The Giant RATE Set Review Part 4

Doug Zeeff

2/16/2017 11:03:00 AM
 Comments

Over the past three parts of the Raging Tempest Set Review we looked at a whole lot of monster cards, many of which will have an impact on metagames across the globe. Today, we're going to break down a lot of awesome spells and traps that flesh out the core set, and then tomorrow we'll finish up the whole Set Review by analyzing the World Premiers and OCG Imports that made it into Raging Tempest.

Monster cards are usually the ones that get all the glory in decks, mainly because they're the ones actually doing the attacking. But in many cases, it's the spells and traps that truly guarantee that a deck can operate, and Raging Tempest has a ton of examples of that. Just because you can't attack for game with a spell card doesn't make it less important something to remember as we go through some of the spells and traps today.

Let's kick things off with the most expensive card in the set.

 Zoodiac Barrage
$79.90
$37.99
$29.99
Zoodiac Barrage127314
Set Raging Tempest
Number RATE-EN059
Type Continuous Spell Card
Attribute SPELL 
Rarity Secret Rare
Card Text

You can target 1 face-up card you control; destroy it, and if you do, Special Summon 1 "Zoodiac" monster from your Deck. You can only use this effect of "Zoodiac Barrage" once per turn. If this card is destroyed by a card effect and sent to the Graveyard: You can target 1 "Zoodiac" Xyz Monster you control; attach this card from your Graveyard to that Xyz Monster as Xyz Material.


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In Parts 2 and 3, I discussed a lot of the reasons that Zoodiacs are going to take hold of the competitive circuit. Zoodiac Ratpier's a one-card Zoodiac Drident, any Rank 4, and a searched Beast-Warrior monster. What's so great is that cards with that type of power have conventionally been inconsistent. Speedroid Terrortop and Brilliant Fusion are fantastic starter cards, but drawing Speedroid Taketomborg or Gem-Knight Garnet is less than ideal. But there really aren't any bad draws in Zoodiacs except for Zoodiac Combo, and drawing that trap doesn't affect your regular plays.

Zoodiac Barrage is one of the most consistent ways to get to Ratpier. When it's on the field, you can pop a face-up card you control to Special Summon a Zoodiac from the deck. You can even pop Barrage itself! That makes Ghost Ogre & Snow Rabbit is a great counter to Barrage, but that's nowhere near a big enough threat to keep you from playing it. In any given hand, you'll usually have more than one way to summon Ratpier. Between Zoodiac Barrage, Speedroid Terrortop, Fire Formation - Tenki, and hard drawing the Ratpier, you've got an astounding twelve chances to get to your play maker.

But beyond that, it's cool to note that Barrage is great for all the reasons that Metalfoes were so splashable these past couple of months. There are a ton of cards that get effects when they're destroyed, and now more than ever players have reliable ways to destroy them. That's why it's not unpopular to see Zoodiacs in decks like Kozmos to destroy Kozmotown, Subterrors to destroy Subterror Nemesis Archer, and even Crystal Beasts to destroy Crystal Beast Sapphire Pegasus!

Zoodiac Barrage also has a second effect that lets you attach it to a Zoodiac Xyz Monster if it's destroyed, but that rarely comes up in actual duels. Nevertheless, it's an easy free material if you need it, and more effects are always welcome.

 Shinobird's Calling
$1.16
$0.16
$0.07
Shinobird's Calling127315
Set Raging Tempest
Number RATE-EN060
Type Ritual Spell Card
Attribute SPELL 
Rarity Common
Card Text

This card is used to Ritual Summon "Shinobaroness Peacock" or "Shinobaron Peacock". You must also Tribute monsters from your hand or field and/or banish Spirit monsters from your Graveyard, whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon.


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Back in Part 2 I explained why the two new Spirit Ritual Monsters are so awesome Shinobaron and Shinobaroness. The unlikely pairing of Rituals and Spirits seems terrible at first, but there's such much smart card economy that you don't have to worry about being down on advantage.

Shinobird's Calling embodies that idea really well, even if it's a pretty straightforward card. Basically, you Ritual Summon either Baron or Baroness by using monsters on your hand or field, or by banishing Spirit monsters in the graveyard. That last part is what's most important, because it means you usually only have to take a -1 to land a successful Ritual Summon, and then their effects kick in to make up for that almost immediately.

Calling also specifically mentions both Ritual Monsters by name, so you can grab it with Pre-Preparation of Rites, another free +1. Couple all those factors with the drawing effects of Shinobird Crane and Nikitama, and you'll start to see how easily it is to overwhelm your opponent. I'm absolutely going to discuss this deck in a future article, so look out for that!

