodge those threats. When Tiras attacks (or is attacked), it blows away an opposing card at the end of the Battle Phase, and that doesn't consume an Xyz Material either. It's kind of like a giant Gladiator Beast: I like to picture Tiras carrying a Bestiari under one arm, and a Murmillo under the other. Tiras bleeds an Xyz Material in each of your End Phases, but it rules the field for two turns. Even after it runs out of steam it's still a 2600 ATK beatstick, too, which is nothing to sneeze at. There's no Utopian suicide effect here.

Clocking in at Rank 5, Tiras isn't easy to Summon, but certain Decks have an easier time than others. Easy Level 5 Special Summons like Cyber Dragon are a big help, and there's another Level 5 Special in this very set that can help you get there. The Wind-Up theme packs alot of key monsters that do almost nothing but turn themselves into Level 5's for the purpose of Xyz Summoning, and effects that can steal your opponent's Level 5's are huge. Puppet Plant can take your opponent's T.G. Hyper Librarian or Legendary Six Samurai - Shi En, and once Tiras is sitting on them, there's no getting them back. This is a really versatile card that rewards the big plays it demands, and until it hands your butt to you in a Duel, I'm not sure you can fully grasp just how good it really is.

High
Mid
Low
 Airorca
$1.00
$0.20
$0.09
Airorca
Set Generation Force
Number GENF-EN021
Level 3
Type Effect Monster
Monster Sea Serpent
Attribute WIND 
A / D 1400 / 300
Rarity Rare
Card Text

Once per turn, you can banish 1 Fish, Sea Serpent, or Aqua-Type monster from your hand to select 1 face-up card your opponent controls. Destroy that card, then banish this card until your next Standby Phase.


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Transitioning from the core set Xyz Monsters, let's take a look at some of the most noteworthy Effect Monsters. Airorca is super-cool. The Generation Fish theme isn't ready for serious competition yet – in all fairness it may never be – but this card still rates as one of my favorite in the Generation Force booster. Without Airorca, the entire Generation Fish concept wouldn't exist. It's a really useful card on its own, and it lays the groundwork for the rest of the strategy by banishing monsters to your removed zone. Other cards in the theme can do that, but most of them require card loss, which just isn't workable in a competitive environment. Airorca single-handedly makes cards like Oh F!sh! and Sea Lancer viable.

Airorca's ability lets you banish a Fish, Sea Serpent, or Aqua-Type from your hand to destroy an opposing face-up card. Normally, that's going to mean a monster. Once the card is destroyed, you banish Airorca and return it to the field in your next Standby Phase. That protects Airorca from an attack on the following turn, and places your opponent in a tough situation; either they refuse to Summon, or they risk losing their monster to Airorca when it comes back. It's a really nice card, and it's one of the few ways you can load your removed zone with Fish, Sea Serpents, and Aqua-Types without taking a hit to your card presence. It also forms a sweet little two-card combo with...

High
Mid
Low
 Wingtortoise
$0.95
$0.19
$0.08
Wingtortoise
Set Generation Force
Number GENF-EN022
Level 3
Type Effect Monster
Monster Aqua
Attribute WIND 
A / D 1500 / 1400
Rarity Rare
Card Text

When a face-up Fish, Sea Serpent, or Aqua-Type monster you control is banished: You can Special Summon this card from your hand or Graveyard.


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When one of your face-up Fish, Sea Serpents, or Aqua-Types are banished from the field, you can Special Summon Wingtortoise from your hand or graveyard. If you banish Airorca with its effect, you can Special Summon this thing for free, from the yard, and then make a push with it: while it only has 1500 Attack Points, Airorca clears the way so it can make a direct shot. It's a straight +1 that puts pressure on your opponent: if they refuse to Summon a monster to attack Wingtortoise, you control the field. But if they do attack it, you can destroy the attacker next turn with Airorca and just bring back Wingtortoise anyways. If Wingtortoise sticks around, you can even stack it with Airorca to make a rank 3 Xyz Summon. Get Leviair, and you can Special Summon whatever you banished to pay for Airorca's effect in the first place. Pretty swanky!

There's definitely a fun strategy here. It may not be competitive yet, but it's solid, and you can take it in a few different directions. These two cards are really quite good together, and it's a unique combo that you don't see anywhere else. Big thumbs up from Jason.

