Generation Force Review: Part 2

Jason Grabher-Meyer

8/25/2011 11:28:00 AM
 Comments

Welcome back! Last week we started our look at Generation Force, reviewing the effect monsters and Xyz from the core set as it was released in Japan. This week we're going to look at the spells, traps, and additional cards that weren't in the original Japanese booster. There are some cool spell and trap cards here, including one that could prove to be format-defining, but the main show today is going to revolve around the OCG promos imported into the set, and the World Premier cards that are making their global debut. You could make a strong argument that this is the best crop of imports and premiers in Dueling history, so we're gonna have a lot of fun. Let's get started, and let's kick it off with one of the best spell cards of 2011!

High
Mid
Low
 Wonder Wand
$3.95
$2.22
$1.67
Wonder Wand
Set Generation Force
Number GENF-EN045
Type Spell Card
Attribute SPELL 
Rarity Ultra Rare
Card Text

Equip only to a Spellcaster-Type monster. It gains 500 ATK. During your Main Phase: You can send this face-up card and the equipped monster you control to the Graveyard, draw 2 cards.


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What can I say about Wonder Wand? A fresh new take on the classic concept of the “draw 2” spell, it rewards clever Duelists willing to give up field presence with an effect that draws comparisons to Pot of Greed. And while any spell that trades an accessible on-field monster to draw 2 cards would be quite playable on its own, this one happens to come equipped with a variety of tricks that let you outplay Wonder Wand's cost, defying its initial card economy to make it into a straight +1. Plunk it down on a monster that can get you a free card – or that can destroy a card – and you nab two draws for free. Since Wonder Wand is Spellcaster themed, there are some really easy plays you can make that are great like that in terms of card economy. But it also combos with effects that can mitigate the impact to your field as well, and that may be what makes it so dangerous.

So what cards are we talking about? Well, we're chiefly thinking of two monster groups: Gravekeepers and general Spellcasters. Most of the talk about Wonder Wand has revolved around GK's, and for good reason. You can throw down Gravekeeper's Recruiter, strap it with Wand, and pop the Recruiter to draw two and nab another Gravekeeper from your Deck. That's a straight +1 that also gives you precision search power. Alternatively, you can pop anything you Summon with Gravekeeper's Spy to get a similar +1 play, and Spy's ability means that you'll fuel Wonder Wand without giving up your aggression. Gravekeepers come equipped with a set of effects that help you play this card to its peak potential: you really couldn't ask for a better fit.

But that's not to say there aren't other gems as well. Lyla, Lightsworn Sorceress can bust a back row on her way to the graveyard; Breaker the Magical Warrior does the same thing; and Magical Exemplar can Special Summon free Spellcasters to send away, while gaining spell counters from the activation of Wand itself. You can even go really oldschool and play Old Vindictive Magician: slow the tempo down, Flip Summon it to pop a monster, then sack it off for Wonder Wand. If you'd rather go big, the same trick takes on a whole new tone when you do it with Chaos Sorcerer.

And that's all Fine and dandy, but it's largely what everybody's already talking about. It's really easy to look at Wonder Wand, see that it draws two cards, and run with that. What's easier to overlook is the ATK boost, and the pressure that Wand puts on your opponent to divide their range of counter-measures. These factors are most apparent when we discuss the card in the context of Gravekeepers. Gravekeeper monsters get pretty big with help from Necrovalley, but they've never been big enough to take down mid-range Synchro Monsters through battle: instead, Gravekeeper Duelists have always relied on removal traps and Gravekeeper's Descendant to get through bigger monsters. That's left them vulnerable at times to stuff like Stardust Dragon, and since we're going to be seeing more monsters of that size hitting the table thanks to Xyz Monters like Number 39: Utopia and Number 17: Leviathan Dragon, the ability to just swing over that stuff is stellar. Gravekeeper's Assailant at 2500 ATK is great, and the chance to buff Gravekeeper's Commandant to 2600 ATK makes drastic changes in how one views and plays that card. The ATK boost of Wonder Wand is a huge game-changer, and we're going to see that play out over the coming weeks.

