RATE Subterrors Part 1: Four New Support Cards

Doug Zeeff

2/6/2017 11:00:00 AM

I begin a lot of Subterror articles out by stating that I'm possibly the theme's most dedicated player, and I think after the Raging Tempest support leaked, it's possible I'm actually the only Subterror player left.

My overall reaction to the new support was that it solves some of the deck's earliest fundamental problems, but that there definitely aren't enough impactful changes to make the deck drastically different. It really doesn't help that every card in Raging Tempest is being compared to Zoodiac Raptier, and that SPYRALS - the other World Premiere theme from this season - got a Snatch Steal and a Phoenix Wing Wind Blast in the same set.

Regardless, I still wanted to write this article to show that the new Subterrors are far better than they've been given credit.

A Brief Introduction To Subterrors
Before I break into the four new cards I thought it'd be worthwhile to give an overview of what Subterrors do, just so there's some context for the new stuff. The Subterror theme's largely divided into Subterror Nemesis monsters and Subterror Behemoth monsters. So far, the general trend is that Subterror Nemesis monsters are Level 4 or lower with varying effects, while the Subterror Behemoth monsters are all Level 5 or higher and share these exact lines of effect:

When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position. Once per turn: You can change this card to face-down Defense Position.

The idea on paper is that if you can field one Subterror Behemoth, you can then flip it face-down with its own effect, which triggers the Special Summon of another Subterror Behemoth from your hand. You could theoretically do that repeatedly to dump all the Subterror Behemoths from your hand onto the field face-down, which sets you up to use their Flip Effects.

The best two Subterror Behemoths are actually the first two that were released, and they're fantastic: Subterror Behemoth Umastryx, which banishes an opponent's monster when flipped; and Subterror Behemoth Stalagmo, which is essentially a Destiny Draw. Invasion: Vengeance set we received Subterror Behemoth Ultramafus and Subterror Behemoth Stygokraken, but like I initially suspected, neither of those two ended up being important enough to be staples for any Subterror variant. In a deck full of incredibly specific interactions, fringe cards like those Subterror Behemoths did nothing but hurt consistency.

As for the Subterror Nemesis monsters, they've been the best Subterrors by far, at least up until now. Subterror Nemesis Warrior revives itself when a Behemoth's flipped, and you can tribute monsters to bring out Subterrors from the deck. That's smart card economy with some fast effect dodging included, making it a crucial part of most of the combos. Subterror Nemesis Archer's great as well, summoning a Subterror from your deck if it's destroyed by battle or card effect. I used that to combo with Metalfoes in previous builds, but I've got another direction in mind for the next version of the strategy.

 The Hidden City
The Hidden City121341
Set The Dark Illusion
Number TDIL-EN085
Type Spell Card
Attribute SPELL 
Rarity Secret Rare
Card Text

When this card is activated: You can add 1 "Subterror" monster from your Deck to your hand. Once per turn: You can change 1 face-down Defense Position "Subterror" monster you control to face-up Attack or Defense Position. Once per turn, when an opponent's monster declares an attack: You can change 1 face-down Defense Position "Subterror" monster you control to face-up Attack or Defense Position, then you can negate the attack. You can only activate 1 "The Hidden City" per turn.

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Lastly, The Hidden City is a key component of the majority of your plays. You search a Subterror on activation, getting you to whatever monster you need at that moment. Searching's always strong, but the best part is that once per turn you can flip up a face-down Subterror to attack or defense position. That meshes with the Behemoths' inherent ability to put themselves in face-down position, letting you trigger their Flip Effects as early as Turn 1.

I think when people look at Subterrors their first reaction is that they're too slow, but that's actually never been my problem. I'll talk more about that later on when I suggest solutions, but for now the easiest way to put it is that Subterror's biggest hurdle is not being able to flip themselves face-up on your opponent's turn.

Without further ado, let's kick off our look at the four new Subterrors, starting with this set's Subterror Nemesis monster.

Subterror Nemesis Defender
Level 2 EARTH Beast-Warrior-Type Effect Monster
ATK 100
DEF 2000
During either player's turn, when your opponent activates a card or effect that targets exactly 1 Set monster you control (and no other cards) or when a Set monster you control is targeted for an attack: you can send this card from your hand or face-up on your field to the Graveyard, then target 1 other monster you control that is an appropriate target for that effect/attack; that card effect/attack now targets the new target. As long as you control a Set monster, this card cannot be destroyed by battle or card effects.

I don't know if you remember my discussion on the Invasion: Vengeance Subterrors, but I expressed my frustration with Subterror Behemoth Burrowing by noting that it's one small change away from being amazing. In Burrowing's case, it needed to flip monsters face-up, not face-down. Subterror Nemesis Defender suffers a similar fate. I actually really like the card design because Subterrors lack defense, and since it's a hand trap you can draw into it with Subterror Behemoth Stalagmo.

But in what world did someone really decide that this card only needed to protect face-downs? Seriously?

Look, Subterror Nemesis Defender's borderline unplayable, but it could have been a staple two-of or more if it could just protect Subterrors instead of face-downs specifically. I'm not sure if that would make Subterrors broken (spoiler: it wouldn't), but it would have made this card way better. Compared to Subterror Nemesis Warrior and Archer, Defender is a huge disappointment. Its only redeeming quality is that it's generic, so if another deck comes out that focuses on setting monsters without protection, you can play this to Block Attacks and effects.

Subterror Behemoth Voltelluric
Level 9 EARTH Thunder-Type Flip Effect Monster
ATK 1900
DEF 3000
FLIP: You can target 1 Set monster your opponent controls; take control of it until your next End Phase. You can only use this effect of “Subterror Behemoth Voltelluric” once per turn.
When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position. Once per turn: You can change this card to face-down Defense Position.