High
Mid
Low
 Gagaga Magician
$4.80
$0.96
$0.53
Gagaga Magician
Set Generation Force
Number GENF-EN001
Level 4
Type Effect Monster
Monster Spellcaster
Attribute DARK 
A / D 1500 / 1000
Rarity Super Rare
Card Text

Once per turn, during your Main Phase: You can declare a Level from 1 to 8, this card becomes that Level until the End Phase. You can only control 1 face-up Gagaga Magician. This card cannot be used as a Synchro Material Monster.


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Speaking of unique combos, Gagaga Magician has them in spades. This card was made to facilitate Xyz Summons: since you can adjust its level on the fly, you can make moves like Special Summoning Cyber Dragon, then Normal Summoning this to make a Rank 5 Xyz like Adreus or Tyrus. In schoolyard terms, we could say it plays well with others: searchable with Sangan, you can Special Summon Gagaga with Mystic Tomato and Summoner Monk. Since it's a Spellcaster, it'll even work with Magician's Circle and Magical Exemplar.

But that's just the beginning. There are tons of cool, oldschool combos you can make with this thing. Since you can turn it into a Level 8 monster, you can Tribute it to draw 2 cards with Advance Draw. You can play it with Diffusion Wave-Motion to have it attack up to five times, or destroy all of your opponent's monsters with one of my all-time favorite Traps, Proof of Powerlessness. It's just a really cool card, and while there may not be a killer application for it just yet, it's one of those “cards to watch” like Rescue Cat: it's going to get better and better with every piece of high-level monster support that we see released.

High
Mid
Low
 Goblindbergh
$1.00
$0.20
$0.09
Goblindbergh
Set Generation Force
Number GENF-EN004
Level 4
Type Effect Monster
Monster Warrior
Attribute EARTH 
A / D 1400 / 0
Rarity Common
Card Text

When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower monster from your hand, then change this card to Defense Position.


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At first glance, Goblindbergh looks like nothing but an over-extension that's going to see you minusing yourself into Torrential Tribute. And don't get me wrong, you can definitely play it that way: you can huck Goblindbergh on the table, Special Summon any other Level 4, and then take a quick -1 as you make Number 39: Utopia or Wind-Up Zenmaister. Sometimes that's worthwhile: if you use that Xyz Summon to swing over a big monster, it balances the minus you took, and you're left with a big monster on the field. The same can be said if you use Goblindbergh to Special Summon a Tuner, and then use them for a Synchro Summon. That's not awful.

...But it's not great, either, and Goblindbergh can be so much more if you pair it with the right Special Summon. Long-time Duel fans may remember the Sacred Crane decks of old, and Goblindbergh is the best piece of Sacred Crane support we've seen in a long time. If you need a reminder, Sacred Crane is a Level 4 monster that when Special Summoned, has a mandatory effect that draws its controller a card. So, if you Normal Summon Goblindbergh and Special Summon Sacred Crane, you immediately score a free draw to replace the Crane itself. Stack the two monsters together for an Xyz Summon, and you basically 1-for-1 your way into Zenmaister or Utopia. Once Crane hits the Graveyard, you can Special Summon it more easily than ever before thanks to the newly Semi-Limited status of Call Of The Haunted. Being able to run double Summoner Monk is a pretty big boon, too. You can even banish Crane and then bring it back with Leviair the Sea Dragon. Straight up, if nobody builds this deck by September, I'll build it myself and you'll see it here on TCGplayer. It's too slick to go unacknowledged.

Beyond the Crane-love, you can use Goblindbergh with Lyla, Lightsworn Sorceress or Elemental Hero Stratos to nab a quick +1 before making an Xyz Summon. And if the chips fall in the right direction, you'll be able to use Goblindbergh to Special Summon Reborn Tengu; make an Xyz Summon; and then Special Summon another Tengu once the first is detached from your Xyz Monster. There are a ton of cool things you can do with this unassuming little gem, and some of them may turn out to be shockingly competitive.

Crashbug X ; Crashbug Y ; and Crashbug Z:

High
Mid
Low
 Crashbug X
$0.75
$0.15
$0.08
Crashbug X
Set Generation Force
Number GENF-EN009
Level 3
Type Effect Monster
Monster Fiend
Attribute DARK 
A / D 0 / 2000
Rarity Common
Card Text

When this card is Normal Summoned: You can Special Summon 1 Crashbug Z from your Deck. You must control a face-up Crashbug Y to activate and to resolve this effect.


