Halo: Shadows of Reach, Thoughts and Review

Considering the nature of Shadows of Reach as a promotion for the next game, Halo Infinite, I don’t think I can really start with my thoughts on the novel before I talk about where my expectations and hopes are for the game.

I think I’m a bit of an anomaly in the Halo community in my thoughts Infinite. Most fans hated Halo 5‘s story and want Infinite to sternly right the course of the narrative.

My first deviation is that I didn’t hate Halo 5, at least not to the degree a lot of people do. Probably going to lose some readers there. The game’s campaign did have a lot of objective flaws, like Cortana‘s revival, the idea of the Created in general, and killing Jul ‘Mdama the way it did. But it also had several areas I enjoyed a lot, like the Sanghelios arc, the locations visited, and Fireteam Osiris (I’m sure I’ll lose some more readers there).

Regardless, it was obvious that 343 couldn’t fully commit to the Created arc of the series like they’d planned to. It was too unpopular. But with Guardians ending the way it did, Halo 6 was going to have to address the Created in one way or another. However, I always thought that 343 could easily use the next game in the series to pivot to a better antagonist while still wrapping up the Created arc in a way that wasn’t jarring. Because as bad as the Created are, I think it would do more harm than good for the series’ story as a whole to just off-screen every one of 5‘s elements rather than engage that baggage and try to right the ship.

“But surely 343 wouldn’t do that, it’d be too jarring” I can hear you say. “How could they just write off a major element of the previous entry?” Well, I’d like to remind you of Halo 4.

The Janus Key and Absolute Record ended up being off-screened in the Escalation comic series, the Didact was put in story jail, and Jul ‘Mdama really put the “die” in “Didact’s Hand.”

“But those were good story elements that got derailed, not bad ones,” you might say. And you’re right in that assessment. But I’m of the opinion that the quality of the plot element is irrelevant in terms of whether or not it should be sidelined, at least in the way that many of Halo 4‘s plot elements were. I’m sure there are some extremely poor ideas that deserve the treatment, but I don’t personally think the Created are. And even if they are, unfortunately they’re too entrenched in the direction of the series to fix it by just offing them.

But hell, I have no idea if I’m right about this. They’re just my thoughts on it.

So that was where my head was before Infinite was announced. Logically, when Cortana was in the Discover Hope trailer, I should have been allayed that Infinite wasn’t going to jarringly jettison all of Guardians‘ plot points. And since the novel Bad Blood had already further explored the post-Halo 5 storyline.

But the Janus Key, Didact, and Jul ‘Mdama kept clawing at the back of my mind.

Compounding my doubts about Infinite‘s direction are the fact that 343 are being ridiculously silent on it. To a degree, and moreso than the average person, I’d bet, I’m fine with a lot of details on a story not being shared before release. But Infinite‘s really pushing it with how little we know about the game at this point.

So I really hate what I’ve seen of Infinite, right? No, not at all. I loved Halo 4 and I overall still liked 5, so I’m sure I’ll like Infinite. An open world Halo has a lot of potential, and I love their inclusion of the Banished, even if I’m concerned about how they’ll accomplish that without awkwardly writing out the Created. Escharum seems like he’ll be a good antagonist, too.

If I had to pick one word to describe how I feel about Infinite right now, it’s “cautious.”

That’s where things stood before Shadows of Reach came out, the sole piece of EU material in the original year of Infinite‘s release. Which stands in stark contrast to the number of books and comics that came out in 2015 leading up to Halo 5. Regardless of how Halo 5 turned out, boy I was supremely hyped for it at the time.

The hope with this approach is that the quality of this single book will be extremely high to offset the quantity of the lead-up to 5. Which on paper, it could be. The book stars the Master Chief and Blue Team in a return to Reach, clearly paying homage to The Fall of Reach, the series’ first piece of media, which served as a lead-in to Halo: Combat Evolved. Blue Team is even arranged on the cover the same way they are on The Fall of Reach. It’s clearly trying to capture that same nostalgia and quality. And it’s penned by Troy Denning, who previously wrote Last Light, Retribution, Silent Storm, and Oblivion. Denning is by far my favorite current Halo author. And besides maybe Kelly Gay, he’s the only other author to come close to the quality of Eric Nylund‘s Halo books.

But the Janus Key, Didact, and Jul ‘Mdama are clawing at the back of my head.

Despite my great excitement at the prospects of this novel, part of me was afraid they were going to get rid of the Created here so they wouldn’t need to be in Infinite.

Illogical, I know, but it was a fear.

So did Shadows of Reach manage to overcome all of this unfair baggage I’m bringing into it?

Return to Reach

The premise of this story is clearly trying to cater to long-term fans. Another foray to Reach with Blue Team as they go to CASTLE Base to retrieve something of import. This plot summary quickly invited theories as to what it was Doctor Halsey wanted the Spartans to retrieve. The most widely agreed-upon theory seemed to be that Halsey wanted the flash cloned brains left over from when she created Cortana.

All of this was a good way to build hype, drawing off of longstanding lore and getting people theorizing. 343 has always been good about getting people to theorize.

Speaking of theorizing, part of me wants to plug my old theory about how the story would return to Reach in search of a way to stop Cortana (just ignore the parts I got wrong).

So how was Reach as a location to return to? One of the first locations of the series, and one at the center of so many events, featuring in the titular Halo: Reach.

Well… it worked OK.

But I want to talk about what I liked first. The spectacle of traversing a glassed world is cool. Halo 5‘s Meridian environment gave us a taste of this, but since you mostly stuck to the Meridian settlers’ structures, you couldn’t really explore the glasslands themselves that much. Shadows of Reach takes you on a pretty thorough tour of a glassed world’s ravaged landscape (though you may grow tired of the word “lechatelierite“). Seeing Blue Team tackle the terrain getting in their way did a good job of, in a way, setting Reach itself as an adversary to their progress. And the tunnels under the glass are very interesting settings. Part of me regrets we didn’t get any major skirmishes with the Banished in the tunnel system. I can only imagine they’d be pretty hectic and tense.

On paper, returning to an iconic location like Reach is cool. But the Reach we’re on isn’t the Reach we knew. The planet is a giant series of glasslands, and while many locations are revisited, they’re unrecognizable. Blue Team trudges across the Viery Territory and visit their old stomping grounds, but those are buried in glass.

But maybe that’s the point. To be denied the familiar locations we know as a testament to what the Covenant destroyed. The characters’ reflections on this certainly underline this thinking.

Some of the best moments of the book have the Master Chief reflecting on the glassing of his home. The Chief isn’t really materialistic, or overly sentimental, but Reach really was the only thing he had that he could consider a home. And him being intermittently bothered by the fate of his world throughout the book was a refreshing aspect of his character. He wants his world back so much he’s a pretty big cheerleader for the Viery Militia’s efforts, in spite of their annoying incompetence.

Their attachment to their home also offers an interesting contrast between the Master Chief and Linda at one point. Linda, pondering the fate of her world, comes to the realization that a part of her still wants to kill even the “friendly” ex-Covenant races. A completely understandable reaction for anyone to have after the Human-Covenant War. But the Master Chief, confronted with similar reflections, doesn’t even need to catch himself as he remembers the “noble aliens” he’s fought against as he directs his ire to the Banished.

It reminds me of a Master Chief moment from Silent Storm, where the Master Chief leads an assault on the Covenant city of Zhoist. When he and the Spartans kill what he realizes may be civilians, he has to rationalize the actions as OK since the Covenant are trying to eradicate humanity. The fact that the Master Chief even has that thought, despite the alien “other” that the Covenant are, says a lot about him. He’s the same guy who felt a hollowness after his first victory over Insurrectionists during Operation: TALON.

Inside the Helmet

Considering the subtitle of this book, “A Master Chief Story,” it’s probably prudent to tackle how the series’ protagonist is handled in this book. But if you’ve read Denning’s previous Master Chief stories and like what you got, you won’t be disappointed. Silent Storm has some of my favorite Master Chief moments in the series, showing a young Chief dealing with the realities of military politics. But obviously this is thirty-four years later. The Master Chief is older, but Denning still writes him exceedingly well. Though instead of navigating the waters of military hierarchy, the Chief has to deal with his own legend and what that means to those around him.

We’ve seen the Master Chief’s status as a hero post-war through the eyes of others in several pieces of media. Hunt the Truth dealt with it extensively, and in the A Hero Falls trailer we even see a child holding a Master Chief action figure. But until now we haven’t gotten into the Master Chief’s head to see what he thinks of the UNSC‘s view of him. And while it’d be obvious that he wouldn’t be too hot on the idea, it’s interesting that in Shadows he doesn’t really try to fruitlessly play it down. Instead, he tries to use it in a way to benefit people.

One of the novel’s best moments has the Master Chief introducing one of his teammates, Chapov (more on him later), to a member of the militia on Reach. When the woman says “Any friend of the Master Chief’s is a friend of mine,” Chapov tries to awkwardly wave it off and clarify that he isn’t the Chief’s friend. And what does the Chief do? Just claps Chapov on the back and says “Sure we are.”

I really can’t tell you what a big grin I got on my face reading this section of the book. Seeing the Master Chief just being a good guy is always some of the best parts of Halo. I’ve always thought he’s the type of person who makes friends easy when given the chance, and this reiterates why I think that.

Chief and Friends

Spartans are only ever a piece of what makes a good Halo story. The “normal” people that surround and support the Master Chief and the other Spartans are a crucial part of the equation, too, dating back to CE‘s Marines. My favorite book in the series is First Strike (that’ll be relevant later, too), partly because it’s what I consider to be a perfect Halo story. The Master Chief and the Spartans are the necessary heroic element to save the day, but they’re supported by normal soldiers who have their own important parts to play.

While the members of Special Team don’t, as a group, reach the heights of Sergeant Johnson and company from First Strike, they make for an interesting dynamic with the Spartans, particularly Chapov. In terms of story structure, it keeps the Spartans from just being able to bulldoze through everything, since they need to factor in keeping Special Team safe, but they also help to inject new perspectives the Spartans may miss out on. Van Houte, Chapov, and Mukai aren’t idiots, and have plenty to contribute.

Of those three, Chapov is the most important in terms of the overall story, having an entertaining character arc in how he bounces off of the Master Chief. Because he’s in this situation with the hero of the galaxy, he keeps trying to impress him, which seems to work only half the time. The Chief alternates between being impressed by Chapov and annoyed by him. And I was, too, as I read the novel. There were times I wanted Chapov to shut up, only to ultimately enjoy how he proves himself to the Master Chief by helping win the battle for New Mohács. Ultimately it was a shame he died, but he went out like a champ, getting Blue and Special Teams to Menachite Mountain, shooting down several Banshees in his last stand, and being able to get over being intimidated by the Master Chief and give him an order.

Another key element of the novel is the Viery Militia that Blue Team stumble upon. Blue Team’s original mission to Reach isn’t to come in and help them reclaim the planet from the Banished, but boy does the militia go the extra mile to try to drag them into it. It was frustrating to read them dismiss the Master Chief’s advice and advocate for what were obviously foolish strategies. It was very similar to the Master Chief and the Mesrani military debating tactics in Oblivion. One thing I like about Denning’s writing is that in military discussions, the best idea isn’t always the one that wins, but what makes most sense to those in charge. Which is not always optimal.

Overall, I think that’s a very strong point of Denning’s writing. He writes flawed characters. And while saying “write flawed characters” is a truism, Denning writes those better than a lot of authors I’ve read, Halo or not. Less skilled authors will give a character a single flaw and drive that into the ground. In their quest to make a character more realistic, the vehicle they use to try to accomplish that ironically achieves the opposite. But Denning’s characters, while usually having a definable flaw, don’t let that dominate them. And they often have different flaws that arise based on the circumstances they find themselves in. It sounds like an obvious thing to do, but Denning accomplishes it with a lot of ease.

Another thing Denning makes feel extremely natural are the setbacks that the characters experience, either from other people, equipment malfunctioning, or an enemy getting one up on them. Often, such setbacks can feel artificial, a way for the author to draw things out by giving the characters an inconsequential roadblock to overcome. Think of when, forty hours into a video game, it says “the final boss is here,” but to get there you need to go get a key out of chest. It doesn’t add anything to the story, it’s just there to stretch out the time. But because Denning makes such problems occur so often, and in ways that make sense, it feels like part of the story’s natural style rather than something to help extend it. Like it’s part of the story’s natural fabric.

But the heart of a story’s opposition comes from its antagonists.

A Banished Legacy

First appearing in Halo Wars 2, the Banished quickly found popularity in the fanbase, thanks to their awesome art style, their distinctiveness from the Covenant, and a return in prominence to Brutes as an enemy. They were also helped by 343 selling the community on Atriox, a Brute as smart as he is strong, contrasting with the dumb muscle reputation they had as part of the Covenant.

So when the Banished were announced as the primary enemies for Halo Infinite, many in the fanbase were elated. I was certainly excited to see the faction brought into the main series’ spotlight, but I was concerned, as I wrote in the introduction, what that would mean for the Created and the direction of the story going from Halo 5.

But while I was concerned (wrongfully, I’ll freely admit) that Shadows of Reach would basically “off-screen” the Created to set up the Banished as the main antagonists, Shadows actually offers up a proof-of-concept as to how the Banished can be the main antagonists of Infinite while Cortana and the Created are still a part of the equation.

What Shadows of Reach shows is that, while Cortana’s reach is wide, she isn’t everywhere at once. She doesn’t have any reason to keep an eye on Reach until something alerts her. Which plays into a key point of conflict between Blue Team and the Viery Militia, when the latter want to detonate a nuke that will be sure to attract a Guardian. It’s almost comical how the threat of using it basically forces the Spartans to assist in the assault on New Mohács.

But the real draw of the book is the view it offers into how the Banished work. Most of it flows from implications made in Halo Wars 2‘s Phoenix Logs. The Banished is made up of several groups, who operate independently and are liable to come into conflict with each other in order to show each other up and come out on top. The glue that holds the organization together is the legend and cult of personality Atriox has accrued. Even with his extended absence on the Ark, his presence is continually felt, as important members like ‘Gadogai and Escharum continue to profess their loyalty to him.

Ironically, the Banished are similar in this aspect to the Covenant. Despite being a seemingly homogeneous organization, the Covenant’s Ministries were not as synergistic as one may assume. They never shared information, and would often try to one-up each other.