But that's not the coolest part. To me, the slickest thing about this card (and maybe the best part for Gravekeeper Duelists), is that it divides your opponent's attention. With Mystical Space Typhoon at three per deck come September 1st, it's really easy to look at Gravekeepers and see them at a sudden disadvantage. What's cool is that Wonder Wand helps balance that out: when you throw down Wonder Wand, your opponent has to make the choice of Typhooning the Wand, or Typhooning Necrovalley. It lets you draw out that threat that would otherwise be reserved as a response to a valley-boosted attack or a Descendant activation. Wand pressures the opponent to make moves with their back row that keep them under control, and keeps them revealing information at a pace that favors you. That in turn lets you make the right choices at the right time ,with no guesswork. It's an awesome card that works on so many levels, many of which I'm sure we haven't even discovered yet. Too sweet.

High
Mid
Low
 Infected Mail
$1.47
$0.32
$0.20
Infected Mail
Set Generation Force
Number GENF-EN051
Type Spell Card
Attribute SPELL 
Rarity Super Rare
Card Text

Once per turn: You can target 1 face-up Level 4 or lower monster you control, that target can attack your opponent directly this turn. Send it to the Graveyard at the end of the Battle Phase.


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For my Dueling dollar, this is one of the sweetest darkhorse picks in the set. Infected Mail is a Continuous Spell that lets you make a direct attack with a Level 4 or lower monster once a turn. The monster that makes that attack is then sent to the Graveyard at the end of the Battle Phase. This card's a ton of fun – and potentially very competitive – for the same reason as Wonder Wand: it's a costed card with benefits and backlashes, and a clever Duelist is going to make the right card choices to play around those drawbacks. The resulting combos are worth far, far more than the sum of their parts.

Want to swing directly with Watt monsters to get their effects? Go for it. Want to make a game-ending swing with a huge beater? Infected Mail only works with Level 4 or lower monsters, but that happens to describe everything from Injection Fairy Lily to a 4000 ATK Meklord Emperor Grannel. You can even just make direct shots with dudes you don't mind losing, like Goblin Zombie.

But the real winners may be Gladiator Beasts. Remember, Infected Mail's “send to the graveyard” effect doesn't kick in until the end of the Battle Phase, which happens to match the timing of Gladiator Beast tag-outs. Tag out the direct attacker, and Infected Mail won't destroy anything. While committing Infected Mail to the field costs you a card (the Mail itself), tagging a Gladiator Beast out for Gladiator Beast Bestiari, Gladiator Beast Murmillo, or Gladiator Beast Equeste means you can instantly balance that 1-card deficit. And since Gladiator Beasts are one of the decks most likely to already run Starlight Road or similar removal negation, they're perfectly equipped to make use of this strategy-shaping spell card in the face of Heavy Storm.

High
Mid
Low
 Surface
$1.59
$0.83
$0.70
Surface
Set Generation Force
Number GENF-EN049
Type Spell Card
Attribute SPELL 
Rarity Super Rare
Card Text

Target 1 Level 3 or lower Fish, Sea Serpent, or Aqua-Type monster in your Graveyard: Special Summon it in face-up Defense Position.


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This card took a bit of a beating with the September 1st Advanced List. Its best target was Fishborg Blaster, which is now Forbidden. I have no complaints about that: that card allowed for all sorts of degenerate dreck I'd rather not have to deal with. But we're left with a version of Surface that has much more subtle uses than before. It's still great with Swap Frog: it instantly sets you up with a Frog of your choice in the Graveyard, and Swap Frog becomes Tribute or Synchro Fodder. Surface can bring back Deep Sea Diva as a Level 2 Tuner, too, and it works with all the best Diva combo cards: including a new one in GenerationForce. You can play it in a GenerationFish deck as well, reusing clutch pieces of your strategy like Airorca.

High
Mid
Low
 Fish and Kicks
$0.69
$0.17
$0.08
Fish and Kicks
Set Generation Force
Number GENF-EN055
Type Spell Card
Attribute SPELL 
Rarity Common
Card Text

If you have 3 or more banished Fish, Sea Serpent, or Aqua-Type monsters: Target 1 card on the field, banish it.