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Professor Ukyo's Crashbugs seem to be the Gadgets of the Zexal generation. Like several other character themes debuting in GenerationForce, they may not be ready for competition yet, but they have alot of potential. Crashbugs are a bit more complicated than Gadgets: when you Summon a Gadget, you get another one from your deck to your hand for free. That's it. They play to a slow, grinding pace, because without an effect like Ultimate Offering you're stuck making a single Normal Summon each turn. But every Gadget is a free +1, and eventually you outlast your opponent and those 1200, 1300, and 1400 ATK pokes start creating some real pressure. It's a simple, solid system that's worked for years.

Crashbugs are different: one 'bug on it's own won't do anything. Instead, each has an effect that will summon the third Crashbug from your deck for free, provided you have the first Crashbug in the sequence on the field when you Summon the second. X gets Z if you already controlled Y; Y gets X if you already controlled Z; and Z gets Y if you already controlled X. You can get that free plus every turn, but to do it, you need to have the right field presence and the right Crashbug in hand.

Sound complicated? It is, and it gets more confusing: while the Gadgets all had uniformly mediocre – but functional – ATK and DEF, the Crashbugs are all over the place. Crashbug Y has a workable 1400 ATK and DEF; Crashbug Z has a dismal 0 ATK and 1500 DEF; and Crashbug X has 0 ATK, but 2000 DEF. The ideal play is usually to set Crashbug X for its high DEF, then Summon Crashbug Z on the following turn to get Crashbug Y.

It's tough to wrap your head around, but the gist is that if you can protect the right Crashbug for a single turn, you'll have three Level 3 monsters to work with and you'll score a +1 in the process. That means you can either make a Leviair or a Leviathan, and keep a Crashbug around to fuel more Crashbugs; or you can use all three to unleash Ukyo's signature Xyz Monster, Number 34: Terror-Byte. This wouldn't quite be worth the effort, save for the fact that the Crashbugs have one big advantage that Gadgets don't.

High
Mid
Low
 Super Crashbug
$1.23
$0.29
$0.20
Super Crashbug
Set Generation Force
Number GENF-EN012
Level 4
Type Effect Monster
Monster Fiend
Attribute DARK 
A / D 0 / 3000
Rarity Super Rare
Card Text

Cannot be Normal Summoned or Set. Must first be Special Summoned (from the hand) in face-up Defense Position, by banishing Crashbug X, Crashbug Y, and Crashbug Z from your Graveyard. Switch the ATK and DEF of all face-up Attack Position monsters on the field. There can only be 1 face-up Super Crashbug on the field.


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Ukyo's Super Crashbug is basically Ojama Country on a set of massive legs. When you hit your Crashbug combo and go off, you establish a field that'll eventually turn into a set-up with all three 'bugs in the graveyard. That lets you banish all three 'bugs for this thing: a 3000 DEF behemoth that reverses the ATK and DEF of all attack position monsters. That means opposing monsters with low DEF suddenly have low ATK instead, while Super Crashbug itself goes to 3000 ATK. Crashbug X's 2000 DEF becomes 2000 attack, and suddenly your opponent needs to start worrying about his lifespan in the Duel.

The Crashbugs are a little slow to start, and they lack killer support, but they pack this great one-two punch of a fast, efficient Xyz Summon, combined with deadly followup in the form of Super Crashbug. If we see more support for this theme in the future, they could take off. For now though, the deck can be alot of fun, and it''s full of weird little quirks that your opponents just won't understand.

High
Mid
Low
 Poki Draco
$0.75
$0.15
$0.09
Poki Draco
Set Generation Force
Number GENF-EN031
Level 3
Type Effect Monster
Monster Dragon
Attribute FIRE 
A / D 200 / 100
Rarity Common
Card Text

When this card is Normal Summoned: You can add 1 Poki Draco from your Deck to your hand.


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The little Level 3 Dragon is both A) adorable, and B) a free +1. Normal Summon it, and you get to go and fetch another from your deck to your hand. Why would you want to do that? Fair Question. Poki Draco is useless on its own, since it only has 200 ATK and 100 DEF. But it's got some cute little tricks. In a Dragon deck, you can Summon and then banish it to Special Summon Red-Eyes Darkness Metal Dragon. Normally that's a minus, but in this case you'll get another largely useless card to replace the one you removed. Whether that's better than not drawing a useless card in the first place, I'll leave to you to decide. It does work with Debris Dragon though, which is pretty cool, and you can combo it with Ultimate Offering, which is probably the best use for it. If you're playing something like an Ultimate Offering Gadget deck, then it's really easy to add this thing into the mix and suddenly have superior access to Rank 3 Xyz – including Terror-Byte. That's a concept that may prove to be pretty competitive once it's released into the wild.