Our PoV in the Banished is Castor and his group, the Keepers of the One Freedom. They’re frequent in Denning’s books, particularly in Last Light and Retribution. It’s an interesting inclusion, since the Keepers are a religious organization, and one of the Banished’s defining traits compared to other ex-Covenant factions is that it’s a secular organization. But it also makes sense since, as Retribution and Silent Storm established, Castor has a past with Atriox, having been in the Bloodstars together. Another example of Atriox being the glue that holds the Banished together.

Castor himself has always been a favorite character of mine, and his actions in this book help reinforce that. He isn’t someone that has a positive character arc. He never becomes a better person. But, since he’s still religious, the way he interprets what happens to him, and how that informs his actions, are always interesting to me. On Gao, confronted with acquiring an Engineer capable of repairing organic life, he lets it go, as he sees it having saved him as a gift from the Forerunners. On Meridian, his forces in tatters, him barely surviving, and stranded on a glassed world, Castor reflects on Veta Lopis saving him, completely misunderstanding her reasoning for doing so.

But despite him not having an accurate view of things, Castor isn’t an idiot. He’s actually pretty smart. And despite the fact that he draws the wrong conclusion as to what the Spartans are on Reach for, his plan to find them makes a lot of sense, and works to weaken his Banished rivals. And his scheming to reach the Ark to start the Great Journey is a great way to give him more agency. While loyal to Atriox, Castor doesn’t let that shackle him, and now on the Ark, he’s in an immensely interesting place right now.

Speaking of him, the big ten-ton gorilla in the room is obviously that Atriox is back in the Milky Way. Which completely re-frames what we thought we knew about Infinite. We had assumed Escharum’s talk about “Atriox’s will” meant that the Banished leader was still on the Ark, where Halo Wars 2 had left him. But, well… he’s back.

I can’t really say what that means for Infinite, but this development was unexpected, and I’m a bit conflicted on it. I’m not someone who thinks things in games should always be handled in games every single time, necessarily. But there are obvious things that should be resolved in games, like the Janus Key and the Absolute Record. And this? Eh…I think it maybe should have been resolved in a game. But frankly, who knows if we were ever going to get a Halo Wars 3. But the sequel being unlikely makes the way Wars 2 ends even more annoying. So while I don’t think Atriox’s return is worth flaying 343 over or anything, I question the merits of the decision. At least the Banished forces on the Ark are, for the most part, still there, fighting the Spirit of Fire.

Speaking of the games, Escharum’s presence in Shadows of Reach should be worth a note, but frankly there’s not a lot to say. Besides the revelation that he’s Atriox’s mentor, Escharum’s appearance doesn’t elucidate much about his character. It’s mostly a cameo, which is fine. But I am excited to see the Brute in Infinite, so I was hoping for a bit more to go off of here.

The last Banished character prominently featured is former Silent Shadow member Inslaan ‘Gadogai. His relationship with Castor is always entertaining, because often it’s difficult to tell if the two like each other or not. ‘Gadogai obviously doesn’t believe in the Forerunners’ divinity, but Castor still clearly respects the Elite. And despite making it clear he’s there to keep an eye on Castor for Escharum and Atriox, ‘Gadogai makes it clear he does respect Castor. And while I do wonder if maybe the Silent Shadow are a bit too hyped up as unstoppable badasses, it made the end scene where ‘Gadogai is forced to join the Keepers all the funnier. Because all it takes to put him in a no-win situation is for some Ferrets to have some good sight lines on him. His defection shows an entertaining self-preservation.

Oh, and the Ferrets! I was not expecting Lopis and the Spartan-IIIs to show up. But as soon as Castor talked about his four human Keepers, three of which call the one woman “Mom,” I swear my eyes came close to popping out of my sockets. Lopis is probably one of my favorite characters, and while Denning often cross-polinates his characters in several books, I didn’t expect them to show up here. Them being undercover in the Keepers/Banished is an immensely interesting story waiting to be told. And in 2015, would you have believed me if I told you that Veta Lopis was going to go to the Ark?

Holy Light

I mentioned before that Shadows of Reach feels, in many ways, evocative of First Strike. But obviously the revelation of the Holy Light, the Forerunner crystal from First Strike, represents a pretty clear continuation of a plot point from literally seventeen years ago that I never thought would be addressed again. 343 seemed, rightly, to want to avoid anything that had to do with First Strike‘s brush with time travel. And considering how much I hate time travel, I wasn’t really heartbroken about that.

But the Forerunner crystal coming back, being given a name, it being revealed as how Atriox could return from the Ark, and that it was in the Forerunner Dreadnought? I’m not exaggerating when I say that it’s one of the biggest “Oh shit” moments I’ve ever experienced in the series. The only other moment that even compares is Cryptum‘s reveal of the Flood‘s Precursor origins. Frankly, showing what happened to the Forerunner Dreadnought would have been big enough. But all the rest of the deep lore wrapped around it makes it look like an N64 and me like that kid in the YouTube video screaming about it.

With the Holy Light actually brought back, the list of plot elements I doubt 343 would ever touch again has been reduced to almost nothing.

What’s in the Box?

The last element of the book I want to talk about is the ultimate goal of the plot: the cryo containers and SWORD Base box in CASTLE Base. Back when the book was first announced, smarter lore people than me remembered Halsey’s flash cloned brains, and the possibility that Halsey would use those as a way to defeat Cortana. And, frankly, it seems pretty clear that’s what the cryo containers are for.

But the new element no one could have predicted (because it didn’t exist yet), was the SWORD Base box that Halsey kept. Is it possible that my theory about using the Forerunner ship under SWORD Base to find Maethrillian was accurate?

No.

But frankly, there isn’t much else it could be, unless the contents of it are a real curve ball. I think the most likely candidate is that the box has something to do with Cortana’s fragment that we see in Halo: Reach. A more off-the-wall possibility, however, could have to do with the missing pages from Halsey’s journal.

The rub of what happened there is that Halsey basically uploaded an AI to Slipspace, it grew extremely powerful, and the result scared the usually unflappable Halsey. Now, I’m sure there are holes in this possibility that smarter lore people could poke holes in. But I don’t know. With the Holy Light coming back, something like this resurfacing doesn’t seem so crazy.

Regardless, the fact that what’s in the box and cryo containers are not revealed does annoy me. It’s the second big negative point I have with the book. If the contents of it are what creates “the weapon” that we see in Infinite, then maybe this will be revealed in the game. And if Infinite had released when it was originally going to, the wait for these answers wouldn’t be that long.

But that’s not where we are. So my annoyance is exacerbated.

No matter how I feel about it, though, that’s just about everything about Shadows of Reach that I have to say.

Except for one more thing…

Sacrifice

Let’s address the elephant in the room, first. Making a short story exclusive to Walmart with no assurance that it’ll be more widely available later is fucking stupid. So far as I can tell, my normal Walmart never got copies. I was lucky enough to get a Walmart copy off of its website.

So please, 343, never do this again. It sucks ass.

But what about the story itself? It’s OK.

Unlike Shadows of Reach itself, Sacrifice isn’t written by Denning. Someone (or someones) at 343 created the story. I wish the author(s) had actually gotten credited.

The story itself is a prequel to Shadows of Reach, showing how the Banished acquired the Holy Light from the Forerunner Dreadnought. Our PoV character is a Brute named Manis, and his number two is Choros, Tartarus‘ nephew and a former attendant to the Prophet of Truth (Tartarus’ family really has no luck). An Elite named Okro ‘Vagaduun, who will be in Infinite, also makes an appearance, making an impression of being pretty badass, if nothing else.

Seeing the Forerunner Dreadnought again is a real treat, as its ultimate fate was never elaborated on once Mendicant Bias‘ exodus from it left it stranded. It really does bring me back to the last time we saw it in Halo 3. And so do the surviving Covenant who survived the… firing of… Installation 08

Wait, what?

I’ll be honest, as eerie as it is for the Banished to run into Covenant survivors, seeing so many survive Installation 08’s firing is a little silly. It was one thing when some Flood survived to give us the cool premise of Awakening the Nightmare (which is also relevant to Sacrifice, as it’s where the Banished found the Dreadnought’s codes). And back then, I was willing to go along with the copout we got about Installation 08 being unfinished, allowing a small number of Flood to survive. But all these Covenant surviving, too, is just too silly to me. At least absent an explanation. Even Grim’s Installation 08 explanation for Awakening the Nightmare was never present in-game. I think it’s long past an in-series explanation, at the very least.

But honestly, the rest of Sacrifice, in spite of not being amazing, is still more than enjoyable. Manis is a lot more of an empathetic Brute than we usually get. You can really feel how sad he is when Choros loses his life. Getting more varied characters is something the Elites have gotten for years. With the Brutes returning to prominence, it’s very welcome that they get more, too.

To Infinite and Beyond

If the game hadn’t been delayed, we’d be playing Halo Infinite by now. And despite how necessary the delay is, finishing Shadows of Reach really made me want to play Infinite. So I think it’s safe to say that the book accomplished its goal in the same way that The Fall of Reach did for Halo 1. Like I said above, the book showing how a Banished conflict can happen with the Created still in the equation gave me more confidence that 343 will finish that storyline the right way. I look forward to seeing if they’ll stick the landing in the Reclaimer Saga‘s final chapter.

Denning, meanwhile, continues to make a case for being the best Halo author in quite a long time. And if he keeps going, he has a chance of toppling Nylund for my personal favorite. And I’m very much looking forward to seeing him continue Veta Lopis and her Ferrets’ story on the Ark. While Shadows of Reach doesn’t reach the heights of Denning’s own phenomenal Silent Storm, I feel pretty confident that this is a solid number two.

Maybe it’s because it’s been so long since we’ve gotten any new contributions to the Halo story. Or maybe it just has to do with my expectations for the series being in flux for a while. But Shadows of Reach certainly reminded me why this universe always occupies some corner of my mind. And I don’t think just any Halo book could have done that.

We’ll just have to wait to see how the series advances with its next installment next year. And if there’s something Halo fans can do, it’s wait.

Everything Wrong with IGN’s “The Complete Halo Saga in 22 Minutes”

So a few days ago, IGN released a video summarizing the entire Halo story in twenty-two minutes. This was probably not an easy video for them to research and put together, as even when you focus only on Halo‘s games, the series’ story is obviously very long, having gone on for nineteen years now.

Still, they got a lot wrong.

As I watched it, some of the small errors they made started catching my attention. But it was some of the larger errors they made in their video that really irked me, and ultimately motivated me to write this critique of their video.

I realize I’m Cinema Sins-ing this, and a lot of these points are nitpicks. But I do think the amount of them, as well as the presence of several large errors, justify voicing these criticisms.

This is not meant to be part of any sort of anti-IGN or whatever bandwagon. And I’m not trying to angry nerd this and rage about minute details that the video got wrong (of course I probably am some angry nerd). This is just meant to critique the errors present in the video itself.

If you want to follow along, here’s the video. I’ve put time stamps next to the sections I’ll be criticizing.

And please, let me know if I got anything wrong, too.

Before the Games

“While retreating from the Flood, humanity encountered a planet occupied by Forerunners…”

0:22

This makes it sound like ancient humanity only encountered the Forerunners during their war with the Flood. Ancient humanity and the Forerunners had a long history with each other by this point. Friction already existed between the races before the Flood arrived.

“Led by a dude called the Didact and his wife the Librarian.”

0:26

The video is obviously trying to keep things simple, and this isn’t exactly wrong, but it isn’t right. The Didact was the military leader of the Forerunners during their war with humanity, but the Librarian didn’t have as much political clout until the war with the Flood, and the Lifeworkers’ role became more necessary to preserve life. The Forerunner Ecumene was led by the Ecumene Council.

“…seeding an obscure planet called Earth…”

0:54

The phrasing of this makes it sound like humanity didn’t originate from Earth. While it is debatable in the Halo story if Earth is where humanity did originate, it was still definitely a planet in ancient humanity’s empire before their defeat at the hands of the Forerunners.

“He gets outvoted, though.”

1:11

I realize they’re trying to simplify this while also omitting unnecessary details that don’t have to do with the overall story, but this really undermines what happened. The Didact and the Warrior-Servants lost a political struggle with the Master Builder and the Builder rate, causing the Didact to be exiled. Yes, a lot of this detail isn’t necessary, but there has to be a better way to quickly summarize this.

“The Didact goes rogue when he’s ordered to dismantle the Shield Worlds, steals the Composer, and heads to Earth, intending to Compose all the remaining humans to swell the ranks of his robot army.”

1:26

This is the first thing that’s worringly wrong. The Shield Worlds, despite being initially shafted in favor of the first Halo Array of twelve Rings, were still kept around. In fact, their purpose was eventually refitted to preserve life in the galaxy if the Halo Array was fired. This was eventually abandoned as the Flood learned the location of all the Shield Worlds from Mendicant Bias. But they were never ordered to be dismantled.

Also, the Didact never went to Earth to Compose humanity. He Composed the humans that were being kept on Omega Halo, one of the last Rings of the original twelve. Granted, this was most of the remaining humans that the Librarian had collected, but the rest of them were on the Ark by this point. There were none on Earth. Granted, the Didact eventually planned on wiping out humanity anyway, but he planned to do that after his defeat of the Flood.

“The Forerunners foil the plan with the help of the Librarian…”

1:38

The Librarian is the only person who’s involved with stopping the Didact.

“Not sure why you’d bury Hitler with an army of loyal Nazi soldiers right next to him should he ever awaken, but OK.”

1:50

I’m gonna kill a joke here, but the Librarian intended for the Didact’s insanity to be healed by connecting to the Domain while in his Cryptum. Once healed, she wanted him to lead humanity as the successors to the Forerunners, hence leaving the Prometheans with him. The Prometheans also served to guard Requiem against anyone who’d prematurely awaken the Didact.

“Meanwhile the Flood continues to evolve and grow more intelligent, and the Forerunners build an AI named Mendicant Bias.”

1:55

Again, something they’re trying to keep simple. But the phrasing makes it sound like Mendicant isn’t created until after the Didact is imprisoned. Mendicant was made a long time before the Flood’s second outbreak, and the Didact was involved in his creation.

“MB immediately decides to test the Halo Array by wiping out all life on one random planet…”

2:03

I literally have no idea what they’re referring to here. Mendicant has only used a Halo twice. The first time was a test firing on an empty planet, which was approved by the Forerunners. The second one, which I think this comment is partially conflating, is when he fired Installation 07, Zeta Halo, at the Forerunner Capital, Maethrillian. This was long after Mendicant had defected from the Forerunners.