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Speaking of Generation Fish, Fish and Kicks is a spell card with a lot of potential. Right now it's probably a bit too tough to play, because banishing three Fish, Sea Serpents, or Aqua-Types is pretty difficult (especially when the deck packs early game cards that actively strip those monsters from your removed zone). But the raw power of Fish and Kicks can't be understated: when it's actually online it's one of the most powerful spot removal cards in the game, banishing anything from big monsters to back rows. It's got this funny little dichotomy: when it's dead it's completely useless, but when it's live it's incredibly flexible.

Whether or not Fish and Kicks will become more viable in the future is up in the air: we don't know what might happen over the years that could make this thing useful. As it stands, you'd probably have to run a Dimensional Fissure deck to play it effectively, which is tricky with Heavy Storm back and Mystical Space Typhoon at three. Flat out, there are better cards in this theme that need your banished monsters. But it's still a noteworthy card, and it's worth keeping in mind as time goes by.

High
Mid
Low
 Quill Pen of Gulldos
$4.08
$2.58
$1.97
Quill Pen of Gulldos
Set Generation Force
Number GENF-EN058
Type Spell Card
Attribute SPELL 
Rarity Super Rare
Card Text

Target 2 WIND monsters in your Graveyard, return them to the Deck, then return 1 card on the field to the hand.


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This card wasn't on my first draft of this list, but a couple friends sold me on it and I've definitely changed my opinion. Quill Pen of Guldos is one of those cards where if it only had one of its two effects, it wouldn't be worth playing; but thanks to the fact that both of those effects are on a single card, it's actually worthwhile. Quill Pen's a great way of clearing your opponent's back row to make a game-winning attack or a play that's going to earn you a bit of card advantage to balance out the use of the Quill itself. It can 1-for-1 away Synchros and Xyz Monsters, and since you can target your own on-field card as well, it can let you reuse Flip Effect monsters or anything with a one-time ability like Breaker, Lyla, or Tour Guide From the Underworld.

Of course, none of that works unless you have two WIND monsters in your Graveyard to return to your deck. Luckily, a ton of decks do run WIND monsters these days, thanks entirely to Reborn Tengu. With Pot of Avarice now Limited to one per deck, it's alot tougher to set up those plays where you blow through two Tengus and then Recycle them back into your deck to keep the abusive combos going. It's just not as easy to Recycle Tengus with only one copy of Pot. Quill Pen fixes that, since its effect basically just reads “shuffle those Tengus back so you can play them again.” Heavier WIND-themed strategies will of course have more options, especially Gulldos decks (duh) and Mist Valley builds. The latter can use Quill Pen to either trigger the effect of Divine Wind of Mist Valley, or to return the Valley itself to its controller's hand, so its once-per-turn effect can be played multiple times. Very cool stuff, and it could boost Divine Wind decks into higher competition.

High
Mid
Low
 Xyz Veil
$1.30
$0.61
$0.45
Xyz Veil
Set Generation Force
Number GENF-EN000
Type Trap Card
Attribute TRAP 
Rarity Super Rare
Card Text

Face-up Xyz Monsters with Xyz Material cannot be targeted by card effects.


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Not alot to talk about here: Xyz Veil does something very specific, and it does it really well, even if we're not quite inclined to do it just yet. Controlling several Xyz monsters at once doesn't happen very often right now, but we have to assume that it's going to become more common in the future as more support is released and people get better at playing them. Even now though, there are some really brutal combos for the Veil, including but in no way limited to Tiras, Keeper of Genesis. As it stands, Xyz Veil is largely outpaced by Safe Zone, but Veil won't stop your monster from making direct attacks, and it's going to get better and better as time marches on.

High
Mid
Low
 Oh F!sh!
$0.99
$0.20
$0.10
Oh F!sh!
Set Generation Force
Number GENF-EN069
Type Trap Card
Attribute TRAP 
Rarity Rare
Card Text

When an Effect Monster's effect activates: shuffle one of your banished Fish, Sea Serpent, or Aqua-Type monsters into the Deck, negate the activation and destroy the monster.


