Introducing: Foolish Burial With Belongings

Kelly Locke

1/31/2017 11:00:00 AM
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Foolish Burial has been a staple spell for graveyard centric decks in the past, and its new counterpart from Raging Tempest is shooting for another must-play position among decks like Gem-Knights, Ultra Athletes, Fluffals, and Volcanics. Foolish Burial with Belongings debuts in the TCG in a couple weeks and offers indirect support for older themes. Its effect is simple: send a spell or trap from the deck to the graveyard. Until now we haven't had a way to dump spells and traps with that kind of precision and ease.

In the past the best way to send a specific spell or trap to the graveyard involved some combination of discard outlets, draw power, or mill effects. Each of those methods relied on luck, and while Foolish Burial with Belongings isn't searchable itself it does remove at least some of the chance involved with sending similarly-unsearchable cards to the graveyard. Belongings can act like as many as three additional copies of some key cards, and that's a huge consistency boost for decks that need to put a specific spell or trap in the graveyard.

Finding A Theme To Belong To
Themed spells and traps give the best value for Foolish Burial with Belongings' effect. For example, sending Toy Vendor to the graveyard nets an instant search for Edge Imp Sabres or any Fluffal. Belongings becomes a one-card recruitment tool in Fluffals, but that's hardly the only place where Belongings accelerates search effects. Take Ultra Athletes as another example, where U.A. Penalty Box becomes much more accessible thanks to Belongings. Since Penalty Box searches a U.A. spell, Belongings might as well say “Add a U.A. spell from your deck to your hand.”

The sheer number of decks that can put Foolish Burial with Belongings to work is ridiculous, but not all decks get the same value from it. Blue-Eyes builds with Belongings could send Return of the Dragon Lords to the graveyard to setup Return's protection effect, but it's not worth the loss of card economy. Keep in mind that Belongings is a -1 of card economy on its own, so whatever you send should replace your investment at some point. Losing cards unnecessarily is a quick way to lose your duel.

Foolish Burial with Belongings changes the context of some themed cards. In the past, you had to play Blaze Accelerator Reload alongside discard outlets to easily trigger its graveyard effect. Volcanic decks ran Phoenix Wing Wind Blast and Magic Planter to send Reload to the graveyard, but those two-card combos made for inconsistencies. Belongings is faster, putting Reload into the graveyard as early as Turn 1. It also doesn't require you to draw into or search a copy of Reload. Finally, you don't have to make a choice between discarding Reload or getting Volcanic Shell into play.

 Volcanic Shell (UTR)
$12.94
$8.27
$5.96
Volcanic Shell (UTR)58596
Set Force of the Breaker
Number FOTB-EN009
Level 1
Type Effect Monster
Monster Pyro
Attribute FIRE 
A / D 100 / 0
Rarity Ultimate Rare
Card Text

Once per turn, while this card is in the Graveyard, you can pay 500 Life Point to add 1 "Volcanic Shell" from your Deck to your hand.


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Three of the cards we've looked at so far – Toy Vendor, U.A. Penalty Box, and Blaze Accelerator Reload – lack built-in ways to send themselves to the graveyard. There's a stark contrast between those cards and other graveyard-activated spells and traps like Breakthrough Skill and Galaxy Cyclone. Breakthrough Skill's secondary effect is easily attainable by simply playing the card normally, but how does Blaze Accelerator Reload find its way to the graveyard without some outside help? Simply put, it doesn't. Foolish Burial with Belongings fills a long-demanded need for a way to skip discard or mill effects, and completely changes our perspectives on those cards.

The idea that you can now consistently play graveyard-activated spells and traps without using their on-field effects is revolutionary. Foolish Burial with Belongings has changed the context of dozens of cards by essentially voiding their first effect. Conventional thinking leads us to believe that if a card's on-field effect isn't strong on its own, then it's often not worth figuring out convoluted ways to get that card to the graveyard. That's less of a problem these days thanks to Twin Twisters, but it's a non-issue entirely thanks to Belongings.

Belongings has limited use in decks that want the on-field effects of their spells and traps. It doesn't make sense to run this card in a deck like Paleozoics, where you'd rather just run another trap in the same slot. Belongings ends up relegated to decks where putting a single spell or trap into the graveyard makes enormous difference, while being ignored nearly everywhere else.

Lastly, Foolish Burial with Belongings can send spells and traps to the graveyard to provide targets for recycling effects. For example, you could use Belongings to send Diamond Core of Koa'ki Meiru to the graveyard to protect your monsters for a turn, or use Koa'ki Meiru Crusader's effect to add it to your hand.