High
Mid
Low
 Ghost Ship
$1.23
$0.35
$0.22
Ghost Ship
Set Generation Force
Number GENF-EN035
Level 5
Type Effect Monster
Monster Fiend
Attribute LIGHT 
A / D 1900 / 1000
Rarity Rare
Card Text

This card cannot be Normal Summoned or Set. This card must first be Special Summoned (from your hand) by banishing 1 LIGHT monster from your Graveyard.


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Is anybody talking about this thing? I don't think they are, and I'm not really sure why: this card is really simple, and really solid. At its worst, it's a tempo-increasing 1900 attacker that's easy to drop in several different decks. It's very similar to Gigantes, which is one of those cards that alot of good deck builders keep tucked away and always kind of have in the back of their heads. Straight up, we know that a 1900 ATK Special Summon can be quite good from time to time. We have Gigantes establishing that precedence. But the big difference here is that while Gigantes is a Level 4, Ghost Ship is a Level 5, which means it makes Rank 5 Xyz Summons way easier. Cyber Dragon and this thing make Tiras, Keeper of Genesis or Adreus, Keeper of Armageddon, and both wield effects that allow for easy pluses to balance out your 2-for-1 investment. Both are also aggressive cards that Overwhelm your opponent's defenses, smashing through stuff like Solemn Warning to ensure that you get simple card advantage via attacks. This is an obviously solid card, with a kind of unique role thanks to Rank 5's.

High
Mid
Low
 Time Escaper
$1.23
$0.32
$0.15
Time Escaper
Set Generation Force
Number GENF-EN024
Level 2
Type Effect Monster
Monster Psychic
Attribute EARTH 
A / D 500 / 100
Rarity Super Rare
Card Text

During either player's turn, you can discard this card to select 1 face-up Psychic-Type monster you control. Remove the selected monster from play until your next Standby Phase.


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Psychic Decks ate some roughness with the newly-Forbidden status of Mind Master, but if they're going to survive, cards like this will probably be the reason. Time Escaper is the Psychic answer to Honest: a from-the-hand effect that rescues your most important monsters when they're under fire. Escaper's effect can be chained to stuff like Bottomless Trap Hole, Dimensional Prison, or Mirror Force to keep your big guns in the game, taking the Psychic strategy in a new direction that's less concerned with OTK's, and better at playing a controlling long game.

High
Mid
Low
 Space-Time Police
$1.47
$0.34
$0.20
Space-Time Police
Set Generation Force
Number GENF-EN023
Level 5
Type Effect Monster
Monster Psychic
Attribute WIND 
A / D 2300 / 1500
Rarity Ultra Rare
Card Text

When this card is Special Summoned: Target 1 face-up card your opponent controls, banish that target. When this card leaves the field: Set the card that was banished by this effect to your opponent's side of the field.


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This card is one of the few that'll actually benefit if our Xyz rulings wind up matching the OCG's. Remember Psi-Beast from Extreme Victory? That card didn't seem to have much of a purpose when it was released, but now it could become part of a pretty sweet combo. Consider a situation where you have Psi-Beast in hand with Brain Hazard set:

-Normal Summon Psi-Beast to banish Space-Time Police from your deck. Psi-Beast becomes Level 5.
-Flip Brain Hazard to Special Summon Space-Time Police. Its effect will banish one of your opponent's face-up cards: likely a monster.
-Stack Psi-Beast and Space-Time Police to Xyz Summon Tiras or Adreus.

This is a nice play for a few different reasons. First, it only consumes two cards, unleashing a Rank 5 Xyz. Second, take a minute to read Space-Time Police's effect: normally, whatever you banish with the Police's ability is returned to the field when the Police leave. But if we wind up with the OCG Xyz rule set, then Space-Time Police is never considered to have “left the field” when it becomes an Xyz Material: your opponent never gets their card back. You give up Psi-Beast and Brain Hazard (-2) to bring out your Rank 5 Xyz (+1) and banish an opposing card, permanently (+1). That's a 2-for-2 play into Tiras or Adreus, both of which are almost guaranteed to earn you card advantage the turn they're Summoned.

