The Giant RATE Set Review Part 5

Doug Zeeff

2/17/2017 11:02:00 AM
 Comments

In Parts 1 through 4 of the Raging Tempest Set Review we looked at all of the core cards that made up the set in both the TCG and OCG. However, in the TCG we get another 20 cards to round out our set: 10 World Premier cards, 8 of which are Subterrors or SPYRALs; and 10 OCG Imports, cards that were previously only available in Japan but that flesh out some of the strategies in the core set.

There's a lot to talk about, so without further ado let's begin the final part of the Set Review!

 Fusion Recycling Plant
$2.95
$0.90
$0.38
Fusion Recycling Plant127243
Set Raging Tempest
Number RATE-EN000
Type Field Spell Card
Attribute SPELL 
Rarity Rare
Card Text

Once per turn: You can discard 1 card; add 1 "Polymerization" from your Deck or Graveyard to your hand. Once per turn, during the End Phase: You can target 1 monster in your Graveyard that was used as a Fusion Material for a Fusion Summon this turn; add it to your hand.


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There has to be a couple people excited about Fusion Recycling Plant because it was the third most sold card in the first Market Watch done with Raging Tempest. It packs a slick Polymerization search effect and an End Phase recycle for a monster you used as Fusion Material. The only issue I have with Fusion Recycling Plant is that the two decks that would play it - Lunalights and Fluffals - are already tight on deck space and have better options.

On a side note, if you place Fusion Recycling Plant and Ties of the Brethren on a table next to each other and take off your glasses, they are virtually indistinguishable from each other.

 Sea Monster of Theseus
$21.29
$5.15
$4.33
Sea Monster of Theseus127337
Set Raging Tempest
Number RATE-EN081
Level 5
Type Fusion/ Tuner Monster
Monster Zombie
Attribute WATER 
A / D 2200 / 1800
Rarity Secret Rare
Card Text

2 Tuners


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I already wrote an in-depth article on Sea Monster of Theseus, so feel free to check it out if you want the full scope of its advantages and disadvantages. In summary, I felt that Sea Monster of Theseus was over-hyped from the community, not Konami, and that caused it to be a disappointment in the eyes of many. So far we haven't seen any big breakout performance from Theseus, but it's still worth keeping in mind for the future.

The most likely place we'd see it top an event is in Zoodiacs, where on Instant Fusion can extend the standard Terrortop combo by making XX-Saber Gottems to tribute itself and M-X-Saber Invoker, ripping two cards out of your opponent's hand.

Beyond that, it's a great pick for decks already playing three Instant Fusion, like Atlantean Mermails, Lightsworn Zombies, Phantom Knight Zombies, and plenty of other rogue picks. Sea Monster of Theseus has a ton of potential, and I'm sure after the Zoodiac takeover dies down that we'll see it in Extra Decks to expand on Instant Fusion plays.

 Subterror Behemoth Voltelluric
$1.21
$0.25
$0.05
Subterror Behemoth Voltelluric127340
Set Raging Tempest
Number RATE-EN084
Level 2
Type Flip/ Effect Monster
Monster Thunder
Attribute EARTH 
A / D 1900 / 3000
Rarity Rare
Card Text

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.


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Once again, I've already analyzed the four new Subterror cards in Raging Tempest, but it's still worth taking a look at Subterror Behemoth Voltelluric because it's the best of the bunch. I still believe Subterrors are at least playable, especially going first.

Raging Tempest adds a higher focus on Rank 9's to the Subterror strategy. Prediction Princess Tarotrei's one of the best cards to build a Subterror deck around, and you can combine it with the True King Lithosagym, the Disaster to give yourself a whole bunch of Level 9 monsters. Voltelluric is a Level 9 that you can Special Summon right from the deck with Subterror Nemesis Warrior or Subterror Nemesis Archer, the latter of which is a great monster to destroy to Special Summon Lithosagym in the first place.

I've been asking for a Level 9 Subterror ever since the first set they were released in, and I'm happy to finally have one to further develop the strategy.

 SPYRAL Tough
$1.24
$0.25
$0.10
SPYRAL Tough127343
Set Raging Tempest
Number RATE-EN087
Level 4
Type Effect Monster
Monster Warrior
Attribute WIND 
A / D 1900 / 1500
Rarity Rare
Card Text

This card's name becomes "SPYRAL Super Agent" while it is on the field or in the Graveyard. Once per turn: You can declare 1 card type (Monster, Spell, or Trap) and target 1 card your opponent controls; reveal the top card of your opponent's Deck, and if you do, destroy the targeted card if the revealed card is the declared type.


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SPYRAL Tough attempts to solve the biggest problem with SPYRALS, and I think it pretty much succeeds. So far, SPYRALS have been overly dependent on SPYRAL Super Agent, which was tough since you only had three copies of it. SPYRAL Tough acts as three more copies, finally giving you enough Super Agent cards to make a difference.