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Fun fact? If you imagine a dialogue balloon over the goblin's head on this card's art, you can pen in your own brutally obscene captions and it becomes one of the funniest card illustrations in the game. Yes, that is the goblin from Trap Hole. No, he is not having a very good day.

All comedy aside, this is a really good card, and it could definitely be competitive. Call it what you want: Gladiator Beast War Chariot with an empty field; Divine Wrath without the discard; Effect Veiler without the minus, whatever. It's a really good themed card that plays well in both the casual GenerationFish deck and in a number of Frog strategies. The Generation Fish deck is going to use this card with Airorca, feeding Fish, Sea Serpents, and Aqua-types to the removed zone and shutting down the opponent's biggest plays. Frog decks are going to combo it with Ronintoadin, banishing monsters for 'toadin combos and then locking down reprisals. Oh F!sh! is just a really solid card, tied to a set of themes that rest comfortably between obscure and competitive. It's a big favorite for me, and may represent the future of a number of Fish and Aqua decks that were restrained by the Limited status of Fishborg Blaster. Hopefully it doesn't get lost in the hype of Heavy Storm.

High
Mid
Low
 United Front
$0.90
$0.18
$0.10
United Front
Set Generation Force
Number GENF-EN075
Type Trap Card
Attribute TRAP 
Rarity Rare
Card Text

While you control 2 or more face-up monsters with the same Level: Negate the activation of a Trap Card and destroy it.


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I'm pretty chuffed about this card, and I don't think anybody's really talking about it. While Seven Tools of the Bandit is far easier to activate in most decks, this can definitely fit into a variety of strategies and save you precious Life Points. While 1000 Life Points might not seem like a lot, it can mean everything if you're playing a lot of Life-costed cards, and need to keep stuff like Solemn Warning live. I don't think you'd ever want to play this over Seven Tools entirely, but if you're running something like Zombies, Counter Fairies, or simple Beatdown with multiple copies of Seven Tools, dropping one of them for a copy of this can give you a slight edge. Not a big deal, but interesting enough to warrant a shoutout.

High
Mid
Low
 Burgeoning Whirlflame
$0.69
$0.15
$0.03
Burgeoning Whirlflame
Set Generation Force
Number GENF-EN072
Type Trap Card
Attribute TRAP 
Rarity Common
Card Text

When a Trap Card is activated: Send 1 Laval monster from your hand to the Graveyard, negate the activation and destroy it. If this card is in the Graveyard: You can banish 2 FIRE monsters from your Graveyard, add this card to your hand.


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Know what IS kind of a big deal? This thing. Cards like Burgeoning Whirlflame, which pack effects that allow you to Recycle them ad infinitum over the course of a Duel, set trends and play patterns for the decks they're themed to. Burgeoning Whirlflame may look mediocre at first glance: you're discarding and taking an immediate -1 in terms of card presence to negate a trap card, instead of just paying 1000 Life Points to do it with Seven Tools of the Bandit. But since you can immediately return Whirlflame to your hand by banishing two FIRE monsters from your Graveyard, it's really easy to balance that minus and turn Wirlflame into a reusable 1-for-1. Because it can be played over and over, even just a single copy can devastate your opponent's trap lineup over the course of a Duel: especially if they're paying big Life Points just to see stuff like Solemn Warning and Solemn Judgment get shut down.

In fact, all the costs of this card can be used to gain immediate access to prime Laval tricks. If you're not familiar with them, the Laval monsters are all about generating effects via cards in the graveyard. Get Laval Lady of the Burning Lake to the graveyard, and you can destroy an opposing card by banishing her and another Laval. The cards you banish for the Lady's effect – or for Whirlflame's recycle – can then be Special Summoned for free by Normal Summoning Laval Cannoneer. Whirlflame helps shatter the opponent's defenses so you can make big attacks, and it gives you the control you need over your graveyard to make the most of some key Laval cards. It brings simplicity to a complicated archetype, and that's always a good thing.