 Shinobird Power Spot
$1.10
$0.15
$0.03
Shinobird Power Spot127316
Set Raging Tempest
Number RATE-EN061
Type Continuous Spell Card
Attribute SPELL 
Rarity Common
Card Text

Spirit monsters you control gain 500 ATK and DEF. If a face-up WIND monster(s) you control returns to your hand (except during the Damage Step): You can add 1 Spirit monster or Ritual Spell Card from your Deck to your hand. You can only use this effect of "Shinobird Power Spot" once per turn.


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Shinobird Power Spot's a cool card that sounds better on paper than it actually is, but it's still something you'd play at least one copy of in Spirits. First, it gives all your Spirits 500 ATK and DEF. That's actually a big boost, making your Peacock' rel="/db/WP-CH.asp?CN=Shinobaron Peacock">Shinobaron Peacock a crazy 3500 ATK. This deck is really all about OTK's now, so an increase is definitely relevant.

Second, if a Wind monster returns to your hand, you can search your deck for a Spirit monster or Ritual Spell. It stinks that it won't activate off of Aratama or Nikitama, but all of the Shinobirds trigger it so you'll usually be getting a search in every End Phase. A couple of people have also pointed out that you can do some weird stuff with Yosenjus or Mist Valley cards to get searches, too, but I don't think that's viable.

 Super Quantal Alphan Spike
$1.16
$0.16
$0.05
Super Quantal Alphan Spike127318
Set Raging Tempest
Number RATE-EN063
Type Ritual Spell Card
Attribute SPELL 
Rarity Common
Card Text

If you control 3 or more "Super Quantum" monsters with different names: Shuffle as many cards your opponent controls as possible into the Deck, then your opponent Special Summons 1 monster from their Extra Deck, ignoring its Summoning conditions. You can banish this card and 1 "Super Quantal Fairy Alphan" from your Graveyard; activate 1 "Super Quantal Mech Ship Magnacarrier" from your Deck.


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I honestly believe this card is low-key broken. Or, at least, it could be, if the effects were reversed. The first effect shuffles everything your opponent has into the deck if you control three different Super Quant monsters, and then they get to Special Summon a monster from their Extra Deck. That's nice, but the second effect is much better. You can banish itself in the graveyard as well as a Super Quantal Fairy Alphan to add the themed Field Spell to your hand.

Unfortunately, I felt that besides Emergency Teleport being Limited, the thing holding Super Quantums back is actually their inconsistency, and this card could have been a difference maker if you got to search the Field Spell off of the activation effect instead of the graveyard effect. If you already have three Super Quantums on the field to use the shuffling effect then the Super Quantal Mech Ship Magnacarrier is kind of overkill. I'm sure if Emergency Teleport eventually becomes Unlimited we'll see somebody playing Super Quantums, and I'm sure they'll play Super Quantal Alphan Strike, but I feel like this was a major missed opportunity.

 Ritual Beast Return
$1.16
$0.14
$0.05
Ritual Beast Return127319
Set Raging Tempest
Number RATE-EN064
Type Quick-Play Spell Card
Attribute SPELL 
Rarity Common
Card Text

Banish 1 "Ritual Beast" monster from your hand, then target 1 of your "Ritual Beast" monsters, that is banished or is in your Graveyard; Special Summon it.


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Two Ritual Beast support cards in one set? It must be Pasquale's birthday.

Ritual Beast Return is neat because it gives Ritual Beast players a way of summoning monsters without using your Normal Summon or tagging out one of the Fusion Monsters. I don't think it's as good as Spiritual Beast Tamer Winda, but I've always been a fan of legacy support so it's a welcome addition!

 Foolish Burial Goods
$16.39
$11.22
$8.71
Foolish Burial Goods127320
Set Raging Tempest
Number RATE-EN065
Type Normal Spell Card
Attribute SPELL 
Rarity Secret Rare
Card Text

Send 1 Spell/Trap Card from your Deck to the Graveyard. You can only activate 1 "Foolish Burial Goods" per turn.


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Besides the now Forbidden Lavalval Chain, there has never been a decent, consistent way to dump spells or traps into the grave. Foolish Burial Goods changes that completely, acting, unsurprisingly, as a literal Foolish Burial for spells and traps.

There's a lot of fun casual stuff you can do with Goods. Volcanics were the first thing to come to my mind, because getting Blaze Accelerator Reload in the yard on Turn 1 boosts that strategy's consistency tremendously. I used to even run Summoner Monk just to get to Lavalval Chain, but Goods is so much better. There's also Toy Vendor, which is increasingly important considering the looming release of Fusion Enforcers, which brings a slew of Fluffal support.