“…a Flood Gravemind…reaches out telepathically, or technopathically, to Mendicant, and convinces it to turn evil.”

2:10

This really isn’t an egregious line in and of itself, but it comes right after the previous one about Mendicant Bias. It makes it seem like he didn’t defect to the Flood until he had already used a Halo on a planet (which didn’t happen in the first place). It’s mucking up the order of events in a really big way.

“You know, like Noah’s Ark, although how Forerunners named their thing after something from our Bible long before the Bible was ever written, I don’t know, but OK.”

2:42

Killing a second joke, sorry. There are two reasons given for why Forerunner items are seemingly named after things from our own contemporary religions, mythologies, and histories. One reason is that some are simply appropriate, liberal translations. The other is that some exist as Forerunner terms and exist in our language because of geas.

“The Ark constructs seven Halos dubbed the ‘Final Array.'”

2:48

This has never been a name for the second Array of seven Halos.

There’s only one set of formal names that exists to delineate between the two Halo Arrays: the original twelve Halo Rings are called the Senescent Array, and the second Array of seven Rings are called the Neoteric Array. I’m not going to hold it against IGN for not knowing these names. They’ve never been mentioned in any Halo media, only as behind-the-scenes information from 343 Industries.

“…then teleport clones of each species back to suitable planets to begin again.”

2:53

This is just straight-up wrong. The Forerunners did not clone the species they reintroduced to the galaxy. They brought populations of each species to the Ark before the Halos’ firing, then brought them back afterward.

“…first contact would be with a race comprised of many races…”

3:49

Just a weird way to describe the Covenant.

Halo Wars

“It turns out they targeted that particular planet [Harvest] because they lust for powerful Forerunner technology and artifacts…”

4:23

While there were Forerunner artifacts on Harvest, the Covenant did not target Harvest specifically because of this. They didn’t really target Harvest at all. This was simply the first human world that the Covenant found.

“It’s a map leading to the locations of dozens of other also powerful Forerunner artifacts. The Covenant starts sweeping through the galaxy seeking these, wiping out any humans who happen to be on planets that they want to dig up.”

4:30

This is not what happens after the Covenant discover the Relic. So far as we’re told, all it did was point toward the Forerunner ruins on Arcadia.

“…Professor Ellen Anders is kidnapped by the Covenant and forced to activate a Forerunner dreadnought.”

4:49

A fleet of dreadnoughts, actually.

“That’s because Forerunner tech, which they swiped from the Precursors is designed so the humans can activate it but Covenant can’t, since humans were the ones the Precursors had intended to take over the Mantle of Responsibility. That’s why you’ll often hear humans referred to as Reclaimers in the series. They’re the ones who are supposed to reclaim the Mantle.”

4:53

One of the most egregious errors in the video, and at which point I knew I was gonna write this. The Forerunners didn’t take Precursor tech, except in specific incidents (like Abaddon). Precursor tech is inactive, and can’t be used by a non-Precursor. Forerunner tech is its own thing, though they were starting to skirt the same capabilities of the Precursors, as the Composer operated on at least some foundation of neural physics, the key idea behind Precursor tech.

Humans are the only ones who can activate certain Forerunner technology because the Librarian and the Forerunners at the end of the Flood War wanted humanity to succeed them and take the Mantle of Responsibility, as the Forerunners felt they had misused the Mantle and that humans were the rightful inheritors all along.

“The humans discover Flood infesting the world, so they detonate their own Slipspace drive to destroy the planet. This decimates the Covenant and prevents them from activating the Shield World, which would have wiped out humanity.”

5:14

This is one of those things that doesn’t sound that wrong, but the details are so off it’s almost a complete error. The Flood really aren’t much of a factor in the Spirit of Fire‘s decision to sacrifice their Slipspace drive. It’s almost entirely to deny the Covenant the use of their fleet of Forerunner dreadnoughts. Which is what threatened humanity, not the Shield World. The Shield World didn’t even need to be activated. It was just the ships.

“Most of humanity remains unaware of the Flood until a little later during the events of Halo: Reach.”

5:30

This…is kind of right in a way? I feel like IGN wrote this to mean the Flood didn’t emerge again until the events of “modern” Halo, but saying it occurs during Reach is just so off it’s wrong.

Halo: Reach

“…the galactic civil war has advanced to pace, and now there’s a Spartan-III Program.”

5:38

I realize the opening of Reach has them addressing the Insurrection, but the Spartan-IIIs were not made to deal with humans like the IIs. Spartan-IIIs were created solely for the Covenant War.

“…and [IIIs] aren’t created by kidnapping kids. Nice.”

5:43

Completely glosses over the fact that Spartan-IIIs are recruited from orphan refugees of worlds the Covenant have glassed. A different moral quagmire.

“…Jun, escorts Cortana and the doctor safely off-planet.”

6:10

Jun isn’t part of Cortana’s escort at all. And he escorts Doctor Halsey to CASTLE Base on Reach. Or at least he’s supposed to. We don’t know if he ever actually makes it to CASTLE Base, but we know Halsey does.

Halo: Combat Evolved

“Fleeing the Covenant on Reach, the Pillar of Autumn makes a blind jump…”

6:22

I can see why they’d simplify this for the video, but considering they went to the effort to be specific about Noble Team escorting Cortana’s fragment, I’m gonna clarify it anyway. Cortana’s jump was only thought to be blind. In reality, she used coordinates from the Forerunner artifact under Sword Base on Reach, along with another Forerunner discovery the Master Chief had made during a previous battle on Sigma Octanus IV, to find coordinates. Curious, she uses these as a sort-of-but-not-really-random jump, leading to Installation 04, Alpha Halo.

“Cortana leads Master Chief to the Halo’s Control Room, where he uses the consoles there to try to locate Captain Keyes.”

6:44

The Master Chief was ordered to secure Halo’s Control Room and keep it from the Covenant by Captain Keyes. IGN is conflating that with the fact that after securing it, the Master Chief needs to locate the Captain. But the Control Room plays no role in finding him.

“Right before pulling the rip chord on the Halo, Cortana discovers its true power.”

7:18

Cortana knew this before the Master Chief and Guilty Spark arrived in the Control Room.

Halo 2

“…ultimately forcing the Covenant flagship… to flee by going into Slipspace right on top of the city of New Mombasa, leveling it.”

8:01

While the Slipspace jump causes damage, the city is still intact. This is seen in Halo 3: ODST.

“It turns out the Prophet of Regret intends to activate the Ring to wipe humans off of Earth.”

8:21

He intends to activate it to complete the Covenant’s Great Journey, not specifically to kill the humans on Earth. This is a bit of an awkward phrasing.

“…High Charity… and starts to blast the Halo with plasma cannons.”

8:33

It’s a Covenant ship that does this, not High Charity.

“When a member of the Covenant is disgraced, they are sometimes given the title of ‘Arbiter’…”

8:40

Only Elites become Arbiters.

“That wraps up that mission, so the Arbiter returns to High Charity, only to find that the political climate has changed dramatically since the Prophet of Regret got punched to death.”

9:19

This implies that the events of the Arbiter’s mission to the Threshold mining facility occur right before the Changing of the Guard. In reality, the two events are almost two weeks apart. The Arbiter kills the Heretic Leader the same day that Regret’s fleet invades Earth.

“He heads to the Library where the key resides and captures Captain Keyes to boot.”

9:42

Miranda is a Commander.

“The Gravemind teleports our bad boys right to the Halo Control Room…”

10:19

Only the Arbiter is sent to the Control Room. The Master Chief was sent to High Charity.

“He leaves Cortana behind with explicit orders to detonate the In Amber Clad…”

11:07

Cortana is the one who comes up with this plan and insists on staying. The Master Chief never orders her to.

Halo 3

“Well, they find out that the Prophet of Truth returned to Earth in order to find a Portal to the Lesser Ark that the Forerunners placed under New Mombasa.”

11:40

Alright, this one is definitely a nitpick. But the Master Chief and the UNSC don’t figure out that the Forerunner device under New Mombasa is a Portal until Truth activates it. Right before that, they theorize that it’s actually the Ark itself.

“The UNSC fleet plus 343 Guilty Spark… all head through the Slipspace Portal…”

12:03

The Forward Unto Dawn is the only UNSC ship that goes with the Elites through the Ark. The game makes it a point that Lord Hood wants to keep the UNSC ships at Earth to defend it.

“…and arrive at Installation 00 with the Flood hot on their heels…”

12:09

Another nitpick. This isn’t technically wrong, but it makes it sound like the Flood are literally right behind the Elites and the Forward Unto Dawn. The Flood-infested High Charity doesn’t arrive for a while, and it’s a surprise when it does.

“As predicted, the Ring wipes out the Flood…”

13:31

Yet another nitpick. While Installation 08 does wipe out the majority of the Flood – including the Gravemind – because it’s an incomplete Ring, not all of the Flood are killed. As revealed in Halo Wars 2‘s expansion Awakening the Nightmare, some Flood managed to survive. The Ark’s Monitor, 000 Tragic Solitude, however, should have easily been able to extinguish what remained. But after containing High Charity in a hard light dome, he neglected his duties, leaving the Parasite until Voridus releases it during AtN.

“As the FUD disappears through a Slipstream Portal, the Portal closes, cutting the ship in half…”

13:39

This is technically inaccurate, but I actually won’t blame IGN for this, because a lot of fans don’t actually get this right, either. The Forward Unto Dawn makes it into the Portal in its entirety. It’s during the transit through Slipspace that the split happens. Because if the Portal closing split it in half, the Chief would still be at the Ark, killed by Installation 08’s firing. Even ignoring that, Requiem is so far from the galactic rim that the Dawn‘s rear section would never drift there naturally within the four and a half years between Halo 3 and Halo 4.

To elaborate on this, it’s likely that Mendicant Bias is the one who sent the Master Chief to Requiem. I’m not blaming IGN for not including this. Just wanted to mention it.

Halo 4

“Two years later, Halo 4 kicks off…”

13:50

The number of years is completely off. The Master Chief enters cryosleep in December 2552, and the epilogue of the game at the Voi Memorial takes place in March 2553. Going by either of these points, Halo 4 is at least four and a half years later than Halo 3.

“John and Cortana soon find discover that the Forward Unto Dawn has drifted into Covenant space.”

14:01

Another one of those things that’s wrong, but also kinda isn’t. Requiem isn’t in Covenant space. Jul ‘Mdama’s Covenant are simply waiting outside of it and trying to open the Shield World.

“A Covenant faction calling themselves the remnants…”

14:10

Jul’s Covenant have never called themselves that. It’s a fan term to differentiate them from the original Covenant Empire. 343 Industries have specifically only ever called them the Covenant, because Jul is trying to fashion the faction as the legitimate successor to the old Covenant. However, this makes it difficult when discussing the faction, as you need a unique name to really differentiate it. For the simplicity’s sake, I’m going to call it the New Covenant from now on (a term 343 has used occasionally in certain media).

“…AIs undergo an aging process called Rampancy. They don’t age and die, but they eventually become corrupted and essentially go crazy.”

14:33

This is incorrect. While AI do go crazy, they do die from Rampancy. It’s said they essentially “think themselves to death.”

“…Master Chief is finally reunited with his original squad, Blue Team, and they’re sent on a mission to discover the origins of the Composer…”

17:10

This is not why Blue Team is sent to Gamma Halo in The Next 72 Hours arc of Escalation. They’re sent to investigate because the science teams there have been attacked by what seems to be Prometheans.

“…and guess who’s there, turning the crank and pumping out Composers?”

17:25

The Didact isn’t making more Composers. He’s using the facility to create more Prometheans.

“Chief kills him again, for real this time…”

17:31

The Didact is Composed, not dead. The Master Chief says at the conclusion of the arc that the Didact is “contained.” 343 have also said several times that he isn’t fully dead.

Halo 5: Guardians

Halo 5: Guardians starts…”

17:39

I understand feeling you can completely skip Spartan Ops when you’re summarizing the series’ story, but the video later talks about how Jul kidnapped Halsey. I feel like IGN needs to include at least that bit from Spartan Ops in their summary.

“…and Covenant attacks have only gotten worse since the Prometheans have rejoined the fight.”

17:42

This comment seems to imply that the Prometheans are still with the New Covenant during Halo 5, despite them abandoning the faction before the start of the game. This comment would be accurate if they had included the events of Spartan Ops or Escalation.

“…Fireteam Osiris… are sent to kill Jul ‘Mdama…”

17:49

Osiris are sent to rescue Doctor Halsey, not to kill Jul. Killing Jul is only something they’re ordered to do if they get a chance.

“…Doctor Halsey, who fled to avoid the outcome of her trial…”

17:55

One of the most incorrect statements in the video. Halsey was never given a trial. She was held by ONI, which allowed the public to believe she had died during the Fall of Reach. Halsey ended up with Jul because Jul kidnapped her during the events of Spartan Ops after Halsey worked with him to unveil the Librarian’s secrets on Requiem. She was shot by Palmer, and from that point worked with Jul to secure the Absolute Record on her own, intending to betray Jul at the end. When the trip to the Absolute Record ended in failure for everyone, Halsey eventually contacted the UNSC to rescue her after she discovered Cortana’s involvement with the Guardians.

“…Osiris also witness… Covenant seemingly losing control of their Promethean Forerunner foot soldiers.”

18:07

Again, they knew this before Halo 5 started.

“…and doing what his Rampant AI girlfriend tells him to, Master Chief goes rogue, this time taking Blue Team with him…”

18:25

Killing another joke, but it’s reductionist to say that the Master Chief went just because Cortana told him to. He knew from his vision and from what the Infinity told him that there was something to what Cortana said to him. Unwilling to be left out of looking into it, he decided to go AWOL to go to Meridian himself. Blue Team also agree to go along. The Chief doesn’t force them.

“The first Guardian emerges on Genesis…”

18:55

I don’t know where they got this from. No Guardians originated on Genesis. Cortana called them to Genesis from various planets around the galaxy, such as Meridian, Oban, Conrad’s Point, and later Sanghelios.

“She [Cortana] claims the Forerunners have cured her Rampancy…”

19:02

An odd way to say this. It’s the Domain that “cured” her Rampancy.

“Fireteam Osiris travels to Sanghelios, a Covenant homeworld…”

19:15

An odd way to phrase this. Sanghelios is the homeworld of the Elites.