High
Mid
Low
 Lost Blue Breaker
$3.67
$0.79
$0.43
Lost Blue Breaker
Set Generation Force
Number GENF-EN083
Level 3
Type Effect Monster
Monster Sea Serpent
Attribute WATER 
A / D 1400 / 0
Rarity Secret Rare
Card Text

If there is another face-up Fish, Sea Serpent, or Aqua-Type monster on the field: You can Tribute this card to target 1 Spell/Trap Card on the field, destroy that target.


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Okay, raise your hand if you aren't impressed with this card. Now, take a moment to realize that Lost Blue Breaker is a Level 3 Sea Serpent that can be Special Summoned from your deck free with Deep Sea Diva. You can put your hand down if your opinion just changed.

As cool as Spined Gillman is, Lost Blue Breaker is now the go-to combo card for Deep Sea Diva. Everybody played Gillman with Diva solely because it was a Level 3 Sea Serpent that could let you Diva into a Level 5 Synchro Monster. That's basically all it did – it made the cut over the very similar Mermaid Archer solely because it had higher ATK (1700 with its own boost). But those attack points never really mattered, because you'd almost always Synchro Summon anyways, usually Tuning Diva to Gillman. Lost Blue Breaker's leaps and bounds ahead of Gillman, because while it too can be a Level 3 Synchro Material, you can also just tribute it off to blow away a back row card. That can free up the field for more aggressive in-hand followups, and in the instances where you're going to Tune Diva to something other than what she Special Summoned, it gives you a better play than just leaving a 1700 ATK Gillman kicking it on the table. It turns Surface into Mystical Space Typhoon, too. Not all Diva decks will have room to play Lost Blue Breaker, just as not all Diva decks played Gillman. But if you've got the card slot, it's a great option.

High
Mid
Low
 Pain Painter
$15.48
$8.97
$6.98
Pain Painter
Set Generation Force
Number GENF-EN084
Level 2
Type Tuner Monster
Monster Zombie
Attribute DARK 
A / D 400 / 200
Rarity Secret Rare
Card Text

While this card is face-up on the field, its name is treated as Plaguespreader Zombie. Once per turn: You can target up to 2 face-up Zombie-Type monsters you control, except this card, they become Level 2 until the End Phase. They cannot be used as Synchro Material Monsters except for the Synchro Summon of a Zombie-Type monster.


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This card singlehandedly makes Revived King Ha Des and Doomkaiser Dragon viable again. That's good news, because Zombies are back with a vengeance come September 1st. The new breed of Zombie deck may actually wind up Xyz Summoning more than it Synchro Summons, but having the option to bring out powerful cards like Brionac, Dragon of the Ice Barrier is still hugely important. While successful Zombie decks of the past have always packed stuff like Krebons to help fill the gap left in the wake of Plaguespreader Zombie's Limited status, those cards had one big fault: they weren't Zombies. Zombie Duelists are going to play Book of Life to the hilt thanks to its synergy with Leviair the Sea Dragon, and that places a premium on the Zombie type-stamp. Pain Painter is compatible with all your best search and revival tricks, so it definitely has a place in most upcoming Zombie strategies. It's a simple, solid card with obvious uses, and it's a great fit for the trends we expect to see.

High
Mid
Low
 Orient Dragon
$12.00
$9.18
$7.42
Orient Dragon
Set Generation Force
Number GENF-EN085
Level 6
Type Synchro/Effect Monster
Monster Dragon
Attribute WIND 
A / D 2300 / 1000
Rarity Secret Rare
Card Text

1 Tuner + 1 or more non-Tuner monsters // When this card is Synchro Summoned: Target 1 face-up Synchro Monster your opponent controls, banish that target.


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I don't use the term “staple” very often, because in truth, there are very few staples in the Yu-Gi-Oh! Trading Card Game. No set rotation means a huge variety of strategies, and that means nothing is every really a universal staple.

