So, I guess the Energy Ball info is what I should start with. Yeah, tested it out. And it is pretty good. Kind of costly in terms of energy, but otherwise nice. So Energy Ball. It allows me to generate a ball of Xyz energy and launch it at someone. It seeks after them and always hits, basically no matter what, passing through walls, shields and anything else you might try to put in its path. Any regular magic barrier, it goes straight through. That includes things like my Space Magic, the HomeBase barrier and barriers Janina uses. It can’t be stopped. Tʜe source of this ᴄontent ɪs 𝗇𝗈𝗏𝖾𝗅•𝖿𝗂𝗋𝖾•𝗇𝖾𝗍 … except, with a few things. You can erase it with Erasure Magic, Unika’s Spell Destroying Shot can weaken it and with enough shots destroy it, and you can ‘stop’ it with Time Magic. Time Magic doesn’t actually stop it, but it does slow down the energy ball, buying you time to use something else on it. And you can teleport the ball away from you with Space Magic, but it will come at you again. The one way I have of dealing with it is by using Gravity Magic, as the energy ball can’t escape gravity. Also, The Numeron Code barrier can stop it. And last, the energy ball completely ignores defenses, dealing its full power as damage. Now, how powerful is it? Well, it is alright. It deals 100 damage for each point of Xyz energy I put into it. Then I pick a target for it, and the ball will follow the target until it hits them, no matter how they try to dodge. Except for the short list of counters I gave above. … Did I ever mention how much Xyz energy I get when I Xyz summon? I don’t think I did. So, it is actually quite simple. I get Xyz energy based on the rank of the summoned Xyz monster, times the number of materials used for the summon. So if I summon Number 39: Utopia, I get 8 Xyz energy. That does make monsters that need 2+ or 3+ materials the best summons to generate Xyz energy, which funnily enough means that my two best energy makers are both Vampire monsters. Dhampir Vampire Sheridan can use any number of Level 6s, and The Zombie Vampire does the same with 8s. So I can get a ton of energy if I summon them with 10 materials. … Well, Number 99: Utopia Dragonar is also an option, but summoning 10 level 12 monsters is a bit much, and Utopia Dragonar has a better way of being summoned to make even more Xyz energy. That way is Rank-Up-Magics. They add a bit more to it. For them, you automatically get a 3x multiplier from the Rank-Up-Magic, then you times that with the rank of the monster you summoned, and you get an extra boost on the difference in rank between the monster used as a material, and the end result. Let’s use Utopia again, since it can rank up into tons of different ranks and can ‘chaos Xyz change’ without a RUM. If I just summon Number C39: Utopia Ray, I get 4 Xyz energy. That is because I didn’t use a Rank-Up-Magic, so no boost from there, and the difference in their ranks is 0, so that is just a 1x multiplier. Thankfully it isn’t 0 or I’d get nothing. And Utopia Ray is rank 4, so 4 energy. But if I use Rank-Up-Magic Astral Force to summon Utopia Beyond, I get 6x3x3 totaling 54 Xyz energy. 6 being the rank, x3 from the RUM bonus and x3 from the rank difference bonus. And if we take this to an even bigger extreme, the aforementioned Utopia Dragonar. I can summon it with Hyper Rank-Up-Magic Utopiforce, using Utopia Roots as the material. So with a rank of 12, rank difference bonus of 12, and the 3x from using a RUM, I get 432 Xyz energy from a single summon. Now I just need to pull the Rank-Down-Magic from somewhere. Sadly I’ve yet to get my hands on it. Then I could just summon Utopia, Rank it up a few times through different means, rank it down into Roots, and then go into Dragonar for all the Xyz energy. … though admittedly those early steps will maybe add like 100 more to the 432 I’m already getting, so I could just summon Dragonar again instead. Or I could rank up Roots, rank down Dragonar and repeat until all of my Rank Ups and Rank Downs are in the GY. Then reset their cooldowns and do it all again. Now, let’s move onto some Pack Opener stuff. Mainly some ‘special summon from the deck’ stuff. I feel like getting some stuff I maybe shouldn’t have just yet. And I think I’ll start with high leveled Tuner monsters. Cheepcheepcheep Special Summons 1 Level 5 or higher Tuner monster when flipped, so that is where I’ll start. For stuff I got. Dragon Core Hexer and Labradorite Dragon are just vanillas. Speedroid Wing Synchron can tune when in the