“…Locke explains that Cortana is attempting to usurp the Mantle of Responsibility for herself.”

19:45

The Master Chief and Blue Team already know this by the time Fireteam Osiris finds them.

“…but one AI… Roland, remains loyal…”

20:05

The last nitpick. Roland is the only AI in the games (bar Isabel) we see remain loyal, but the AI Black-Box also stays loyal to humanity.

“… Blue Team and Fireteam Osiris meeting up again on Sanghelios…”

20:00

Phrasing of this is off, too. Blue Team and Osiris escaped Genesis together. They didn’t meet each other on Sanghelios.

Halo Wars 2

“… the events of Halo Wars 2 come a little later in 2859.”

20:30

2559.

“An aggressive Covenant faction called the Banished…”

20:47

Technically inaccurate. The Banished are an ex-Covenant faction. Kind of important that they left the Covenant.

“… Installation 09 will inevitably teleport back to known space once it’s complete. So the humans decide to hitch a ride…”

21:02

The plan that Professor Anders comes up with is actually to send an SOS signal with the Ring, not to use Installation 09 to get the Spirit of Fire back home itself.

“Anders is left behind, some of the Spirit of Fire‘s crew, but most are able to evacuate onto the Ring in time.”

21:14

Wrong on about every level. Anders is left behind, but she’s left behind on Installation 09 while every other soldier from the Spirit of Fire is able to evacuate from it. Anders is the only one on the Ring when it leaves. The rest of the Spirit of Fire‘s forces are still on the Ark, engaging in battle with the Banished.

Acknowledgments

Images courtesy of Halopedia.

Thanks to The Eld for clarifying some information for this.

Acually Light and Faber on the r/Halo Discord pointed out an error I made regarding ancient humanity’s strength during their war with the Forerunners.

HiddenXperia clarified questions regarding the strength of ancient humanity during their war with the Forerunners.

Erratum

July 30, 2020

In the 0:22 section, the line “Ancient humanity and the Forerunners had a long history with each other by this point, as while the Forerunners claimed to be the most advanced species in the galaxy, ancient humans were their equals, potentially even more advanced.” was changed to “Ancient humanity and the Forerunners had a long history with each other by this point.” Incorrect information regarding the strength of ancient humanity was removed.

Acknowledgments were added to recognize the Discord users who pointed out the error, as well as one for HiddenXperia clarifying information.

Yu-Gi-Oh! Haul 5-5-2020

Another trip during quarantine, another purchase of some Yu-Gi-Oh! cards. I decided not to get anything too fancy this time, since I had to spend money on other supplies this trip. So I just picked up another pack each of Ignition Assault and Secret Slayers. Not the most exciting thing, but it’s nice to just buy a couple booster packs.

I’m not expecting too much out of this. The law of diminishing returns means I’m less likely to get unique cards out of booster packs I keep buying. But last time I got Lightning Storm, which is worth $120, so maybe I’ll get lucky again.

Secret Slayers

I’m still hoping to get Solemn Judgment, and if I’m EXTREMELY lucky, Eldlich the Golden Lord. Which is so short-printed and in demand that I’d have to be crazy to expect to get it. But hey, I got Lightning Storm last time, so it depends on whether you think luck is a renewable resource or not.

During each of your End Phases, destroy this card unless you send 1 “Iron Core of Koa’ki Meiru” from your hand to the GY or reveal 1 Rock monster in your hand. When your opponent would Summon a monster(s) (Quick Effect): You can Tribute this card; negate the Summon, and if you do, destroy that monster(s).

Koa’ki Meiru Overload

Another Koa’ki Meiru card. I’m not too crazy about the art on this one. It doesn’t seem to have anything that jumps out to me.

As for its effect, the ability to Tribute it to negate a Summon seems very useful. Like I said when I talked about Solemn Judgment last time, the ability to block a key joint in your opponent’s strategy can be incredibly useful. Overload is less flexible than Judgment, but considering how many combos rely on Monsters, this should still be a good card.

Your opponent cannot target face-up Plant monsters for attacks, except this one. If this card in your possession is sent to your GY by your opponent’s card: You can Special Summon 1 Plant monster from your Deck, except “Chirubimé, Princess of Autumn Leaves”.

Chirubimé, Princess of Autumn Leaves

I’ve mentioned before that plant stuff isn’t really my favorite aesthetic, and that isn’t really any different with this card. Objectively, it looks fine. But it just doesn’t jive with me.

Still, it seems like a good “lightning rod” card for a Plant deck. Its ATK is much lower than its DEF, but it’s high enough that it has a chance to survive long enough to change its position.

If this card is Special Summoned by the effect of an “Adamancipator” card: You can place 1 Rock monster from your hand or GY on top of the Deck. If this card is in your GY: You can target 1 WIND Synchro Monster you control or in your GY; return it to the Extra Deck, and if you do, place this card on top of the Deck. You can only use each effect of “Adamancipator Crystal – Raptite” once per turn.

Adamancipator Crystal – Raptite

This is the first Adamancipator card I’ve gotten from Secret Slayers, and apparently it’s an incredibly powerful archetype in the meta right now (Cimoooooooo christened it number two in his appraisal of the current meta).

This card’s purpose is to get cards back from your Graveyard and to the top of your deck, or a WIND Synchro Monster back to your Extra Deck. It seems useful for combos, though I admit to being ignorant of how it’s actual used.

You can target 1 face-up monster on the field; discard 1 card, and if you do, increase that target’s Level by 1. You can target 1 face-up monster on the field; monsters you control cannot attack for the rest of this turn, except Zombie monsters, also send 1 Zombie monster from your Deck to the GY, and if you do, increase that target’s Level by 1. You can only use each effect of “Uni-Zombie” once per turn.

Uni-Zombie

This card seemed familiar, but when I saw it was a Tuner, I got confused, as outside of my brief return in 2010, Tuners weren’t part of the game back when I played. Turns out, I was thinking of the card it was based on, Three-Legged Zombies. Funny enough, that card was only available as a McDonald’s promotional card a long time ago (though it seems to be part of a collection called Legendary Collection 3: Yugi’s World Mega Pack). I don’t know if I had it, but I certainly remember it, at least.

The design itself, of two zombies propping each other up since both are missing their central legs, is pretty funny. Seeing them singing is also pretty humorous, and plays into them trying to get into unison (aka the “Uni” part of their name). I’m assuming it may also be a joke regarding it being a Tuner.

Its effect to change a card’s Level seems pretty helpful, and fits with it being a Tuner. Though it seems to mostly be useful in a Zombie deck.

If only your opponent controls a monster: You can Special Summon this card from your hand. During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can Special Summon 1 excavated Level 4 or lower non-Tuner Rock monster, also place the rest on the bottom of your Deck in any order. You can only use each effect of “Adamancipator Analyzer” once per turn.

Adamancipator Analyzer

Another Adamancipator card, and the Secret Rare in the pack.

I like the art style of this one a lot, of a professor or some sort of archaeologist in an older time, or some sort of fantasy world. Its aesthetics remind me of some Tales games I’ve played before.

Its ability to excavate the top five cards of your deck (basically fourteen percent of a forty-card deck after the first turn) seems very useful to get cards you’ll need. And it being a Tuner also makes it more versatile.

Ignition Assault

Like I said last time, there aren’t any cards I’m looking for particularly in this set anymore, but it’d be nice to get some more that I’m missing. This is where I got the $120 card last time, so this’ll either be great or terrible.

If only your opponent controls a monster: You can Special Summon this card from your hand. Your opponent cannot target other “Ancient Warriors” monsters you control with card effects. If your opponent controls more monsters than you do: You can target 1 monster your opponent controls; destroy it. You can only use this effect of “Ancient Warriors – Loyal Guan Yun” once per turn.

Ancient Warriors – Loyal Guan Yun

Another Ancient Warriors card to add to the ones I’ve already gotten, and the Super Rare of the pack. Nothing wrong with this one’s art specifically, but it doesn’t seem to stand out as much compared to some of its contemporaries.

Its effect, however, is pretty good. It can be Special Summoned if you have no Monsters but your opponent does, similar to The Fiend Megacyber. And it can destroy a card when your opponent outnumbers you. I could see this being the linchpin in an Ancient Warriors deck.

During damage calculation, if your monster battles an opponent’s monster: Your battling monster’s ATK becomes that opponent’s monster’s ATK, during that damage calculation only, also, the controller of any monster destroyed by that battle takes damage equal to its original ATK, at the end of the Damage Step. If your “@Ignister” monster would be destroyed by battle, you can banish this card from your GY instead. You can only activate 1 “TA.I. Strike” per turn.

TA.I. Strike

I’m pretty sure the A.I. character in the card’s art is from the VRAINS anime, but I haven’t seen it, so I don’t know. I do like the design of it, though. I also love cartoonishly large hammers.

The effect of this seems interesting, as you can destroy both your opponent’s Monster and your own, the trade-off being that damage is inflicted as the value of the Monsters’ ATKs. It seems like a play to only make if you’re in the lead. Its support for @Ignisters makes it a bit more versatile, too.

Target 1 “Dragonmaid” monster you control; Special Summon 1 “Dragonmaid” monster with a different name from your hand, in Defense Position, and if you do, return that targeted monster to the hand. The Special Summoned monster cannot be destroyed by battle or card effects until the end of the next turn. You can only activate 1 “Dragonmaid Send-Off” per turn.

Dragonmaid Send-Off

This is the first Dragonmaid card I’ve gotten. It’s an archetype I’m pretty keen on, even if it is just lifted from Miss Kobayashi’s Dragon Maid. Though it makes sense that this is the first one I’ve gotten, since the set was introduced in Mystic Fighters.

This seems like a good way to trade out one Dragonmaid card with another in your hand. And it being a Quick-Play Spell Card means it can get a key card out of a pinch.

During your opponent’s Battle Phase (Quick Effect): You can tribute this card; the next battle damage you take from an opponent’s monster’s attack this turn is inflicted to your opponent instead. If a face-up Xyz Monster you control leaves the field by card effect, while this card is in your GY (except during the Damage Step): You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of “Time Thief Chronocorder” once per turn.

Time Thief Chronocorder

You can only control 1 “Double-Edged Sword”. The equipped monster gains 2000 ATK, also both players take any battle damage from attacks involving the equipped monster. If you take 2000 or more battle damage: Send this card to the GY.

Double-Edged Sword

You can Ritual Summon this card with a “Megalith” card. If this card is Ritual Summoned: You can add 1 “Megalith” Spell/Trap from your Deck to your hand. During your Main Phase: You can activate this effect; Ritual Summon 1 Ritual Monster from your hand, by Tributing monsters from your hand or field, including this card on your field, whose total Levels equal or exceed the Level of the Ritual Monster. You can only use this effect of “Megalith Hagith” once per turn.

Megalith Hagith

You can target 1 Level 4 or lower monster you control; its Level becomes double its original Level until the end of this turn (even if this card leaves the field). You can only use this effect of “Megalith Promotion” once per turn.

Megalith Promotion

This card must attack, if able. If this card is targeted for an attack: Change the battle position of this card. If this card is in your hand: You can target 1 “Karakuri” monster you control; change its battle position, and if you do, Special Summon this card as a Tuner, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except EARTH Machine monsters. You can only use this effect of “Karakuri Bonze mdl 9763 “Kunamzan” once per turn.

Karakuri Bonze mdl 9763 “Kunamzan”

The rest of the cards in this pack are just 1st Editions for cards I already have. Not useless from a collector’s perspective, but not very exciting.

I also got a duplicate of Bellcat Fighter in the pack.

The Rub

I’m a little surprised that I haven’t gotten a duplicate from Secret Slayers yet. But ignoring how long my luck will hold out on it, it was nice to get Uni-Zombie and the two Adamancipator cards. And getting a Dragonmaid card and another one of the Ancient Warriors means that the Ignition Assault was fairly OK, too.

Nowhere near as exciting as previous hauls, but, hey, they can’t all be thrillers.

Yu-Gi-Oh! Haul – April 24, 2020

My third trip to Walmart during quarantine comes not long after the second release of product during that time. I picked up the new structure deck, Mechanized Madness, my first since getting back into the series. Obviously this kind of takes away some of the fun of this blog post, as there’s no chance involved in what I’ll get. Regardless, I’m not planning on cutting corners, so you’ll see highlights and my thoughts on the structure deck at the end.

I also picked up a second pack of Secret Slayers, as well as a first edition pack of Ignition Assault.

Going into Secret Slayers, I’m still hoping for a Solemn Judgment or an Eldlich the Golden Lord. The latter is an extreme long shot due to it being short printed (and worth over $100 on TCG Player). As for Ignition Assault, I’m not looking for anything specifically, but I got surprised last time when I pulled Light Dragon @Ignister, so maybe I’ll find something to appreciate.

Ignition Assault

Wherever there are shadows, you’ll find the “C” Squad! Their hidden flying abilities let them confront the giants on equal terms!

Shiny Black “C” Squadder

I’m pretty sure this is the only Normal Monster in the entire Ignition Assault set. Normal Monsters are pretty much irrelevant in the game anymore. Look at this one. It’s only seemingly viable because it’s a Level 4 monster with 2,000 ATK. That would have been unthinkable back when I played the game. The most you could get from a Level 4 monster back then was 1,900, outside some Effect Monsters with built-in drawbacks to offset their high ATK.

Yet even with the low Level and high ATK, this is not a good card. Effect Monsters are just that important in the game. Which, frankly, was the case even back when I used to play. Why play a monster with no effect? And coming back now after ten years of power creep, it’s even more pronounced. Even certain “viable” Normal Monsters nowadays, like Dark Magician, Red Eyes B. Dragon, or Blue-Eyes White Dragon, are only viable because they have support cards in Spell, Trap, and Effect Monster cards. Often they’re just the stepping stones to better Effect Monsters.

Moving onto the card itself, its artwork is cool. It looks like a Super Sentai character (think Power Rangers). I wonder what the other cards in its archetype are like. Maybe there’s something to make it slightly more viable.

If you control an “@Ignister” monster: You can Special Summon this card from your hand. You can Tribute 1 other Cyberse monster; add 1 Level 5 or higher “@Ignister” monster from your Deck to your hand, and if you do, this card becomes Level 4 until the end of this turn. Then, if you Tributed a Link Monster to activate this effect, you can add 1 “A.I.’s Ritual” from your Deck to your hand. You can only use each effect of “Hiyari @Ignister” once per turn.