But if I was the kind of person to use that type of language, I might be tempted to use it here. I won't allege that everyone will always want to play Orient Dragon in their Extra Deck. But I will say that everybody should own one. A perfectly generic Level 6 Synchro Summon with a great effect that can balance the card loss invested in its own Synchro Materials, it plays nice with Debris Dragon's requirement for Dragon-types, and it plays to that whole “beat up on the dude who blinked first and take advantage of the opponent's aggression” concept that skilled players love. This card is really well-designed on pretty much all levels, and while it doesn't have the ATK of the previous second-in-line Level 6 Synchro (Iron Chain Dragon) that lack of ATK doesn't matter. While Iron Chain was used to trade off against Stardust Dragon in battle, Orient Dragon just banishes it from the get-go while staying on the field. It's a simple card that everybody should immediately recognize as topnotch.

High
Mid
Low
 Adreus, Keeper of Armageddon
$12.37
$9.86
$8.29
Adreus, Keeper of Armageddon
Set Generation Force
Number GENF-EN086
Level 5
Type Xyz/Effect Monster
Monster Fiend
Attribute DARK 
A / D 2600 / 1700
Rarity Secret Rare
Card Text

2 Level 5 monsters // Once per turn: You can detach a Xyz Material from this card to target 1 face-up card your opponent controls, destroy it.


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Take everything you know about Tiras, and then give it a darker, more destructive twist. Tiras and Adreus are both great Xyz Monsters that clock in at Rank 5, but while Tiras plays around cards like Bottomless Trap Hole and Torrential Tribute, Adreus plays around things Tiras can't beat, like Dimensional Prison and monsters with more than 2600 Attack Points. Which of these monsters will prove to be superior is largely going to be a metagame call. With more effects and a bit more focus on longevity, Tiras is arguably the most tempting in a vacuum, but it could really go either way. Both are worth owning; both become far more important once Structure Deck: Gates of the Underworld is released; and both are roughly $20 right now with a big upside potential. Get at least one of each so that you're not left in the cold when the price jumps.

High
Mid
Low
 Mask Change
$1.48
$0.71
$0.35
Mask Change
Set Generation Force
Number GENF-EN097
Type Spell Card
Attribute SPELL 
Rarity Common
Card Text

Target 1 face-up HERO monster you control, send it to the Graveyard. Then Special Summon 1 Masked HERO monster from the Extra Deck with the same Attribute.


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This card's really cool. Because it's a quick-play spell, it lets you trade out Elemental Hero Absolute Zero or the new Elemental HERO Nova Master for their Masked Hero counterparts, on the chain or during the Battle Phase, all without skipping a beat. Generally, that means unleashing this guy...

High
Mid
Low
 Masked HERO Vapor
$2.79
$1.99
$1.62
Masked HERO Vapor
Set Generation Force
Number GENF-EN095
Level 6
Type Fusion/Effect Monster
Monster Warrior
Attribute WATER 
A / D 2400 / 2000
Rarity Super Rare
Card Text

Must be Special Summoned with Mask Change, and cannot be Special Summoned by other ways. This card cannot be destroyed by card effects.


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Masked Hero Vapor packs 2400 ATK; an effect that keeps him safe from destruction effects; and a sweet ability that blows away all of your opponent's monsters for free when it hits the field.

...Okay, so that last effect isn't actually written on Vapor, but it is written on Elemental Hero Absolute Zero, which makes it an integral element of playing this card. There are two monsters you can trade in for Vapor via Mask Change: Elemental Hero Ocean, and Absolute Zero. They're both really awesome: try for Elemental Hero Ocean's effect, and if your opponent has your play beat and could destroy Ocean, just sack it off to trade it for Vapor. If you control Absolute Zero and your opponent just refuses to destroy it because it'll take their monsters with it when it goes down, you can pop Zero yourself for Mask Change to wreck the field and drop Vapor for the followup. Both are good plays, made better by the fact that you can also just swing with Ocean or Vapor and then drop Mask Change to make game with another attack.