Beyond that, Gem-Knights can send Gem-Knight Fusion to the graveyard, U.A.'s can send U.A. Penalty Box, Monarchs can send Pantheism or Prime, and Palezoics can jump start their graveyard summoning. I know Foolish Burial Goods isn't being played in anything right now, bringing it to a low market price, but it has the potential to be a staple given the right circumstances.

 That Grass Looks Greener
$59.90
$7.49
$3.50
That Grass Looks Greener127321
Set Raging Tempest
Number RATE-EN066
Type Normal Spell Card
Attribute SPELL 
Rarity Secret Rare
Card Text

If you have more cards in your Deck than your opponent does: Send cards from the top of your Deck to the Graveyard so you have the same number of cards in the Deck as your opponent.


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A couple months ago, Pot of Desires changed deck building concepts in ways we've never seen. Decks running more than 40 cards topped events almost as frequently as decks with 40. Three-of's were way more crucial because you weren't likely to banish all of them at once, so decks with one-of's fell to the wayside because they couldn't keep up with the speed provided by a free Pot of Greed effect.

Now, in Raging Tempest, we get two cards that defy the precedent that Pot of Desires established. I already mentioned that you need all three of your Zoodiac Ratpiers for Zoodiacs to be useful, making Pot of Desires a general no-go for anything with a Zoodiac engine. But even more extreme, That Grass Looks Greener challenges low deck counts by rewarding players for running 60 cards. When you activate it with more cards in your deck than your opponent, you get to mill cards to make up the difference.

That's insane for a lot of decks, but you're most likely to see it pop up in Infernoids, a strategy that we've already seen demolish top cuts this past weekend. But I've been messing around with That Grass Looks Greener in decks like Burning Phantom Knights, Skull Servants, and Minerva Lightsworns. The possibilities are nearly endless, and I can't wait to see what crazy ideas people come up with next.

 Terminal World NEXT
$1.17
$0.17
$0.03
Terminal World NEXT127322
Set Raging Tempest
Number RATE-EN067
Type Continuous Spell Card
Attribute SPELL 
Rarity Common
Card Text

Activate this card if your opponent controls 3 or fewer monsters and 3 or fewer Spell/Trap Cards, while you control no other cards. Cards cannot be placed on the field if it would give any player more than 3 monsters or more than 3 Spell/Trap Cards on their field.


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I guess if you want to convince your opponents to play Duel Links you'd activate Terminal World NEXT and Terminal World at the same time.

 Lost Wind
$3.98
$1.75
$0.86
Lost Wind127323
Set Raging Tempest
Number RATE-EN068
Type Normal Trap Card
Attribute TRAP 
Rarity Rare
Card Text

Target 1 face-up Special Summoned monster on the field; it has its effects negated, also its original ATK is halved. If a monster is Special Summoned from your opponent's Extra Deck, while this card is in the Graveyard (except during the Damage Step): You can Set this card, but banish it when it leaves the field.


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Lost Wind is a new age Breakthrough Skill, and it excels in many ways. You can negate the of an opposing Special Summoned monster and halve its original ATK, letting you run over the monster in battle afterwards for a lot of damage.

But what's really cool is you can set Lost Wind from your graveyard when your opponent Special Summons a monster from their Extra Deck, and then it's banished after it leaves the field. That's an extra negation, and it also works well with Palezoics because you get two trap activations out of one card. The format might be too fast for Lost Wind to make a difference, but if effect negation becomes necessary again I'd expect to see Lost Wind appear in a lot of trap heavy decks.

 Zoodiac Combo
$1.15
$0.14
$0.04
Zoodiac Combo127327
Set Raging Tempest
Number RATE-EN071
Type Normal Trap Card
Attribute TRAP 
Rarity Common
Card Text

Target 1 "Zoodiac" Xyz Monster you control; attach 1 "Zoodiac" monster from your Deck to that Xyz Monster as Xyz Material. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 5 "Zoodiac" cards in your Graveyard with different names; shuffle all 5 into the Deck, then draw 1 card.


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You can send Zoodiac Combo to the graveyard with Zoodiac Ratpier, and then you have a free Pot of Avarice on the next turn. That's ridiculous, especially since the standard Zoodiac opening ends with Daigusto Emeral anyway, so you'll end up shuffling back eight cards over two turns, possibly as many as eleven if the Emeral survives your opponent's turn.

And, once again, you have to put this in the context of how much one single Ratpier can accomplish, and then consider that the other cards in your hand could be stuff like Dimensional Barrier, Solemn Strike, or hand traps.