Sending Generic Spells And Traps
It's hard to recommend Foolish Burial With Belongings outside of decks where there's an ideal card to send, but that doesn't mean you always have to send the same card. Belongings also works wonderfully with generic spells and traps that contain worthwhile graveyard-activated effects, including Breakthrough Skill, Galaxy Cyclone, Skill Prisoner, Mischief of the Gnomes, and Strike of the Monarchs.

Unfortunately some of those cards can't be used during the turn they're sent to the graveyard, so Belongings is noticeably slower when you're trying to negate a monster with Breakthrough Skill or destroy a face-up spell or trap with Galaxy Cyclone. But the range of cards you can send with Belongings' effect gives it crazy high utility.

Whenever Belongings is sending a spell or trap to the graveyard you're making a trade-off. If Belongings was another copy of the card you sent, you might have gotten another use out of it. A major plus for all of these cards is the fact that they have a second effect in addition to their first one. Essentially they offer two cards for one. When you use Belongings you circumvent that first effect by skipping it entirely to expedite the second. You'll often end up taking a loss in card economy that way, but in return you're gaining faster access to your spells and traps.

We usually think about cards that activate in the graveyard as a means to justify discard costs, or as a way to squeeze more value out of mill effects. Belongings doesn't play into either of those paradigms, which makes it slightly more complicated. Its best qualities are utility and precision, which may or may not be that important to you depending on the volume of your draw and mill effects. Decks with Raging Tempest's That Grass Looks Greener will almost never find a reason to play Belongings, but a deck that plays better without shoehorning in discard outlets will definitely want to check it out.

 Interrupted Kaiju Slumber
$4.99
$2.98
$2.00
Interrupted Kaiju Slumber111188
Set Breakers of Shadow
Number BOSH-EN089
Type Spell Card
Attribute SPELL 
Rarity Super Rare
Card Text

Destroy as many monsters on the field as possible, then Special Summon in Attack Position, 2 "Kaiju" monsters with different names from your Deck (1 on each side), but they cannot change their battle positions, and must attack, if able. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; add 1 "Kaiju" monster from your Deck to your hand. You can only activate 1 "Interrupted Kaiju Slumber" per turn.


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Belongings makes several Side Deck cards much easier to play. Interrupted Kaiju Slumber can be sent to the graveyard and activated to search a Kaiju monster. Recognizing Belongings as an “Add 1 Kaiju monster from your deck to your hand” is a big deal. Kaijus are incredibly important for many siding strategies and effortlessly remove Crystal Wing Synchro Dragon from the field.

Mischief of the Gnomes disrupts Pendulum, Synchro, and certain Xyz strategies by changing the Levels of monsters in each player's hands. It's not particularly useful this format, but as long as Levels are relevant to the most popular Summoning mechanics in the game there's a chance Mischief of the Gnomes will return as a prominent Side Deck pick.

Foolish Burial with Belongings' placement as a Secret Rare in Raging Tempest practically guarantees that it'll get at least some attention, even as Zoodiacs swarm the competitive landscape. The Secret Rare line-up in RATE outside of Zoodiacs is solid, but I expect Belongings to be among the least-desired pulls from the set. My advice? Pick up a playset for yourself while it's undervalued. There's almost no chance that a card this flexible goes unused for any long span of time.

It's easy to lose sight of the great generic spells in RATE as we head into a format that values one themed spell above all else, but personally I'll be keeping an eye out for Belongings when the Sneak Preview events begin.

Until next time then

-Kelly


Kelly​​ ​​Locke​​ ​​is​​ ​​a​​ ​​West​​ ​​Michigan​​ ​​gamer,​​ ​​writer,​​ ​​and​​ ​​college​​ ​​student.​​ ​​​​ ​​In​​ ​​addition​​ ​​to​​ ​​writing​​ ​​on TCGplayer,​​ ​​Kelly​​ ​​writes​​ ​​​​personal​​ ​​blog​​​​ ​​covering​​ ​​Yugioh,​​ ​​Destiny,​​ ​​and​​ ​​other​​ ​​hobbies.​​ ​​You​​ ​​can follow​​ ​​him​​ ​​on​​ ​​​​Twitter​​​​ ​​and​​ ​​check​​ ​​out​​ ​​his​​ ​​​​Youtube​​ ​​channel​​.​​ ​​​​ ​​He​​ ​​is​​ ​​currently​​ ​​studying​​ ​​marketing​​ ​​at Western​​ ​​Michigan​​ ​​University,​​ ​​and​​ ​​hopes​​ ​​to​​ ​​graduate​​ ​​before​​ ​​​​Dragon​​ ​​Ravine​​​​ ​​is​​ ​​Unlimited.


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