With the ongoing fear that little else but chainable back row cards will be truly competitive thanks to Heavy Storm and Mystical Space Typhoon, Mask Change remains a strong choice in the decks that can use it. The opponent has Heavy Storm? Blow away all their monsters in retribution to stunt their aggression. Good deal.

High
Mid
Low
 Elemental HERO Nova Master
$16.04
$10.80
$9.39
Elemental HERO Nova Master
Set Generation Force
Number GENF-EN093
Level 8
Type Fusion/Effect Monster
Monster Warrior
Attribute FIRE 
A / D 2600 / 2100
Rarity Ultra Rare
Card Text

1 Elemental HERO monster + 1 FIRE monster // Must be Fusion Summoned and cannot be Special Summoned in other ways. If this card destroys an opponent's monster by battle: Draw 1 card.


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Speaking of HERO cards that work with Mask Change... This dude doesn't really come out much, but when he does he's pretty great. With 2600 ATK and an effect that lets you draw every time it destroys a monster in battle, Elemental HERO Nova Master is occasionally the right card for a job that didn't really exist before he was printed. It's doubtful that you'd want to play any FIRE materials in the average HERO-enabled deck, but you certainly can, and the rewards actually make it decently worthwhile.

For now, the most popular use for this card will be as an accompaniment to sided copies of Super Polymerization. Super Poly can now be played to beat monsters like Gladiator Beast Heraklinos; Gladiator Beast Laquari; and (occasionally) Lonefire Blossom. There aren't a ton of FIRE monsters that are really worth beating, but the release of Nova Master makes Super Poly much more useful in the Gladiator matchup, which is something that could have a lot of relevance.

High
Mid
Low
 Masked HERO Goka
$0.99
$0.22
$0.10
Masked HERO Goka
Set Generation Force
Number GENF-EN094
Level 6
Type Fusion/Effect Monster
Monster Warrior
Attribute FIRE 
A / D 2200 / 1800
Rarity Rare
Card Text

Must be Special Summoned with Mask Change and cannot be Special Summoned by other ways. This card gains 100 ATK for each HERO in your Graveyard.


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If you do drop Nova Master or Elemental Hero The Heat into play, this is the Masked HERO you'll be able to swap them out for. Sadly, neither monster really offers the level of combo potential provided by Ocean or Absolute Zero, but you can still beat cards like Dimensional Prison with Mask Change thanks to this guy, and that's worth a mention.

High
Mid
Low
 Vision HERO Trinity
$3.34
$2.09
$1.77
Vision HERO Trinity
Set Generation Force
Number GENF-EN091
Level 8
Type Fusion/Effect Monster
Monster Warrior
Attribute DARK 
A / D 2500 / 2000
Rarity Super Rare
Card Text

3 HERO monsters // During the turn this card is Fusion Summoned, double its original ATK. If this card was Fusion Summoned, it can attack 3 times during the Battle Phase. This card cannot attack your opponent directly.


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Trinity is pretty over-costed for what it does, but it's a really fun casual card, and playing it competitively can be a blast. There are a lot of little OTK tricks that are a bit too tough to pull off to make it worth playing in a Regional, but it can be really entertaining amongst friends or at a local. Keeping a copy of Trinity in your extra deck also means that once in a lifetime, you may Super Polymerization three opposing HERO monsters away from your opponent – a feat I've pulled off once before, and that's largely responsible for getting this card onto my list. Fun stuff.

High
Mid
Low
 Vision HERO Adoration
$15.18
$9.99
$8.24
Vision HERO Adoration
Set Generation Force
Number GENF-EN096
Level 8
Type Fusion/Effect Monster
Monster Warrior
Attribute DARK 
A / D 2800 / 2100
Rarity Secret Rare
Card Text

2 HERO monsters // Once per turn, you can target 1 face-up monster your opponent controls and 1 face-up HERO monster you control, except this card, the opponent's targeted monster loses ATK and DEF equal to the ATK of your targeted monster until the End Phase.