Hiyari @Ignister

Another @Ignister monster. This is the second one that looks like some weird little blob of a monster. Seems to be the theme for the smaller monsters in the archetype. It seems to have good search power, and its ability to change its Level also makes it viable as a Synchro or Xyz resource.

If you control no face-up cards: Activate 1 of these effects;

• Destroy all Attack Position monsters your opponent controls.

• Destroy all Spells and Traps your opponent controls.

You can only activate 1 “Lightning Storm” per turn.

Lightning Storm

Uh.

Holy shit.

This card is worth over $120.

I wanted to say this is undoubtedly the most valuable card I’ve gotten since I got back into Yu-Gi-Oh!, but I’d be surprised if it wasn’t the most valuable card I’ve ever gotten, full stop, even taking my old cards into account.

I feel like I’ve used up all my luck.

As for the card itself, it seems pretty powerful. I’ve seem some YouTubers use this card, so I think its value is partially reflected by its current usefulness.

If you control no monsters, you can Normal Summon this card without Tributing. If this card is Normal or Special Summoned: You can target 1 Level 8 or lower Machine monster in your GY; Special Summon it in Defense Position, and if you do, its Level becomes 9, also negate its effects. You can only use this effect of “Arcjet Lightcraft” once per turn. You cannot Special Summon monsters from the Extra Deck, except Machine Xyz Monsters.

Arcjet Lightcraft

The Rare in the pack (if that even matters after the last card). Its Level seems ridiculously high, but its ability to resurrect a Level 8 monster seems very useful. While it negates the resurrected monster’s effects, and makes it so you can’t summon non-Xyz Machines from the Extra Deck, that exception makes me think it serves a very specific function. I’m not knowledgeable enough to know of appropriate Level 9 cards, but they’re surely out there.

If this card is in your hand: You can target 1 Synchro Monster you control or is in your GY; banish it, and if you do, Special Summon this card. If this card is in your GY: You can target 1 Synchro Monster you control or in your GY; banish it, and if you do, add this card to your hand. You can only use each effect of “Obsessive Uvualoop” once per turn.

Obsessive Uvualoop

Got two of this one in the Ignition Assault box I got last time, but hey. This one’s first edition.

The first time each Ritual Summoned monster would be destroyed by battle each turn, it is not destroyed. If a “Megalith” monster is Special Summoned (except during the Damage Step): You can target 1 Ritual Monster in your GY; add it to your hand. You can only use this effect of “Megalith Portal” once per turn.

Megalith Portal

You can Ritual Summon this card with a “Megalith” card. You can discard this card; Ritual Summon 1 “Megalith” Ritual Monster from your hand, by Tributing monsters from your hand or field whose total Levels equal or exceed its Level. If this card is Ritual Summoned: You can target cards your opponent controls, up to the number of Ritual Monsters with different names in your GY; destroy them. You can only use each effect of “Megalith Bethor” once per turn.

Megalith Bethor

The last two in the pack follow a similar theme, where while I got them last time, these ones are first edition. Solely from a collectible perspective, that makes them, well… not completely useless.

Secret Slayers

When your opponent activates a monster effect that targets a monster(s) you control, while you control a “Rikka” monster (Quick Effect): You can Tribute this card from your hand or face-up field; negate that effect. If this card is in your GY: You can Tribute 1 Plant monster; Special Summon this card in Defense Position, but banish it when it leaves the field. You can only use each effect of “Hellebore the Rikka Fairy” once per turn.

Hellebore the Rikka Fairy

Cute anime girl on the card, so I like it. Its relatively high ATK and its resurrection ability mean that it’s probably a very good card if you run a Plant or Rikka deck.

During each of your End Phases, destroy this card unless you send 1 “Iron Core of Koa’ki Meiru” from your hand to the GY or reveal 1 Rock monster in your hand. When your opponent activates a Spell Card (Quick Effect): You can Tribute this card; negate the activation, and if you do, destroy that card.

Koa’ki Meiru Wall

Anyone know the Marvel supervillain “The Wall?”

I have always loved the anthropomorphic rock people Yu-Gi-Oh! has had, like Giant Soldier of Stone and Rock Ogre Grotto #1.

Part of the Koa’ki Meiru archetype, with what seems to be a pretty good negation effect. The downside of having to show a Rock monster seems pretty doable if you’re running a Koa’ki Meiru or Rock deck.

You can Tribute this card from your hand or face-up field, then target up to 2 Plant monsters you control; reduce their Level(s) by 2 until the end of this turn. During the End Phase, if this card is in the GY because it was Tributed and sent there this turn: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of “Cyclamen the Rikka Fairy” once per turn.

Cyclamen the Rikka Fairy

A Rikka card that can manipulate Levels. Very helpful Synchro or Xyz support, though it is limited to Plant monsters.

Target 1 Set Spell/Trap on the field; destroy it. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 face-up Spell/Trap on the field; destroy it. You can only use this effect of “Galaxy Cyclone” once per turn.

Galaxy Cyclone

An interesting double whammy of a card. It’s able to destroy a Set Spell/Trap when used, and then in the Graveyard it’s able to destroy a face-up Spell/Trap. It’s almost guaranteed to be useful unless it’s banished.

Special Summon 1 Zombie monster from your hand or GY, but if you control no “Eldlich” monsters, you can only Special Summon “Eldlich” monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. During your Main Phase: You can banish this card from your GY; Set 1 “Golden Land” Spell/Trap directly from your Deck. You can only use 1 “Eldlixir of White Destiny” effect per turn, and only once that turn.

Eldlixir of White Destiny

A Secret Rare. Seems like very useful support for the Eldlich archetype.

Structure Deck: Mechanized Madness

It’s been over fifteen or so years since I bought a structure deck. I think the last one I bought was themed around Warrior monsters, and using it was the first time I realized how helpful deck synergy was in terms of performance.

This one looks interesting from what I’ve seen, as I love Machine monsters, so having a viable deck to use (if I ever actually play again) could be a lot of fun.

Apparently this archetype was first used in the Yu-Gi-Oh! 5D’s manga, so not all of these are new.

Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. (Quick Effect): You can target 1 Machine monster you control; destroy that Machine monster and all monsters your opponent controls with ATK less than or equal to it. If a face-up EARTH Machine monster(s) you control, except “Machina Citadel”, is destroyed by battle or card effect while this card is in your GY: You can Special Summon this card. You can only use each effect of “Machina Citadel” once per turn.

Machina Citadel

The boss card of this starter deck, if it being on the cover wasn’t obvious.

It’s notable in that it can’t be Normal Summoned. Making it reliant on the effects of other cards to get out is an interesting restriction. But since it can be so easily resurrected out of the Graveyard, it doesn’t cripple the card.

I love the design of this card. Its size really sells it being a boss monster.

If this card is Normal or Special Summoned: You can target 1 “Machina” monster in your GY, except “Machina Possesstorage”; Special Summon it in Defense Position, but it cannot activate its effects this turn. You can target 1 other “Machina” monster you control and 1 Spell/Trap your opponent controls; return them to the hand. You can only use each effect of “Machina Possesstorage” once per turn.

Machina Possesstorage

Robots with blades on them have always been cool to me, since you know they use that weapon to fight actual people. Gives them a bit of a sinister edge.

The ability to have an extra summon when you bring this card out seems like a good double whammy to have, though it means you do have to wait until you have a Machina monster in your Graveyard. But considering how easy a lot of the cards in this deck make it to send cards there, it’s more than doable. Its second ability to return a Spell/Trap to your opponent’s hands also seems helpful, like a more neutered Giant Trunade.

You can discard 1 other “Machina” monster; Special Summon this card from your hand. During your opponent’s turn (Quick Effect): You can target 1 Machine monster you control; Special Summon from your Deck, 1 “Machina” monster with a different name and an equal or lower Level than that monster, and if you do, destroy that targeted monster. You can only use each effect of “Machina Air Raider” once per turn.

Machina Air Raider

Not too keen on the actual design of this one, but I like the idea of a sentient drone.

Its effect, however, seems like a really good way to get Machina Citadel into the Graveyard, where it can pretty easily resurrect itself. It also having the ability to basically swap a Machina monster on the field with another one in your deck makes it seem like it could be the linchpin in a lot of strategies.

Activate 1 of these effects.

• Discard 1 card; add 2 “Machina” monsters with different names from each other from your Deck to your hand.

• Discard 1 “Machina” card; add 2 “Machina” cards with different names from each other from your Deck to your hand, except “Machina Redeployment”.

You can only activate 1 “Machina Redeployment” per turn.

Machina Redeployment

I love this art. Really looks like a robot army with the way the Machina Fortresses are rolling across the landscape.

The wording of its two actual effects can be a bit confusing, but its second effect seems to be a limiter to keep you from pulling out another Machina Redeployment when you’re already executing a Machina strategy, whereas the first one allows you to pull another Machina Redeployment and keep a strategy going.

Target 1 Machine monster you control; equip 1 appropriate Machine Union monster from your hand or Deck to that monster, but the Union monster you equipped cannot be Special Summoned this turn. You can only activate 1 “Unauthorized Reactivation” per turn.

Unauthorized Reactivation

This effect seems extremely good for pulling Union monsters out of your deck, something this structure deck is rife with.

You can discard 1 other “Machina” monster; Special Summon this card from your hand. You can target 1 Machine monster you control; Special Summon from your GY, 1 “Machina” monster with a different name and an equal or lower Level than that monster, and if you do, destroy that targeted monster. You can only use each effect of “Machina Irradiator” once per turn.

Machina Irradiator

A useful card to get Machina Citadel into your Graveyard, and it has a good way to resurrect other Machina monsters. However, its Level is too low to bring out Citadel on its own, keeping it from being too overpowered in this deck.

You can discard Machine monster(s) whose total Levels equal 8 or more, then Special Summon this card (from your hand or GY). If this card is destroyed by battle and sent to the GY: Target 1 card your opponent controls; destory that target. Before resolving an opponent’s monster effect that targets this face-up card, look at your opponent’s hand and discard 1 card from their hand.

Machina Fortress

Clearly the card that Machina Citadel was based on. I love the design of it, and how silly of an idea a tank with arms is. Its ability to summon/resurrect by discarding high level monsters (getting Citadel in your Graveyard, again) seems really good. It also does good damage on its way out, getting rid of an opponent’s card.

When this card is Normal Summoned: You can add 1 “Machina” monster from your Deck to your hand, except “Machina Gearframe”. Once per turn, you can either: Target 1 Machine monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.

Machina Gearframe

This card kinda looks like a Transformer. Which isn’t a good or bad thing. Just a vibe this one’s giving off.

This is also the first Union monster in the deck. Doesn’t really have much of an effect. It’s just destroyed instead of the monster it’s equipped to. It’s good, but there are better Union monsters. Its real helpful effect seems to be the ability to search Machina monsters from your deck.

When this card on the field is destroyed and sent to the GY: You can add 1 Union monster from your Deck to your hand. Once per turn, you can either: Target 1 Machine monster you control; equip this card to that target, OR: Unequip thisc ard and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.

Machina Peacekeeper

Another Union monster whose Union effect doesn’t seem to be the point of it. Being able to pull out Machina Gearframe, then summon it to pull out another Machina monster seems like the way this card’s intended to be used.

Cannot be Normal Summoned/Set. Must be Special Summoned by “Commander Covington”. You must pay 1000 LP to declare an attack with this card. You can send this card you control to the GY, then target 1 “Machina Soldier”, “Machina Sniper”, and “Machina Defender” in your GY; Special Summon those targets.

Machina Force

A beast of a monster with more ATK than the Blue-Eyes Ultimate Dragon, with the obvious drawbacks that that entails. Summoning this requires four specific cards to be on the field (see Commander Covington below), and you have to pay 1,000 LP just to be able to ATK. Considering the combined nature of this monster, and its ability to re-summon the monsters that make it up, it’s almost like a more powerful, but more restrictive, Valkyrion the Magna Warrior.

I’d be surprised if this was considered a good card. There’s too many resources tied up in it.

You can Tribute this card; Special Summon 1 “Machina” monster from your hand or Deck, except “Machina Megaform”. If a face-up “Machina Fortress” you control is sent to your GY while this card is in your GY (except during the Damage Step): You can banish that “Machina Fortress” from the GY; Special Summon this card. You can only use 1 “Machina Megaform” effect per turn, and only once that turn.

Machina Megaform

Now this seems like a prime way to summon Machina Citadel, though it may be better to get this card into the Graveyard instead. Hell, you just need this in the Graveyard (and several cards I’ve talked about already can do that), and you’ll be able to get Citadel from your deck once Machina Fortress is destroyed. And this is already on top of the other benefit of Fortress’ effect when it’s destroyed.

Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by sending 1 or more other Machine monsters from your hand to the GY. Gains 800 ATK for each monster sent to the GY for this Special Summon.

Machina Cannon

Speaking of getting cards to the Graveyard, this seems like the best way to do that so far, especially considering the ease with which it can be summoned. Unless you get rid of your whole hand, it’ll never be a powerhouse itself, but it’s likely not meant to be.

I love the design of this. It’s a torso with a HUGE fucking cannon on its back. It’s absurd in the best way.

When this card is Normal Summoned while you control no other monsters: You can Special Summon 1 “Machina” monster from your hand, except “Machina Soldier”.

Machina Soldier

A good card to get back some ground if you don’t have any other monsters on the field.

I love the simple design of this card. Like I said about Possesstorage, a robot with a blade seems a bit more sinister. Its simpler design makes it seem like this robot would be mass-produced. I could imagine an army of this guy.

Monsters cannot attack “Machina” monsters, except “Machina Sniper”.

Machina Sniper

This one is also a cool design with a spindly design. I’m not too hot on his gun, but his “hat” is pretty sweet.

Its effect makes it a pretty good lightning rod given its ATK (appropriate considering the shape of his head). Not amazing, but serviceable.

FLIP: Add 1 “Commander Covington” from your Deck to your hand.

Machina Defender

I haven’t seen that many Flip monsters since I’ve gotten back into the game.

Not much to say about this one. It seems pretty focused on just getting Machina Force out.

You can send 1 face-up “Machina Soldier”, “Machina Sniper”, and “Machina Defender” you control to the GY; Special Summon 1 “Machina Force” from your hand or Deck.

Commander Covington

As useless as I think Machina Force is, I love the design of Commander Covington, regardless. You can just imagine this robot has a British accent. It looks so posh.