The once-per-turn destruction effect is great for picking apart fields, and it's not even a hard per-turn limit; you can reuse it with multiple copies of Tough. A new standard combo is Special Summoning SPYRAL Super Agent, destroying a backrow, Normal Summoning SPYRAL Tough to destroy another card, and then overlaying for a Rank 4. From there, you can use SPYRAL GEAR - Big Red to revive the Tough after detaching it from the Rank 4, scoring another destruction in the process.

It's probably not good enough to compete with Zoodiacs, but on a causal level there's definitely some fun stuff here.

 SPYRAL GEAR - Utility Wire
$1.30
$0.24
$0.07
SPYRAL GEAR - Utility Wire127344
Set Raging Tempest
Number RATE-EN088
Type Normal Trap Card
Attribute TRAP 
Rarity Super Rare
Card Text

If you control "SPYRAL Super Agent": Target 1 face-up card your opponent controls; place it on top of the Deck. You can only activate 1 "SPYRAL GEAR - Utility Wire" per turn.


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In a vacuum, I love both SPYRAL traps in Raging Tempest. SPYRAL GEAR - Utility Wire's a free Phoenix Wing Wind Blast every turn if you have a SPYRAL Super Agent, and that's awesome.

But SPYRAL decks have generally been focused on OTK'ing the opponent on the first turn, so giving them a bunch of trap cards seems a bit misplaced. I'm not saying Utility Wire's a bad card, it just doesn't fit with the strategy that SPYRALs seemed designed to do.

 SPYRAL MISSION - Recapture
$1.15
$0.22
$0.04
SPYRAL MISSION - Recapture127345
Set Raging Tempest
Number RATE-EN089
Type Continuous Trap Card
Attribute TRAP 
Rarity Rare
Card Text

Destroy this card during your 3rd End Phase after activation. Once per turn, if a "SPYRAL" monster is Special Summoned to your field (except during the Damage Step): You can target 1 monster your opponent controls; take control of it until the End Phase, but it cannot attack directly this turn. If a "SPYRAL" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your Graveyard instead of destroying 1 of those "SPYRAL" monsters.


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While I do have many of the same thoughts about SPYRAL MISSION - Recapture that I did with Utility Wire, I think Recapture might be too good not to play. It's essentially a once-per-turn Snatch Steal for three turns, only requiring you to Special Summon a SPYRAL monster. That's something you'll be doing throughout all of your turns, thus clearing the way for more damage.

Furthermore, Recapture has a graveyard effect to protect your monsters, once again helping you deal lethal damage. As a trap card it's a bit slow, but both effects help facilitate OTK's, so I think it's an easy addition to the standard SPYRAL build.

 Symphonic Warrior Guitaar
$1.16
$0.15
$0.06
Symphonic Warrior Guitaar127346
Set Raging Tempest
Number RATE-EN090
Level 3
Type Pendulum/Effect Monster
Monster Machine
Attribute WIND 
A / D 1500 / 100
Rarity Common
Card Text

Pendulum Effect:You can discard 1 card; Special Summon 1 "Symphonic Warrior" monster from your Deck, except "Symphonic Warrior Guitaar". You can only use this effect of "Symphonic Warrior Guitaar" once per turn.
Monster Effect: When this card is Normal Summoned: You can target 1 "Symphonic Warrior" monster in your Graveyard; Special Summon it.


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Symphonic Warrior Guitaar is a yellow guitar with eyes that's playing a smaller version of itself as an instrument. That's the most metal thing I've ever heard of, and it has two insane effects that would have been great a couple years ago when the OCG got this card, but might still be neat for rogue decks.

In the Pendulum Zone, Guitaar lets you discard a card to Special Summon a Symphonic Warrior from the deck, most likely Symphonic Warrior Basses, a Level 1 Tuner, or Symphonic Warrior Drumss, a Level 2 Tuner. It's also Pendulum Scale 7, perfect for a variety of monster Levels.

When you summon it you can use Guitaar's monster effect, which Special Summons a Symphonic Warrior from your graveyard. That's great to combo off of the discarding effect, potentially filling your board with three Machines for very little investment. It's perfect for kicking off a bunch of Karakuri Synchro Summons, too. This second wave of Symphonic Warriors made an impact in Speedroids and Karakuri decks when they were released in the OCG, and it'll be interesting to see if anyone picks them up in the TCG.

 Rocket Hand
$1.15
$0.15
$0.06
Rocket Hand127349
Set Raging Tempest
Number RATE-EN093
Type Normal Trap Card
Attribute TRAP 
Rarity Common
Card Text

Target 1 face-up Attack Position monster you control with 800 or more ATK; equip this card to that target. It gains 800 ATK. You can send this equipped card to the Graveyard, then target 1 face-up card on the field; destroy it, then change the ATK of the monster this card was equipped to, to 0, also its battle position cannot be changed. You can only use 1 "Rocket Hand" effect per turn, and only once that turn.