Pendulum zone, but only for Clear Wing. Bird of Paradise Lost is the first really cool card. It already has 2700 attack, and it gains 100 more for each Tuner in the GY. And it can mind control people. And it looks really cool. Ursarctic Megabilis has good stats, can special summon itself and looks crazy. Kind of looks like it should be a machine, but it is a Beast-Warrior. Ursarctic Megapolar and Ursarctic Megatanus are the same. I don’t really get the idea of this ‘Ursarctic’ archetype, but maybe I need to see more cards, and see the non Tuners to get it. Destrudo the Lost Dragon's Frisson I do remember. It is quite nice in some Synchro decks. Icejade Creation Aegirocassis seems really nice. You can equip it to an Icejade from hand or GY, and the equipped monster gains 400 attack and defense for each banished monster. And on your next turn you can summon Aegirocassis. Icejade Ran Aegirine is more restrictive, but just summoning it gives you instant access to a level 10 Water Synchro. Predaplant Banksiogre is nothing special. It does spread Predator Counters, but that’s about it. Performapal Miss Director is pretty nice. Battle protection for Odd-Eyes monsters, and she can resurrect a level 1 monster, and instantly tune with it. Virtual World Roshi - Laolao is fine. Visas Starfrost special summons herself and gains stats each time it kills a monster by battle. Xeno Meteorus is cool enough. It special summons itself and you can destroy a Dinosaur on the field to special summon a vanilla Dino from the deck. Georgius, Swordman of the Ice Barrier is super cool. Both figuratively and literally. It proves taht Ice Barriers got support! Not that I like most Ice Barriers, but still good to see that they got support. And Georgius is great. It limits the opponent, like Ice Barriers do and either specials itself, or specials an Ice Barrier from the hand or GY. Graydle Slime is just a Graydle. The Agent of Entropy - Uranus specials itself and can alter its level. Lappis Dragon just special summons itself. Windwitch - Blizzard Bell can be normal summoned without tribute, and can do 500 burn. Mahaama the Fairy Dragon, again, specials itself. And either heals or damages the opponent while at it. Penguin Squire works with set monsters, which fits since Penguins have a lot of Flip effects. Wheel Synchron is definitely not Yusei’s D-wheel. But as a synchro material it is pretty good. Salamangreat Tiger is fine, but honestly nothing special. And the last one I got, at least for now, is Gold Pride - Eliminator. It is fine. Needs other Gold Pride cards to really do its best. But that was a lot of high leveled Tuners. Some were nice, some others I’ll never use, but at least I have options. Now, that was already a lot, but I think I could use some more. And that something is cards I can get with Artifact Sanctum. The Artifacts are nice reference pieces for weapons making, so I want them all. Well, at least all that I can get. Can’t get the extra deck stuff, sadly. Artifact Scythe is broken in the TCG. As for me, well, I don’t really make combat scythes. They are very difficult to wield and almost no one specializes in them, so why make any? Sure they look cool, but that is about it. Moralltach is good. It is a pretty basic sword, well except for the massive size. But the effect is great. Sure not as TCG breaking as Scythe, but still nice. Caduceus lets you draw cards each time you summon an Artifact, but only during your opponent’s turn. Which means it can make Pack tokens for me. Lancea prevents banishing. Which should prevent the use of Erasure Magic, as that is basically banishing. We need to test that. Chakram is not that great. Sure it can work in some trap decks where you don’t want a specific trap to be destroyed, but other than that, not that great. Vajra is nice. Mass spell/trap destruction is always good. And last, we have Mjollnir. … it is fine, but it just specials an Artifact from the GY. That is really not that special. But yeah. That does it for today. I told you about the Energy Ball and Xyz energy. Got some high leveled tuners, and some nice reference Artifacts. I’d call it a good day. Now I think I should summon Dragonar a few times. I could use some more Xyz energy to make up for what I used during practice. A post test note here at the end. Alice was free so we tested Lancea, and other ‘no banishing’ cards. Cards that prevent banishment do prevent her from using Erasure Magic. So if I ever run into anyone else who can use it, I’ll know how to counter them.