High
Mid
Low
 Blue-Blooded Oni
$4.46
$1.01
$0.67
Blue-Blooded Oni
Set Generation Force
Number GENF-EN034
Level 4
Type Effect Monster
Monster Zombie
Attribute DARK 
A / D 1000 / 1700
Rarity Super Rare
Card Text

When this card is Normal or Flip Summoned: Change it to Defense Position. Once per turn: You can detach 1 Xyz Material you control to target 1 Level 4 or lower Zombie-Type monster in your Graveyard, Special Summon that target.


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Weeks ago when I wrote about this card for the official Konami Strategy Site, it seemed more like a wacky casual pick than a competitive powerhouse. Fast forward to now: the September first Advanced List seems promising for Zombies, and all of a sudden there's a very real prospect that Goblin Zombie and Reborn Tengu may get their effects when they're detached from Xyz Monsters. The situation is really different, and the end result is that Blue-Blooded Oni is far more impressive.

The new Zombie Decks are really good at kicking out Xyz Monsters. With Tour Guide, Zombie Master, Mezuki, and Book of Life helping you get your first Rank 3 or Rank 4 on the table, the Zombie Duelist can Summon Blue-Blooded Oni; use its effect to detach a Material; and Special Summon a Level 4 Zombie from the yard. That Zombie gets Tuned to Blue-Blooded Oni for another Rank 4 Xyz, and the combos just keep going. When you start mixing in cards like Goblin Zombie and Reborn Tengu under the prospective TCG Xyz rules, you get a nearly unstoppable string of combos. Throw in Leviair to Recycle Mezuki and Plaguespreader Zombie, and stuff gets really crazy, really quick.

High
Mid
Low
 Wind-Up Factory
$3.51
$2.94
$2.24
Wind-Up Factory
Set Generation Force
Number GENF-EN054
Type Spell Card
Attribute SPELL 
Rarity Super Rare
Card Text

Once per turn, if an effect of a Wind-Up monster is activated: You can add 1 Level 4 or lower Wind-Up monster from your Deck to your hand.


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We'll close out today's discussion by taking a look at the Wind-Up monsters, a solid theme that gets pretty competitive once new cards are introduced in the upcoming Photon Shockwave booster set. The Wind-Up theme focuses on Rank 4 and Rank 5 Xyz Summons; monster control; and several abilities that get you free cards when you activate the effect of a Wind-Up monster. Wind-Up Factory is the first of the latter.

The Factory draws comparisons to Black Whirlwind: once a turn, if you activate a Wind-Up effect, you can go grab a Level 4 or lower Wind-Up from your deck and add it to your hand. It's a Continuous Spell so you can control multiple copies, and it's matched by a monster with a similar effect...

High
Mid
Low
 Wind-Up Magician
$1.55
$0.52
$0.36
Wind-Up Magician
Set Generation Force
Number GENF-EN014
Level 4
Type Effect Monster
Monster Spellcaster
Attribute FIRE 
A / D 600 / 1800
Rarity Rare
Card Text

If the effect of a Wind-Up monster is activated, except Wind-Up Magician: You can Special Summon 1 Level 4 or lower Wind-Up monster from your Deck in face-up Defense Position. This effect can only be used once while this card is face-up on the field.


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Wind-Up Magician is another card that rewards you for activating the effect of a Wind-Up monster. Instead of getting a Wind-Up to your hand like the Factory, Magician actually Special Summons a Level 4 or lower Wind-Up straight from your deck in defense position. Grab another Level 4, and you can stack it with the Magician to Summon a Rank 4 Xyz. Better yet, some Wind-Ups have abilities that kick them up to Level 5: if your field consists of one of these Level 5 “upgraders” plus Wind-Up Magician, you can use the Magician get another upgrader and make a Rank 5 Xyz.

With the potential to get to alot free cards just by activating Wind-Up effects, there's a premium placed on Wind-Up monsters with flexible abilities that can be activated at any time. If you control Wind-Up Factory, you never want to miss a chance to use it: you want it activating every turn to maximize your card presence. The Rank 4 Xyz Monster Wind-Up Zenmaister actually packs an effect that can fill this role, but there are lots of regular Effect Monsters in Generation Force that can also do it.