You can Special Summon this card (from your hand) to your opponent’s field in Attack Position, by Tributing 1 monster they control. if your opponent controls a “Kaiju” monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 “Kaiju” monster. When a card or effect is activated that targets exactly 1 card (and no other cards) (Quick Effect): You can remove 3 Kaiju Counters from anywhere on the field; negate that effect, and if you do, you can destroy 1 card on the field.

Jizukiru, the Star Destroying Kaiju

I’ve heard Kaiju monsters talked about before. The point of them seems similar to Lava Golem, where you summon a monster by sacrificing your opponent’s monsters. The point is to get rid of your opponent’s useful monsters, the trade-off being that your opponent gains a powerful one. Fun fact, a similar card that’s seems to be pretty relevant in today’s game is The Winged Dragon of Ra – Sphere Mode.

I’m probably just ignorant, but other than Jizukiru being a Machine monster, I don’t know why it’s in this structure deck. Its effects seem to gel solely with a Kaiju deck. If another Kaiju can be Special Summoned, all you’d need to do is summon a weaker one to your opponent’s field, then summon Jizukiru to destroy it, leaving your opponent with nothing.

When your opponent’s monster declares a direct attack, while you control a card(s) in your Spell & Trap Zone: You can Special Summon this card from your hand, then destroy as many cards in your Spell & Trap Zone as possible, and if you do, inflict 200 damage to your opponent for each destroyed card. You cannot Special Summon any monsters, except Machine monsters.

Snow Plow Hustle Rustle

This one’s name is dumb.

I’m not sure its effect is that helpful. The benefit of the card seems to be getting a 2,500 ATK monster out with no Tributes in the middle of an opponent’s attack.

You can return 1 face-up monster you control to the hand; Special Summon this card from your hand, but banish it when it leaves the field, also it gains 500 ATK if the returned monster was WIND on the field.

Genex Ally Birdman

The first of many Tuners in this structure deck, despite there not being any Synchro Monsters in it. Seems weird to me.

Like Jizukiru, I’m really not sure why this one’s in the deck. Its ability to buff WIND monsters seems pretty pointless since most of the rest of the deck is either EARTH or DARK. I’m assuming its ability to return a card to the hand is why its here, but I couldn’t tell you why that’d be a boon off the top of my head.

When this card is Normal or Special Summoned: You can send 1 Machine monster from your Deck to the GY. Once per turn: You can shuffle 2 Level 4 EARTH Machine monsters from your GY into the Deck; draw 1 card.

Scrap Recycler

Seems like a good card to cycle resources between your deck and the Graveyard. I kinda like the art, too.

Once per turn, you can either: Target 1 monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card is treated as a Tuner, it gains 500 ATK/DEF, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.

Torque Tune Gear

An interesting effect of bestowing the ability of being a Tuner onto another monster. Again, weird with no Synchro Monsters in this structure deck.

This one’s actual Union ability does a bit more than the others, at least, boosting the ATK and DEF in addition to saving the equipped monster.

For a Synchro Summon, you can substitute this card for any 1 “Synchron” Tuner. If this card is Normal Summoned: You can Special Summon 1 “Lefty Driver” from your hand, Deck, or GY. You can only use this effect of “Righty Driver” once per turn.

Righty Driver

If this card is Special Summoned: You can make this card become Level 3 until the end of this turn. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 “Righty Driver” from your Deck to your hand. You can only use this effect of “Lefty Driver” once per turn.

Lefty Driver

I really don’t see the point of these in this deck. Righty Driver is focused on being a Tuner, and Lefty Driver’s ability to up its level seems tuned to Synchro, Xyz, or Ritual Summons.

Gains 500 ATK/DEF for each Machine monster you control. If 2 or more Machine monsters are Special Summoned at the same time, while this card is in your GY (except during the Damage Step): You can Special Summon this card.

Deskbot 001

This is one of the few cards in here that I knew about before seeing anything about the deck. Valon uses it in Link Evolution, and I love the design of the Deskbot cards.

Unlike some of the other non-Machina cards in this deck, this one actually seems really helpful, as its ATK increases based on the number of Machine monsters, and it can resurrect itself if two Machines are Special Summoned. Machina seems like a deck that can get off a lot of Special Summons, so it seems like this card can get a lot of use.

When this card is Normal Summoned: You can Special Summon 1 “Deskbot” monster from your Deck, except “Deskbot 003”. Once per turn (Quick Effect): You can target 1 “Deskbot” monster you control; it gains 500 ATK/DEF for each “Deskbot” card you currently control, until the end of this turn.

Deskbot 003

The other Deskbot card in the structure deck. I kinda wish some of the others I’d seen in Link Evolution were here, but that’d be a little too hopeful.

003’s ability to bring out 001, and its ability to buff it, almost make the two Deskbots as useful as some of the Machina monsters in the deck, especially if your opponent extinguishes some of your other strategies. Obviously it would perform better in an actual Deskbot deck, but as support, it’s not too bad.

While you control a Level 7 or higher Machine monster, your opponent’s monsters cannot target Level 6 or lower Machine monsters you control for attacks, also your opponent cannot target them with card effects. If a face-up Machine monster(s) you control is destroyed by battle or card effect: You can target 1 Machine monster in your GY, add it to your hand. You can only use this effect of “Machina Defense Perimeter” once per turn.

Machina Defense Perimeter

This seems like stellar support for Machina Citadel or some of the other cards in the deck. It makes it so your opponent has to focus on your strongest monster(s), and allows you to get monsters back in your hand when they’re destroyed.

Once per turn, when a Machine monster is destroyed by battle and sent to your GY: You can Special Summon 1 Machine monster from your Deck that has the same Attribute and less ATK than that destroyed monster in the GY.

Machina Armored Unit

This also seems like strong support, especially since most cards in this deck share an Attribute, EARTH.

If you control a Machine monster: Target 1 Level 4 or lower Machine monster in your GY; Special Summon that target, but its effects are negated, also destroy it during the End Phase.

Iron Call

While this card can’t bring out Machina Citadel, it can probably bring out others that make doing that possible.

If you control exactly 2 Machine Effect Monsters and no other monsters: Draw 2 cards. For the rest of this turn after this card resolves, you can only Special Summon once. You can only activate 1 “Iron Draw” per turn.

Iron Draw

The draw power of this card seems pretty useful since a lot of monsters in the deck can Special Summon another monster, like Deskbot 003 or Machina Soldier.

I also like the art of the machine hand holding the two cards. I don’t know, it just looks cool.

Target 1 of your Machine or Rock monsters, that is banished or is in your GY, that cannot be Normal Summoned/Set; Special Summon it.

Magnet Reverse

Well this seems tailor-made to bring out Machina Citadel. Surprisingly, though, it came out in 2015 from what I can tell.

Double the ATK of all Machine monsters you currently control, until the end of this turn. During the End Phase of this turn, destroy those monsters.

Limiter Removal

I love the art on this card. It’s simple but effective.

Considering this is a Machine deck, its ability to double the ATK of all the monsters on your field seems exceedingly good. Even its drawback of destroying the monsters it empowers doesn’t seem that bad with how many Machina cards have Graveyard effects. It’s no wonder the YouTubers I watch recommend having three copies of this in the deck.

Pay 2000 LP, then target 1 Level 4 or lower monster you control; for the rest of this turn after this card resolves, you cannot Special Summon monsters, also Special Summon 2 monsters from your Deck, with the same Type, Attribute, and Level as that monster, but with different names from each other and that monster. You cannot conduct your Battle Phase the turn you activate this card.

Ties of the Brethren

This card seems very well geared to get out two more monsters you’d need for Machina Force. It certainly makes the strategy more viable, but paying 2,000 LP for this is kind of a steep price when Machina Force itself has to pay 1,000 LP just to attack.

Target 5 monsters in your GY; shuffle all 5 into the Deck, then draw 2 cards.

Pot of Avarice

I’m glad to get this card, as I’ve heard about it and other cards similar to Pot of Greed, like Pot of Duality.

It seems to be generic support as opposed to Machina or Machine support, but it’d probably be a bit restrictive to have absolutely no generic support in a structure deck.

Part of the reason Pot of Greed was considered a broken card is that it had no drawbacks. Putting five monsters back into your deck counteracts this, as it adds more cards to your deck, making it harder to pull what you want from it. Additionally, taking cards out of your Graveyard isn’t really a boon since a lot of cards make it easier to pull resources out of your Graveyard as opposed to your deck.

Pay 1000 LP; then target 1 Spell/Trap on the field; banish it.

Cosmic Cyclone

More generic support, and with a pretty simple effect. But like I’ve said before, in this game, simple can be pretty effective. The Life Point payment would have made me balk at this card back when I originally played the game. But now that I understand Life Points aren’t the end-all-be-all, as I once thought, the ability to not only get rid of a Spell/Trap, but to banish it, is extremely useful.

Once per turn, if a monster(s) you control is destroyed by battle or card effect: Draw 1 card.

Supply Squad

Again, simple, but the ability to draw a card not only when a monster is destroyed by battle, but by card effect, too, is extremely useful.

Target 1 Machine monster you control; Special Summon 1 “Machina” monster with a different name from your hand or Deck, and if you do, destroy that targeted monster. You can banish this card from your GY, then target 3 of your Machine monsters that are banished and/or in your GY; shuffle them into your Deck, then draw 1 card. You can only use 1 “Machina Overdrive” effect per turn, and only once that turn.

Machina Overdrive

Given its presence in the card art itself, this may be the best card to bring out Machina Citadel, considering it can bring out any Machina monster. Doesn’t even have a restriction on Level, ATK, or anything.

Each time a Machine monster(s) is Special Summoned, while this card is already face-up in your Spell & Trap Zone: Inflict 300 damage to your opponent.

Cyber Summon Blaster

A burn card that, considering how many Special Summons are baked into the Machina deck, could potentially be effective. But, as I’ve said several times about Life Points not being that important, I’m assuming this isn’t actually a very good card.

Target 1 monster in your GY; Special Summon it in Defense Position.

Back to the Front

The simple effect of bringing a monster out of the Graveyard also makes this a prime candidate to bring out Machina Citadel. It’s probably why they have two copies of this card in the structure deck.

Banish 1 Normal Trap from your Deck, except “Trap Trick”, and Set 1 card with the same name directly from your Deck, also it can be activated this turn. You can only activate 1 Trap Card for the rest of this turn after this card resolves. You can only activate 1 “Trap Trick” per turn.

Trap Trick

A little weird to see a card from the Traptrix archetype in this deck. But keeping in mind that the structure deck has two copies of Back to the Front, that’s probably the explanation for all three cards being in the deck.

If a monster inflicts battle damage to a player: Return that monster to the hand.

Begone, Knave!

This seems like a very good way to get your opponents’ key monsters off the field, especially since Extra Deck monsters can’t go to the hand. But I feel like there are lots of ways around this card, so I wouldn’t be surprised if it wasn’t actually good.

When a monster(s) would be Special Summoned, OR a monster effect is activated: Pay 1500 LP; negate the Summon or activation, and if you do, destroy that card.

Solemn Strike

I didn’t get Solemn Judgment in Secret Slayers, but I’m glad to have this one, at least.

Situationally, a less steep Life Point payment than Judgment. But the lower your Life Points get, a payment of half of them gets less steep. That’s where Judgment would have the edge over this card.

The Verdict

Honestly, getting Lighting Storm kind of makes this the best haul I’ve done yet, even if my first post had more cards I personally liked.

Getting the structure deck killed most of the randomness of this one, but I liked the cards in Mechanized Madness, so that didn’t bother me.

I don’t know what I’ll do next. I’ll probably pick up another booster pack or two the next time I’m out, but I’m not sure I want to spend more on another Duel Overload. At least not now. But maybe the desire for first editions of cards I don’t have will motivate me to get it.

We’ll see. Things are unpredictable right now, obviously.

Yu-Gi-Oh! Haul – April 14, 2020

It’s take two of picking up Yu-Gi-Oh! cards during isolation (prefacing this again by saying I did not go out just to get cards). I decided to pick up another box of Duel Overload in the hopes of maybe picking up Five-Headed Link Dragon, Union Carrier, or Crystron Halqifibrax.

I also picked up a pack of the newest booster pack, Secret Slayers. There aren’t a whole lot of cards I’m looking forward to in it, but it has reprints of Upstart Goblin and Solemn Judgment, old cards from back in my day (and maybe yours, too). It’d also be cool to get a copy of Eldlich the Golden Lord, since that’s so short printed and in-demand that it’s currently fetching for over a hundred dollars on TCG Player.

Here’s hoping I can get lucky again after getting cards like Relinquised Anima and Ferocious Flame Swordsman last time.

Secret Slayers

The newest booster pack has sixty total cards, and is one of those that only has five cards per pack, but all of them are at least Super Rares to make up for it. Eldlich the Golden Lord seems to be extremely short printed, so it’d be astounding to get him from a single pack. I’ve seen at least four boxes opened on YouTube, and only one of them had Eldlich in it at all.

Well, let’s see what I get.

Draw 1 card, then your opponent gains 1000 LP.

Upstart Goblin

Starting off good. Like I said above, this is a classic card from back when I actually played. I always thought this was a bad card, since giving your opponent 1,000 Life Points seems like a terrible idea. But that frame of mind isn’t the right way to look at the game, at least by today’s standards. The ability to draw another card is pretty big, and Life Points often don’t matter as opposed to having a board of monsters that your opponent can’t overcome.

And Konami seems to agree, since the card is limited to one on the ban list.

Interestingly enough, the titular Upstart Goblin is featured on many of the cards in the game. Usually card game lore is more associated with Magic: The Gathering, but Yu-Gi-Oh! does have some, and this goblin is part of one of the larger stories, so far as I understand.

When a card or effect is activated that targets a card(s) on the field (Quick Effect): You can Tribute 1 face-up Plant monster; negate the activation, and if you do, destroy it.

Tytannial, Princess of Camellias

I’m not the biggest fan of plant-based stuff. Not just in Yu-Gi-Oh!, but in general. I’ve just always found plants as a gimmick boring.

That in mind, the ability to negate a card by Tributing a monster seems like an OK one, but I don’t know if it’s worth a two-Tribute monster that doesn’t even break 3,000 ATK.

This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.

• Once per turn: You can Special Summon 1 Zombie monster from your hand or from either GY, but if this card leaves the field, destroy all Zombie monsters Special Summoned by this effect.