Luckily, Subterror Behemoth Voltelluric almost makes up for Defender. I really wish it was released in Invasion:Vengeance instead of now, but I'm still happy to finally have a Level 9 Subterror Behemoth. It carries all of the regular Subterror Behemoth effects backed by a solid 3000 DEF. Its unique Flip Effect is that you can take control of an opponent's set monster, which brings up interesting combos with cards like Book of Eclipse, Book of Moon, and Swords of Concealing Light.

But in all honesty, Voltelluric only had to be a Level 9 to be useful. Subterrors really needed a Level 9 Behemoth for a lot of reasons. I'll talk about that more in the deck article I'm working on, but the gist is that you can Special Summon this thing off of Subterror Nemesis Archer and then pair it with True King Lithosagym, the Disaster for a Rank 9. Lithosagym's one of the most important new cards for Subterrors out of Raging Tempest, but it wouldn't be nearly as good without Voltelluric.

Beyond that, you can get rid of Subterror Nemesis Warrior and Gem-Knight Seraphinite to bring this out, or you can combine it with Prediction Princess Tarotrei and Ghostrick Scare to steal any of your opponent's monsters. There are a ton of possibilities with Voltelluric, potentially making it the best Subterror in this set.

Subterror Behemoth Dragossuary
Level 6 EARTH Zombie-Type Flip Effect Monster
ATK 2400
DEF 1600
FLIP: You can activate this effect, this turn, “Subterror” cards you control cannot be destroyed by your opponent's card effects. You can only use this effect of “Subterror Behemoth Dragossuary” once per turn. When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position. Once per turn: You can change this card to face-down Defense Position.

I feel like most people were underwhelmed by Dragossuary because it's not proactive enough, but I find its monster-type quite interesting. When you flip Dragossuary face-up, Subterrors can't be destroyed by card effects for the rest of the turn. That doesn't just protect monsters, so it'll save the Continuous Spell in Raging Tempest as well as any other Subterror spell or traps that come out in the next release.

At 2400 ATK, Dragossuary sits somewhere right in the middle of the Subterror power spectrum., But it's a Zombie monster, which brings up some cool interactions with Uni-Zombie and Mezuki. Subterrors can struggle to close out games sometimes, so reviving this monster with Mezuki for an extra 2400 damage doesn't seem like the worst idea in the world. Uni-Zombie can pair with Subterror Nemesis Warrior to make a Level 8 Synchro, and while there are tons of great choices I think PSY-Framelord Omega is the best because you can recycle Prediction Rituals every turn. I haven't fully explored this hybrid strategy yet, but it's definitely something I'll keep in the back of my mind when the next wave of Subterrors is revealed.

Clash in the Subterror Caverns
Continuous Spell Card
All “Subterror” monsters you control gain 500 ATK and DEF for each Set monster on the field.
Once per turn, when a “Subterror” monster you control inflicts battle damage to your opponent: you can target 1 “Subterror” card in your Graveyard, except “Clash in the Subterror Caverns”; add it to your hand.

Lastly we have Clash in the Subterror Caverns. If presale Sneak Peek prices tell us anything, it's that this is the new Subterror card that people think has the most potential. It's good, but I don't think I could say it's great. The ATK boost is only relevant on your opponent's turn when they attack one of your Subterrors, because that's the only time you'd have multiple cards set. On your own turn everything will be face-up so you can do damage or trigger effects, so don't let the boost fool you into thinking this is an aggressive card.

The second effect is by far the better of the two. When a Subterror inflicts battle damage you can search another Subterror card from your deck. Once again, like Dragossuary that effect leaves room for more Subterror spells and traps to be released, and I'm praying we get a good one in the future. But it's pretty great even now.

 Prediction Princess Tarotrei
Prediction Princess Tarotrei101077
Set Dragons of Legend 2
Number DRL2-EN035
Level 9
Type Ritual/Effect Monster
Monster Fairy
Attribute LIGHT 
A / D 2700 / 1200
Rarity Secret Rare
Card Text

You can Ritual Summon this card with "Prediction Ritual". During your End Phase: You can Special Summon 1 Flip monster from your hand or Graveyard in face-down Defense Position. You can only use 1 of the following effects of "Prediction Princess Tarotrei" per turn, and only once that turn.
- During either player's turn: You can target 1 face-down monster on the field; change it to face-up Attack Position.
- During either player's turn: You can target 1 face-up monster on the field; change it to face-down Defense Position.

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You'll often pitch Subterrors to Ritual Summon Prediction Princess Tarotrei, tributing them with Nemesis Warrior, destroying them with True King Lithosagym, the Disaster, or discarding them with Stalagmo. While triggering that effect with damage is sort of annoying, I think that it's a decent piece of recycling that you can set up for in a lot of different ways. Caverns might not be the greatest support card, but it's certainly better than Subterror Behemoth Burrowing.

And that's it! All four Subterror support cards out of Raging Tempest. I know I might seem salty at some of them, but I'm actually looking forward to playing this deck casually in the coming months. Going first, there are a ton of sweet combos that can go head to head with the toughest decks out there, and there's a bunch of engines worth splashing in to give you new results. I'll save all those for next time, when I'll be back to discuss the actual builds I have floating around for new Subterrors!

-Doug Zeeff

Doug Zeeff hails from Michigan and is currently an English major in college. When he's not found emailing Konami about why there's not a single walrus card in all of Yu-Gi-Oh! you can find him regularly posting unorthodox, unfiltered semi-Yu-Gi-Oh! related content on his Youtube channel, Dzeeff. In his spare time he enjoys eating cheese, Overwatch, and, of course, playing Yu-Gi-Oh. Click here to follow him and his adventures on Facebook!

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