High
Mid
Low
 Wind-Up Soldier
$1.00
$0.20
$0.09
Wind-Up Soldier
Set Generation Force
Number GENF-EN013
Level 4
Type Effect Monster
Monster Warrior
Attribute EARTH 
A / D 1800 / 1200
Rarity Common
Card Text

During your Main Phase: You can increase this card's Level by 1 and ATK by 400, until the End Phase. This effect can only be used once while this card is face-up on the field.


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The simplest of the bunch is Wind-Up Soldier. Packing a respectable 1800 ATK, its effect can be activated in any of your Main Phases: its ability works until the End Phase, boosting the Soldier's Level by 1, and its ATK by 400. With 2200 ATK the Soldier's a great attacker; as a Level 5 monster it helps you unleash Rank 5 Xyz; and since its effect is so easy to activate, it nets you free cards with Magician and Factory. It's a solid card on its own, but it's also a linchpin for the Wind-Up Duelist's search effects.

High
Mid
Low
 Wind-Up Dog
$0.80
$0.16
$0.09
Wind-Up Dog
Set Generation Force
Number GENF-EN016
Level 3
Type Effect Monster
Monster Beast
Attribute EARTH 
A / D 1200 / 900
Rarity Common
Card Text

During your Main Phase: You can increase this card's Level by 2 and ATK by 600, until the End Phase. This effect can be used only once while this card if face-up on the field.


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Matching the Soldier is Wind-Up Dog, a very similar card that starts at Level 3 with 1200 ATK, but that boosts itself by 2 Levels and 600 ATK. The Dog provides redundancy: its chief purpose is to make sure that you don't run out of Wind-Up Soldiers as you claim all your search effects. If you're going to make a Rank 5 Xyz immediately, then Wind-Up Dog is what you search, because on its own it isn't quite as good as Wind-Up Soldier due to its lower ATK. You'd rather keep Soldier in hand for when you need a simple 2200 ATK attacker. The Dog does, however, give you the option of Xyz Summoning a Rank 3 when the opportunity arises, something that can prove advantageous on rare occasions.

High
Mid
Low
 Wind-Up Juggler
$3.55
$0.71
$0.44
Wind-Up Juggler
Set Generation Force
Number GENF-EN015
Level 4
Type Effect Monster
Monster Psychic
Attribute WIND 
A / D 1700 / 1000
Rarity Super Rare
Card Text

After damage calculation, if this card battled an opponent's monster: You can destroy the opponent's monster. This effect can only be used once while this card is face-up on the field.


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While the four cards above serve to create combos that get you free cards, Wind-Up Juggler is a different beast altogether. With 1700 ATK it's a respectable attacker, but its effect represents the first taste of the monster control theme we'll see more of from Wind-Ups in later sets. When Wind-Up Juggler battles, its effect destroys whatever it battled with after damage calculation. The cool thing is that Wind-Up Juggler doesn't actually have to survive the battle to use its effect: despite similar cards that are played differently, the Juggler can actually lose a fight and still destroy whatever took it down. It's a great problem-solver that can clear the way for your swarm of Wind-Ups, and it can work as a simple 1-for-1 that helps to hammer home the card advantage you establish with your Factories and Magicians. Its effect can trigger your search effects, too, so you can use it to earn more free cards even when you don't have Soldier or Dog.

All the Wind-Up monster effects can only be used once while the source monster is face-up. That's important, because it encourages aggressive play with lots of Xyz Summoning, setting the pace for the strategy. It also lets you make the most of Wind-Up Zenmaister, which can turn your Wind-Ups face-down so that you can Flip Summon them and reuse their abilities. Right now, the Wind-Up strategy is in its infancy, but it'll take off with the release of more cards we'll see later this year. Keep an eye on this theme, because they could be pretty big in the future.

That's it for now, but join us again in a few days, when we review the remaining cards in Generation Force! We still have to look at the bulk of the spell and trap cards, plus all of the OCG import and world premier material. Generation Force has one of the best import and premier lineups of all time, so be sure to check back for Part 2!

-Jason Grabher-Meyer

Dante, Traveler of the Burning Abyss - as low as $72.74
Odd-Eyes Pendulum Dragon - as low as $27.00
Odd-Eyes Pendulum Dragon - as low as $26.99
Sinister Shadow Games - as low as $25.25
El Shaddoll Winda - as low as $22.00
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Yang Zing Path - as low as $18.99
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Stellarnova Alpha - as low as $12.81
Time-Space Trap Hole - as low as $11.89

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