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Do you remember the ending of Big Hero 6? This card is the literal embodiment of it.

 Lightsworn Judgment
$1.14
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$0.05
Lightsworn Judgment127351
Set Raging Tempest
Number RATE-EN095
Type Normal Trap Card
Attribute TRAP 
Rarity Common
Card Text

Place this card on top of the Deck. If this card is sent from the Deck to the Graveyard by a "Lightsworn" monster's effect: You can add 1 "Judgment Dragon" from your Deck to your hand.


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There was a point when Minerva, the Exalted Lightsworn and Lightsworn Judgment leaked in the OCG, and people flipped. Then, when Minerva got printed as a YCS Prize Card in the TCG, the dreams of many budget Lightsworn players died outright. It's only now that we're finally getting Lightsworn Judgment, a trap card that searches Judgment Dragon when you mill it with a Lightsworn.

That's not a once per turn effect, and even if you draw it you can activate it to place it on the top of your deck to set it up. It's also sweet because Minerva draws cards off of the milled Lightsworn cards, not just monsters, so if you Minervay away Lightsworn Judgment you get a free draw and a Judgment Dragon!

Minerva Lightsworns saw a ridiculous amount of success in late 2016, and saw a surprising number of changes in the standard build considering how expensive it is to construct. Judgment Dragon popped up in a few Regional Qualifier Top 8's, and I think that Lightsworn Judgment could become an easy choice for people looking to blow up the field with the fan-favorite boss monster.

 Windwitch - Glass Bell
$7.95
$2.70
$1.35
Windwitch - Glass Bell127354
Set Raging Tempest
Number RATE-EN098
Level 4
Type Tuner/Effect Monster
Monster Spellcaster
Attribute WIND 
A / D 1500 / 1500
Rarity Ultra Rare
Card Text

If this card is Normal or Special Summoned: You can add 1 "Windwitch" monster from your Deck to your hand, except "Windwitch - Glass Bell", also you cannot Special Summon monsters for the rest of this turn, except WIND monsters. You can only use this effect of "Windwitch - Glass Bell" once per turn.


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Without Windwitch - Glass Bell, Windwitches would pretty much be unplayable. It's only natural that it was an OCG Import for Raging Tempest.

Just to reiterate what I mentioned in Part 1 of the Set Review, one Windwitch - Ice Bell gets you to a Crystal Wing Synchro Dragon that can't be destroyed by card effects, and that's all thanks to Windwitch - Glass Bell. With the Invoked theme coming out next week, expect to see more Windwitches at the top tables of competitive events!

 Delta The Magnet Warrior
$1.99
$0.50
$0.16
Delta The Magnet Warrior127353
Set Raging Tempest
Number RATE-EN097
Level 4
Type Effect Monster
Monster Rock
Attribute EARTH 
A / D 1600 / 1400
Rarity Super Rare
Card Text

If this card is Normal or Special Summoned: You can send 1 Level 4 or lower "Magnet Warrior" monster from your Deck to the Graveyard. If this card is sent to the Graveyard: You can banish 3 Level 4 or lower "Magnet Warrior" monsters from your Graveyard, except "Delta The Magnet Warrior"; Special Summon 1 "Valkyrion the Magna Warrior" from your hand or Deck, ignoring its Summoning conditions. You can only use each effect of "Delta The Magnet Warrior" once per turn.


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When the new Yugi and Kaiba Structure Decks hit shelves, duelists everywhere complained about how bad the Magnet Warriors were in comparison to ABC's. I honestly believe that if Delta The Magnet Warrior came out in that Structure Deck that Magnet Warriors could have been a contender, though now it might be too little too late.

But Delta's still awesome. The new Magnet Warriors are all Level 3's that have some cool search effects, and you can tribute them on your opponent's turn to bring out Level 4 Magnet Warriors from the deck. Prior to Delta, the only Level 4 Magnet Warriors were Normal Monsters… not great choices for a competitive tournament play.

But Delta's great. It loads up your graveyard with more Magnet Warriors so you can drop Berserkion the Electromagna Warrior, and it has a defense ability to get out Valkyrion the Magna Warrior if you choose to play it. Magnet Warriors are another deck that I'm looking to do an article on in the next couple weeks, so be on the lookout to see Delta in action.

And with that, the Giant Raging Tempest Set Review is complete! We looked at all of the best cards in the set as well as some detours to more casual territory, and I couldn't be more excited to play Yu-Gi-Oh! this month. Zoodiacs are unlike anything we've seen before, and their impact has already been made clear this past week at Regional Qualifiers.

With Fusion Enforcers hitting shelves next week we'll get a deck to combat Zoodiacs, creating a potentially diverse format for the foreseeable future.

-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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