Il Blud

What a fantastically freaky looking card. I always appreciate the more fucked up monsters in the game.

This is another Gemini Monster, similar to the Gigaplant I pulled from Duel Overload last time. Considering this one needs a Tribute, I’m not sure how useful it is, despite its ability to resurrect a Zombie from the Graveyard.

Seems like this is also a reprint of an older card. The original seems to have originally come out in America in 2007.

When an attack is declared involving another Plant monster you control: You can Tribute this card from your hand or face-up field; that monster you control gains 1000 ATK/DEF until the end of this turn. If a Plant monster(s) you control is Tributed, while this card is in your GY (except during the Damage Step): You can Special Summon this card in Defense Position, but banish it when it leaves the field. You can only use each effect of “Erica the Rikka Fairy” once per turn.

Erica the Rikka Fairy

I’m not a hard man to please. Put a cute anime girl on a card, I’ll probably like it.

This is part of the Rikka archetype, one of the featured archetypes in this pack. It’s a Hand Trap that has the ability to resurrect if a Plant monster is Tributed. It seems like it’d be a good card.

Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 5/ATK 1800/DEF 1500) (this card is also still a Trap), then, if you control “Eldlich the Golden Lord”, you can banish 1 card from either GY. During the End Phase: You can banish this card from your GY: Set 1 “Eldlixir” Spell/Trap directly from your Deck. You can only use 1 “Huaquero of the Golden Land” effect per turn, and only once that turn.

Huaquero of the Golden Land

A Trap Monster in an archetype related to Eldlich. With 1,800 ATK, this one seems like a pretty OK monster. I also like the art, as it seems like Spanish conquistadors afflicted with the same curse from The Curse of the Black Pearl.

All in all, a purely OK pack. Upstart Goblin was one I wanted, and Il Blud and Erica are nice cards, but nothing really set my heart on fire in this one.

Duel Overload

This’ll be the second box of Duel Overload I’ve picked up. My first box was a pretty good pull, so let’s see if I can repeat that.

Like the last box, this one comes with a random large novelty card. This one is Cyber Dragon Infinity. Like I said last time – fun, but useless.

1 non-FIRE “Sky Striker Ace” monster

If this card is Special Summoned: You can target 1 “Sky Striker” Spell in your GY; add it to your hand. Gains 100 ATK for each Spell in your GY. You can only Special Summon “Sky Striker Ace – Kagari(s)” once per turn.

Sky Striker Ace – Kagari

What a gorgeous card. This wasn’t on my list of cards I was hoping to pull, but it should have been. Its base attack is pretty low, but since it gains ATK for each Spell in your Graveyard, it seems like it could easily become very powerful.

But even if this card sucked, I’d love the art. I mentioned above that putting a cute anime girl on a card would probably make me like it, but put a badass anime swordswoman on a card and I’ll love it. I love the way the red of her armor offsets her white hair. All of that also sets well with the blue of the border on the Link card.

This card can attack your opponent directly. If this card inflicts battle damage to your opponent by a direct attack: Your opponent cannot activate cards or effects until the end of this turn.

Wattgiraffe

I love the cartoony look of this card. Its effect also looks like it’d be pretty good, since its ATK seems pretty high for a monster that can directly attack your opponent. Its ability to negate cards for the rest of the turn also seems pretty useful. Either your opponent can’t activate something they need to counter a specific card of yours, or they have to waste resources on Wattgiraffe so that they can.

Banish “Cyber Dragon(s)” with different Levels from you hand, face-up field, and/or GY, then destroy an equal number of cards your opponent controls. If this card on the field is destroyed by card effect: Add 1 “Cyber” Spell/Trap from your Deck to your hand. You can only use each effect of “Cybernetic Overflow” once per turn.

Cybernetic Overflow

Some support for the Cyber archetype, along with a couple of other cards in Duel Overload. Looks like a good way to utilize some of your Cyber resources to destroy your opponent’s cards.

I’ve used Ryo/Zane’s deck in Link Evolution, and I know it can be pretty powerful.

Send 1 card from your hand to the GY; add 1 Level 4 or lower Cyberse monster from your Deck to your hand. You can only activate 1 “Cynet Mining” per turn.

Cynet Mining

Since I’ve stared collecting cards again, this is probably the card I’ve gotten that’s worth the most. According to TCG Player it’s worth around ten dollars.

Other than that, it seems like pretty simple Cyberse support. But oftentimes simple effects can be the most useful.

“Lord of D.” + “Divine Dragon Ragnarok”

Your opponent cannot target Dragon monsters with card effects. Once per turn: You can Special Summon 1 Dragon monster from your hand.

King Dragun

A monster based off Lord of D., which is a pretty iconic Kaiba monster. I still remember getting the card in the Kaiba starter deck, my first Yu-Gi-Oh! product.

Its effect seems like solid Dragon support, especially its ability to Special Summon a Dragon monster from your hand. This could probably do a lot in a Blue-Eyes deck.

If this card in your possession is destroyed by an opponent’s card and sent to the GY: Shuffle this card into the Deck. When this card is Normal or Flip Summoned: You can add 1 “Madolche” monster from your Deck to your hand.

Madolche Magileine

Well this card’s just adorable.

Support for the Madolche archetype, and it looks like a solid search card with respectable stats. Its ability to return to the deck for potential reuse is also pretty good.

1 LIGHT Tuner + 2+ non-Tuner DARK monsters

Once per turn: You can send 1 LIGHT monster from your hand to the GY, then target 1 Level 5 or higher DARK monster in your GY; Special Summon that monster, but it cannot be used as Synchro Material.

Chaos Goddess

I do love the white border color of Synchro cards.

This card does something interesting, utilizing both LIGHT and DARK attributes in its effect. I’m pretty sure that isn’t too uncommon (since both Chaos Emperor Dragon – Envoy of the End and Black Luster Soldier – Envoy of the Beginning both did similar things back when I still played). But it’s still nice when cards aren’t pigeonholed to a single attribute or type.

If a face-up “Malefic” monster(s) you control is destroyed by battle or an opponent’s card effect: Draw 2 cards. If a face-up “Malefic” monster(s) you control is destroyed, while this card is in your GY (except during the Damage Step): You can banish this card from your GY; add 1 “Malefic” monster from your Deck to your hand. You can only use each effect of “Malefic Tune” once per turn.

Malefic Tune

More Malefic support (I pulled a couple cards in the same archetype last time). Its draw power and GY effect to search seem like very good boons for a Malefic deck.

2 monsters

Can only be Link Summoned while you have a “World Legacy” card in your GY. You can only use each of the following effects of “Lib the World Key Blademaster” once per turn.

• During your Main Phase: You can Set 1 “World Legacy” Spell/Trap directly from your Deck, but it cannot be activated this turn while you have no “World Legacy” monster in your GY.

• If this Link Summoned card is sent to the GY as Link Material: You can shuffle 1 card on the field into the Deck.

Lib the World Key Blademaster

I love this card’s art, but not for the normal reasons. The character design is nice, but I like how the picture here almost seems to suggest some kind of wider story. I don’t know, it seems like in this moment of the monster’s life she’s in the middle of something, given the way she’s standing and brandishing her weapon.

1 “Edge Imp” monster + 2 “Fluffal” monsters

Gains 300 ATK for each Fairy and Fiend monster in your GY, during your turn only. When this Fusion Summoned card destroys a monster by battle: You can send “Frightfur”, “Fluffal”, and/or “Edge Imp” monsters from your Deck to the GY, equal to the original Level of that destroyed monster. When your opponent activates a card or effect that targets this card on the field (Quick Effect): You can banish 1 “Frightfur” monster from your Extra Deck; negate that effect.

Dangerous Frightfur Nightmary

This isn’t my first Frightfur monster (I have Frightfur Tiger). But this one seems to have synergy with the Edge Imp and Fluffal archetypes, too. It seems to have the ability to power itself up by sending monsters to your Graveyard, and what seems like a unique effect of banishing from the Extra Deck to negate effects. I haven’t seen another card with an effect like that, but I’m probably just ignorant.

Once per turn, when your Defense Position monster is targeted for an attack: You can change it to face-up Attack Position, also it cannot be destroyed by battle this turn (even if this card leaves the field).

When this card is Normal Summoned: You can activate this effect; add 1 “Speedroid” monster from your Deck to your hand, also you cannot Special Summon monsters for the rest of this turn, except WIND monsters. You can only use this effect of “Speedroid Marble Machine” once per turn.

Speedroid Marble Machine

Another pretty cartoony one. I like that he looks like a tiny Mysterio. It makes the second Speedroid card I’ve gotten from Duel Overload, after I got Speedroid Hexasaucer in the last box (and I got a duplicate of it in this box, too).

The Pendulum effect of this card, to grant a defense monster invincibility on your side of the field, seems like a good way to save your board your opponent’s target is a linchpin of your strategy.

2 monsters, including a “Sky Striker Ace” monster

Must be Link Summoned. You can only Special Summon “Sky Striker Ace – Zeke(s)” once per turn. If this card is Link Summoned: You can target 1 face-up monster on the field; banish it until your opponent’s next End Phase. Once per turn: You can target 1 other card you control; this card gains 1000 ATK, then, send the targeted card to the GY.

Sky Striker Ace – Zeke

The art on this card is cool, even though I can’t quite tell what it’s supposed to be. Seems to be a robotic swordsman (woman?). I really can’t tell what the bottom half is supposed to be. A “dress?” Some bulky boosters?

I don’t know, but it looks cool.

Cannot be Special Summoned. Your opponent cannot Special Summon monsters.

Vanity’s Ruler

If it wasn’t clear from my last post, I love cards that can negate or block Special Summoning. So I love the effect of Vanity’s ruler. Simple, yet effective. The only real drawback is the difficulty of Tributing two monsters to summon this one, and its restriction of being unable to be Special Summoned.

The other drawback is its lack of protection from effects. From my understanding, in the meta of today’s game, that determines the usefulness of the top monsters.

3 Level 10 monsters

If this card is Special Summoned, or if another monster is Special Summoned from the GY to your field while you control this monster: You can target 1 face-up monster your opponent controls; inflict damage to your opponent equal to half its original ATK. You can only use this effect of “Phantasm Emperor Trilojig” once per turn.

Phantasm Emperor Trilojig

This monster looks cool, but its effect seems lacking. The fact that it needs three Level 10 monsters seems pretty ridiculous, even if you can use substitute cards. Its other effect also doesn’t seem that good. It’s almost a variant of Elemental HERO Flame Wingman, except you don’t need to destroy the other monster in battle. Of course this is offset by only dealing half of the ATK of the monster as damage to your opponent. I supposed its high 4,000 ATK and DEF are selling points, but I think there are just as strong or stronger monsters with better effects.

Like I said, at least it looks cool.

2 monsters, including a Reptile monster

If this card is Link Summoned: You can target 1 face-up monster your opponent controls; change its ATK to 0. During your Main Phase, if your opponent controls a monster(s) with 0 ATK: You can add Reptile monsters with different names from your Deck to your hand, up to the number of monsters your opponent controls with 0 ATK, also, you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Reptile monsters. You can only use each effect of “Reptilianne Echidna” once per turn.

Reptilianne Echidna

Not sure what to think of this card. The art isn’t bad, but it isn’t great. Its effect also seems sort of useful, but also not amazing. The fact that it’s tied up in Reptiles seems like a drawback, too, since from my understanding, it’s a type that hasn’t gotten a ton of support in the game.

2 monsters with the same Level

Cannot be used as Link Material. You can only use each of the following effects of “Bujinki Ahashima” once per turn.

• If this card is Link Summoned: You can Special Summon 2 monsters with the same Level, 1 from your hand and 1 from your GY, but negate their effects, and immediately after this effect resolves, Xyz Summon 1 Xyz Monster using those 2 monsters only.

• If an Xyz Monster this card points to activates an effect by detaching material(s) (except during the Damage Step): You can target 1 Spell/Trap your opponent controls; destroy it.

Bujinki Ahashima

An interesting Xyz support card. It’s cool to see another card type (Link) supporting another type (Xyz). The art is also pretty cool looking, even though I can’t really tell what it is. Some kinda monk made out of light?

2+ monsters, including a Winged Beast monster

Cannot be used as Link Material. Your opponent cannot target this card or a Winged Beast monster(s) this card points to with card effects. If this card would be destroyed by battle, you can destroy 1 other “Simorgh” card you control instead. During the End Phase: You can Special Summon 1 Winged Beast monster from your hand or Deck, with a Level equal to or lower than the total number of unused Spell & Trap Zones on the field. You can only use this effect of “Simorgh, Bird of Sovereignty” once per turn.

Simorgh, Bird of Sovereignty

Really not a lot to say about this card. Birds are rarely that interesting to me, and I never played with the Winged Beast type in the game very much.

The Verdict

Ain’t no two ways about it. This haul was nowhere near as good as the last one. Upstart Goblin was the only one I wanted that I ended up getting. Not that it was a complete waste, though. Sky Striker Ace – Kagari, Vanity’s Ruler, Speedroid Marble Machine, and Wattgiraffe are cool cards. And getting a fairly valuable card like Cynet Mining was cool.

Unfortunately, I got a number of duplicates in Duel Overload this time, and unlike the Dingirsu I pulled previously, none of them seem to be worth anything.

Still, overall a mediocre pull. I’ll just have to hope to do better next time.

Yu-Gi-Oh! Haul – April 1, 2020

Feel like I should preface this by saying no, I did not go out during the coronavirus isolation just to pick up Yu-Gi-Oh! cards. While I was at Walmart for supplies, I did grab a couple Yu-Gi-Oh! items, partially to satiate a commercialism urge during this weird time.

What I picked up was a box of Duel Overload and a box of Ignition Assault Special Edition.

Duel Overload is the newest product Konami’s released. Or at least, it would be if I had written this anywhere close to a timely manner. The new booster pack Secret Slayers ended up releasing a few days after I visited Walmart.

Unlike a normal booster pack, Duel Overload is a box you buy that has booster packs in it, and the packs aren’t sold separately. I’ve seen several Yu-Gi-Oh! YouTubers open these, and I’m looking forward to several cards in the box.