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Future Fusion now kicks any HERO monsters to your yard that you want. That's the takeaway from this card. Provided you control a second HERO, Adoration is a superior version of Elemental Hero Gaia. It's also a really big stick off what would otherwise be a variety of awkward Miracle Fusion and Fusion Gate plays. If you're a Hero Duelist, this is an obvious must.

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 A Hero Lives
$8.97
$6.81
$5.58
A Hero Lives
Set Generation Force
Number GENF-EN098
Type Spell Card
Attribute SPELL 
Rarity Ultra Rare
Card Text

If you control no face-up monsters: Pay half of your Life Points, Special Summon 1 Level 4 or lower Elemental HERO monster from your Deck.


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I have to say – I'm shocked at the lack of love this card is seeing. Yes, it's tremendously useful in a variety of HERO variants. But where this card really shines is in Gladiator Beasts, where it's going to be largely responsible for taking the archetype from the no-Tiger ideal it occupied for the past many months, back to Prisma strategies and the top of the competitive heap. With three copies of this card, a Gladiator Duelist now has unparalleled access to Gladiator Beast Gyzarus, and incredible Special Summoning power that helps him push through the “one monster a turn” limit that previously held Gladiators back. Michael Kohamim did an incredible job of describing what makes this card so good a couple weeks ago here on TCGplayer, so check out that article if you're interested in an in-depth discussion. But for now, just know that as far as I'm concerned this is basically a must-run for Gladiator Beasts, and I believe any of the naysayers are going to be singing a different tune once they see it in the hands of a practiced pilot.

High
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 Steelswarm Roach
$12.57
$7.43
$6.00
Steelswarm Roach
Set Generation Force
Number GENF-EN099
Level 4
Type Xyz/Effect Monster
Monster Fiend
Attribute DARK 
A / D 1900 / 0
Rarity Secret Rare
Card Text

2 Level 4 monsters // When a Level 5 or higher monster is Special Summoned: You can detach 1 Xyz Material from this card, negate the Special Summon and destroy it.


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Steelswarm Roach is deservedly the most expensive card from Generation Force. With an effect that draws immediate comparisons to Thunder King Rai-Oh, plus a 1900 ATK body to match, it's a truly stellar card that promises incredible control when it's properly supported. And boy, there are decks that can support it.

Two of the easiest places to run this card are in Gadgets and Gladiator Beasts, both of which can use some of their most common effects to get free Xyz Materials. Two Gadget monsters or Gladiator Beast Darius plus a Level 4 Special Summon means you can 1-for-1 your way into this thing, and from there both decks pack enough defense to make sure it stays on the field. Gravekeepers can bring it out off Gravekeeper's Spy, too. Short of something like Book of Moon, it's going to be really tough to get Roach off the table, and if your opponent is forced to power through it they stand to lose a significant number of cards along the way. The rise of Xyz, combined with the re-emergence of Chaos strategies, mean that inherent Special Summons are going to be even more common than we're used to. Steelswarm Roach stands defiant, dead-center of one of the format-defining trends we're bound to see at the local, Regional, and Championship levels over the coming months.

And that's it! We've now looked at a grand total of 44 different cards from Generation Force, and that concludes our set review. With a ton of topnotch Secret Rares and some prime Ultra Rares as well, this is a really great set to kick off a new era in Dueling. Sometimes, it takes hindsight to see the true impact of a new booster: such was the case with ExtremeVictory. But sets like this are different: Generation Force is so obviously a game-changer, and it arrives just in time for the September 1st shake up. With so many new possibilities on the horizon, it's a great time to be a Duelist! I sincerely hope this discussion helps you find edges over your opponents, and helps you have more fun doing it.

-Jason Grabher-Meyer

Artifact Sanctum - as low as $27.02
Madolche Anjelly - as low as $20.75
Majesty's Fiend - as low as $16.77
Sylvan Charity - as low as $13.67
Artifact Ignition - as low as $11.50
Sylvan Sagequoia - as low as $10.00
Rank-Up-Magic - The Seventh One - as low as $7.99
Orea, the Sylvan High Arbiter - as low as $7.69
Bujin Hirume - as low as $7.68
Artifact Moralltach - as low as $7.00

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