 Shinobird Salvation
$1.14
$0.14
$0.03
Shinobird Salvation127328
Set Raging Tempest
Number RATE-EN072
Type Continuous Trap Card
Attribute TRAP 
Rarity Common
Card Text

If a face-up Spirit monster(s) you control returns to your hand while this card is face-up on the field (except during the Damage Step): You can target 1 card your opponent controls; destroy it. When an opponent's monster declares an attack: You can banish 1 Spirit monster from your Graveyard; negate the attack, then end the Battle Phase. You can only use each effect of "Shinobird Salvation" once per turn.


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Shinobird Salvation is way too slow to ever warrant a spot in Spirits, even if its effect would have been awesome if it was a spell card. Shinobird Spirit variants want to end the game as fast as possible, so Shinobird Salvation isn't something you'd ever want to see.

 Majespecter Gust
$1.13
$0.14
$0.03
Majespecter Gust127331
Set Raging Tempest
Number RATE-EN075
Type Normal Trap Card
Attribute TRAP 
Rarity Common
Card Text

Target 1 "Majespecter" card in your Pendulum Zone; Special Summon it.


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It wasn't uncommon to see Pendulum Reborn in Ties of Brethren Majespecter decks, so I'd expect Majespecter Gust to be a strict upgrade in any build that used to play it. It's searchable, simple, and quite useful. If you're still playing Brethren Majespecters than you should pick up a couple.

 Void Feast
$1.16
$0.15
$0.05
Void Feast127332
Set Raging Tempest
Number RATE-EN076
Type Normal Trap Card
Attribute TRAP 
Rarity Common
Card Text

Send 1 "Void" Spell/Trap Card from your hand or face-up from your field to the Graveyard; Special Summon up to 3 "Infernoid" monsters from your Deck, whose total Levels exactly equal 8, ignoring their Summoning conditions.


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Infernoids got indirect help with That Grass Looks Greener, and Void Feast adds another dynamic to the strategy. You can search it out with Void Vanishment, and then you can use that Vanishment for the cost of Void Feast. It's essentially a Geargiagear for Infernoids, and the most common cards to bring out are two Infernoid Decatron and Infernoid Sjette.

Infernoids have always struggled with defensive options, but Void Feast combined with Fairy Tail - Snow should supply enough layers to not lose to board wipes, a common counter to Infernoids. Graveyard disruption is a fantastic counter to Zoodiacs because if you banish one Ratpier they're totally shut down, so Infernoids are looking good for the coming weeks.

 Purushaddoll Aeon
$1.13
$0.13
$0.01
Purushaddoll Aeon127333
Set Raging Tempest
Number RATE-EN077
Type Normal Trap Card
Attribute TRAP 
Rarity Common
Card Text

Target 1 "Shaddoll" monster you control; send 1 "Shaddoll" card from your hand to the Graveyard, and if you do, the targeted monster gains 1000 ATK and DEF, but is changed to face-down Defense Position during the End Phase.


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A slap in the face to Shaddoll players, honestly.

 Full Force Virus
$11.00
$4.57
$3.34
Full Force Virus127334
Set Raging Tempest
Number RATE-EN078
Type Normal Trap Card
Attribute TRAP 
Rarity Secret Rare
Card Text

Tribute 1 DARK monster with 2000 or more DEF; check your opponent's hand, all monsters they control, and all cards they draw until the end of their 3rd turn after this card's activation, and destroy all those monsters with 1500 or less DEF.


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A new take on the Virus cards from yesteryear, Full Force Virus requires a tribute of a Dark monster with 2000 or more DEF. Then, it blows up all your opponent's monsters that they control with less than 1500 DEF, as well as the ones in their hand and the ones they draw for three turns.

Right now, Full Force Virus affects basically every competitive deck besides Paleozoics, and there's plenty of Rank 4's that you can tribute, like Cairngorgon, the Antiluminescent Knight. That means Full Force Virus can be splashed into any deck with Level 4 monsters, including Zoodiacs. There's also a bunch of D/D/D monsters that meet the requirements, so watch out for Full Force Virus going forward.

 Switcheroroo
$1.25
$0.24
$0.08
Switcheroroo127335
Set Raging Tempest
Number RATE-EN079
Type Normal Trap Card
Attribute TRAP 
Rarity Rare
Card Text

If you control the same number of monsters as your opponent, switch control of all those monsters.


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The last card I wanted to talk about in Part 4 of the Giant RatE Set Review is Switcheroroo. This trap is hilarious. I want it to be good, I really do. I think this card has excellent card design because it trolls your opponent so hard, but not in a degenerate way like FTK or stall decks would do. I don't know what I'd build around Switcheroroo, but I do know that if someone gets me with it at an event I'll have to shake their hand out of respect.

And that's all for today! Check back next time when we close out the Set Review by looking at SPYRALs, Subterrors, Symphonic Warriors, Magnet Warriors, and more!

-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 Yu-Gi-Oh! 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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