The card I’m most looking forward to getting is Relinquished Anima, a Link Monster variant of the original Relinquished from the series. Relinquished is probably my favorite card in the game, having one of my favorite effects. Ferocious Flame Swordsman is a Link Monster variant (yes, there’s a pattern of this) of the classic Flame Swordsman. Five-Headed Link Dragon is in the same vein, a variant of the dragon that the Big Five became in the anime in the Duel Monsters Quest and virtual world arcs. It’s probably the most basic level of collecting, but something about getting cards I know from the anime is very exciting to me.

Another card (not related to the anime) that I’m looking forward to getting is Union Carrier, mostly because I think it looks cool. But it seems to be an actually good card, and somewhat rare, so I’m doubt I’ll have any luck pulling it. The most sought-after card in the set, however, seems to be Crystron Halqifibrax (seemingly known as Needlefiber in the OCG). It’d be cool to get that to have something rare, but I’m really not expecting it.

So the goal for this is Relinquished Anima and Union Carrier, primarily. Getting Five-Headed Link Dragon and Ferocious Flame Swordsman would be a very nice plus.

Let’s get started.

Duel Overload

The first thing to get to is that every box of Duel Overload comes with a novelty, black-and-white, oversized card. The one I got in this box is Dark Magician Girl, specifically her art from the Dark Side of Dimensions movie. These are…fun, but kind of useless.

All right, let’s get to the actual cards.

2 monsters with different names

All Warrior monsters on the field gain 500 ATK. If this Link Summoned card is destroyed by battle, or by an opponent’s card effect while in its owner’s Monster Zone: You can target 1 non-Link Warrior monster in your GY; Special Summon it, but banish it when it leaves the field. You can only use this effect of “Ferocious Flame Swordsman” once per turn.

Ferocious Flame Swordsman

Right out of the gate I get a card I want.

Obviously this is a Link Monster variant of Joey/Jonouchi’s Flame Swordsman. I like that they just said “fuck it” and gave him two big swords similar to the original monster’s (they aren’t exactly the same if you compare the two artworks). I also used to use a Warrior Deck back when I played, so I like that it supports that type.

When this card declares an attack: You can target 1 face-up Spell your opponent controls; destroy it, and if you do, inflict 500 damage to your opponent. While you have no cards in your hand, except the turn this card was sent to the GY: You can banish this card and 1 “Destiny HERO” monster from your GY; draw 2 cards. You can only use this effect of “Destiny HERO – Celestial” once per turn.

Destiny HERO – Celestial

So this seems to be part of some archetype called Destiny HERO. This is where my ignorance pops up again, as I assumed this was somehow related to Jaden/Judai’s Elemental HERO archetype from Yu-Gi-Oh! G/X. It looks like Destiny HERO is a sub-archetype of the HERO archetype, and Elemental HEROs are also part of that.

As for the card itself, I like the art a lot, particularly the way the black and red of Celestial’s outfit work together.

2 Level 8 monsters

You can only Special Summon “Dingirsu, the Orcust of the Evening Star(s)” once per turn. You can also Xyz Summon this card by using an “Orcust” Link Monster you control as material. If a card(s) you control would be destroyed by battle or card effect, you can detach 1 material from this card instead. If this card is Special Summoned: You can activate 1 of these effects;

• Send 1 card your opponent controls to the GY.

• Attach 1 of your banished Machine monsters to this card as material.

Dingirsu, the Orcust of the Evening Star

This is a good time to note that I love the visual variety of the new cards that have been added since I’ve been away from the game. It’s cool to see white, black, half-green, and darker blue cards mixed in with the colors I used to know. This is probably just recency bias, but the color designs of the cards have been pretty good additions. The only real odd point is that Link Monsters are a shade of blue, which is a color already taken by Ritual Monsters and Obelisk the Tormentor. I feel like they maybe could have chosen a more distinctive color.

As for the artwork of this card in particular, I love it. It’s like some fancy, ostentatious Machine knight on a horse (frankly I thought this was a centaur until I really looked at it). The background art is gorgeous, too.

Apparently, Dingirsu is part of an archetype, Orcust, that’s really good in the game right now, if the YouTubers I watch are to be believed (Cimoooooooo put it as a Tier 2 Deck in his recent ranking video). It also looks like Duel Overload isn’t the first time it’s been printed. Additionally, this is the only card in the box that I got a duplicate of, and it seems to be selling for $2.48 on TCG Player right now. So either I got lucky and pulled duplicates of a fairly rare one, or it’s simply in demand because it’s so useful.

You can Ritual Summon this card with “Sprite’s Blessing”. When your opponent activates a card or effect that targets a monster you control (Quick Effect): You can discard this card; negate the activation. When your opponent would Special Summon a monster(s) (Quick Effect): You can return this card to the hand; negate the Special Summon, and if you do, banish that monster(s).

Sauravis, the Ancient and Ascended

Getting back into the series, one thing I liked seeing was that Ritual Monsters were still supported. I have no idea if they’re viable, but Rituals always seemed to be the least supported of the Special Summon types. They’re actually rarely in the anime at all, from what I see.

The monster itself reminds me of Azulongmon from Digimon. The art is very pretty. Speaking to its effect, I don’t know how good it is in practice, but I love effects that screw with your opponent’s ability to Special Summon, as the amount of it you can get away with in the game sometimes borders on insane.

You can target 1 of your WIND Synchro Monsters that is banished or in your GY; return it to the Extra Deck. You can only use this effect of ‘Speedroid Hexasaucer” once per turn.

Both players take any battle damage from attacks involving this card. Any battle damage from battles involving this card is halved. If this card is destroyed in the Pendulum Zone: You can Special Summon 1 face-up “Speedroid” Pendulum Monster from your Extra Deck.

Speedroid Hexasaucer

This is the first Pendulum Monster in the pack. Like I said above about Dingirsu, I love the visual variety Pendulum cards add. From my understanding they’re the most contentious new card type that’s been added, and it’s been by far the most confusing to wrap my head around in my return, so I really can’t comment on how they play.

I like the simple, cartoony style of the monster itself. Looks like it’s part of the roid archetype, which I’m surprised to still see support for. I remember it being Syrus’/Sho’s Deck type in G/X before I stopped watching. Specifically, it’s part of the Speedroid archetype.

1 “Abyss Actor” Pendulum Monster

You can target 1 card in your Pendulum Zone; Special Summon it, then place 1 “Abyss Actor” Pendulum Monster with a different name, from your Deck or face-up Extra Deck, to your Pendulum Zone, also you cannot Normal or Special Summon monsters for the rest of this turn, except “Abyss Actor” monsters. You can only use this effect of “Abyss Actor – Hyper Director” once per turn.

Abyss Actor – Hyper Director

I really like this card for how wacky the idea of a monster that’s a director is for this game. One thing I’ve always appreciated about Yu-Gi-Oh! is that its monsters can be silly, too. I also like how colorful this card is.

2 monsters with the same Type and Attribute, except Tokens

When a Spell/Trap Card or effect is activated (Quick Effect): You can send 1 Fairy monster from your hand to the GY; negate the activation, and if you do, destroy it. If this card in your possession is sent to your GY by an opponent’s card: You can add up to 2 Ritual Monsters and/or Ritual Spells with different names from your GY to your hand. You can only use each effect of “Herald of Mirage Lights” once per turn.

Herald of Mirage Lights


This one looks like Ritual support, which is cool. Not much to say about this one. Not in love with the art on it.

2 “HERO” monsters

If this card is Link Summoned: You can reveal 1 “HERO” Fusion Monster in your Extra Deck, and if you do, add up to 2 of the Fusion Materials listed on that card, with different names, from your Deck to your hand. You cannot Special Summon monsters the turn you activate this effect, except “HERO” monsters. You can only use this effect of “Xtra HERO Infernal Devicer” once per turn. Fiend monsters this card points to gain ATK/DEF equal to its Level x 100.

Xtra HERO Infernal Devicer

Another HERO monster. This one showed me there’s another sub-archetype for HEROes called Xtra HERO. Looks like this one is support for any HERO monster, though, which seems useful. I also like the art, even if it’s almost a bit too busy. But I like the scythe and wings.

Target 1 Synchro Monster your opponent controls; Special Summon 1 Synchro Monster that is 1 Level higher than it from your Extra Deck, but it cannot activate its effects this turn. You can only activate 1 “Synchro Transcend” per turn.

Synchro Transcend

Synchro support, if that isn’t obvious. I do like that the new formats like Synchro, Xyz, and Pendulum aren’t just abandoned after their anime are over. But this card seems dependent on your opponent using Synchros, so it seems to me like this would be a bad card.

1 Tuner + 1+ non-Tuner monsters

Once per turn, during the Main Phase (Quick Effect): You can banish both this face-up card from the field and 1 random card from your opponent’s hand, face-up, until your next Standby Phase. Once per turn, during your opponent’s Standby Phase: You can target 1 banished card; return it to the GY. If this card is in your GY: You can target 1 other card in the GY; shuffle both that card and this card from the GY into the Deck.

PSY-Framelord Omega

Ironically, a Synchro Monster is the next card. This one’s part of the PSY-Frame archetype, and I just realized looking at it that he’s riding some sort of scooter, or something. I actually really like its design, but fuck if I don’t understand what application its effect has. I’m sure I’m just being ignorant, and I’m sure this card jives very well with others in its archetype.

This card is treated as a Normal Monster while face-up on the field or in the GY. while this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.

• Once per turn: You can Special Summon 1 Insect or Plant monster from your hand or GY.

Gigaplant

First off, I love how simple the name Gigaplant is for this card.

Gigaplant is a Gemini Monster, which is something they clearly added after I stopped playing. Basically, they’re Effect Monsters that act as Normal Monsters, allowing them to take advantage of cards that benefit Normal Monsters while they avoid the effects targeting Effect Monsters. I’ve used several of these in Legacy of the Duelist – Link Evolution, and it took me a while to wrap my head around them. Basically, Summoning them initially doesn’t trigger their effects. You have to “Summon” them the next turn, but it takes the spot of your Normal Summon, so you can’t Summon a monster from your hand. It’s an interesting trade off between getting more monsters on the field and taking advantage of a Gemini Monster’s effect.

Its support for an Insect Deck seems interesting to me, too. After using Haga’s/Weevil’s decks in Link Evolution, I think an Insect Deck could be fun, so I’m curious how useful this one is.

When this card is activated: You can activate 1 “Malefic World” from your Deck. While that card is in the Field Zone, neither player can target a card(s) in the Field Zone with card effects. The “Malefic” monster effect, “There can only be 1 face-up “Malefic” monster on the field” becomes “There can only be 1 face-up “Malefic” monster on the field with the same name”. During the Battle Phase, negate the effects of face-up “Malefic” monsters on the field.

Malefic Territory

This is one of several cards in Duel Overload that supports the Malefic archetype. That archetype may be familiar if you’ve seen the Bonds Beyond Time movie (or its Abridged version). It’s the archetype used by the movie’s villain, Paradox. I’m glad that an archetype introduced just for a movie is still seeing support.

The effect of this card seems to be one of those to get around an archetype’s specific weakness. Those are always interesting balancing acts since taking out too much of what holds an archetype back could make it overpowered.

Unaffected by the effects of “Hole” Normal Traps. You can Tribute this card: Set 2 “Hole” Normal Traps with different names, 1 from your Deck and 1 from your GY, but banish them when they leave the field. You can only use this effect of “Traptrix Genlisea” once per turn.

Traptrix Genlisea

The archetype for this card, Traptrix, seems to revolve around the Hole Trap Cards. Most of you who played the game a long time ago probably remember the staple card Trap Hole and some of its variants. It’s nice to see something like that still getting support. But considering that Trap Cards are pretty irrelevant to the meta of the game right now, as I understand it, I’d assume this archetype isn’t that useful currently.

Art-wise, I really like the character’s hair. The color and shape have that really stylistic “anime hair” that I really like when done right.

Target 1 “Malefic” monster in your GY; Special Summon it, ignoring its Summoning conditions, but its effects are negated, also banish it during the End Phase.

Malefic Divide

Another Malefic card. I’m a bit torn on the art on this one. It’s kinda cool, but it’s almost too simple. But it’s also slightly creepy, which is usually a plus in Yu-Gi-Oh!, so I think overall I like it.

This is also one of those cards I kinda hate, as it’s like a Monster Reborn that only lasts one turn. I’m sure it’s very useful, but I can’t get over cards that destroy what they bring out by the end of the turn.

2 Fairy monsters

If this card is Link Summoned: You can discard 1 card; Special Summon 2 “Melodious” monsters with different Levels from your Deck to your zones this card points to, in Defense Position. You cannot Special Summon monsters the turn you activate this effect, except “Melodious” monsters;. You can only use this effect of “Bloom Harmonist the Melodious Composer” once per turn. If a “Melodious” monster this card points to attacks, your opponent cannot activate cards or effects until the end of the Damage Step.

Bloom Harmonist the Melodious Composer

I love this card’s name. It just sounds elegant as fuck.

Other than that, it’s part of the Melodious archetype and seems like pretty simple support for it.

Target 1 Spell/Trap on the field; destroy that target.

Mystical Space Typhoon

Finally, a card I (and hopefully you) know. A classic they decided to include in Duel Overload, it’s nice having an Ultra Rare version of this card.

Fun fact, this card is probably not as good as you think if you don’t know the rules of the game very well. Since the text doesn’t say it negates an effect, you can’t use it to negate something like a normal, Ritual, or Quick-Play Spell Card. It’s for destroying cards that stay on the board, like Field, Equip, and Continuous Spell Cards.

2+ Level 4 monsters

At the end of the Battle Phase, if this card destroyed an opponent’s monster by battle: You can Special Summon from your Extra Deck, 1 Rank 10 or higher Machine Xyz Monster by using this face-up card you control as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can only use this effect of “Number 27: Dreadnought Dreadnoid” once per turn. If this face-up card on the field would be destroyed by battle or card effect, you can detach 1 material from this card instead.

Number 27: Dreadnought Dreadnoid

This may be one of my favorite cards in the box, honestly. It’s a big boat with a shit ton of guns. I can’t tell you enough how much the art on this speaks to my sensibilities.

This is also a Number card, relevant to the plot of Yu-Gi-Oh! ZEXAL. If I actually make it that far in the series before my interest burns out, I’m sure I’ll have more appreciation for this card.

You can Special Summon this card (from your hand) by discarding 1 other WATER monster. When this card is Summoned: You can send 1 Level 2 or lower WATER Aqua monster from your Deck or face-up field to the GY. Once per turn: You can return 1 monster you control to the hand; you can Normal Summon 1 “Frog” monster during your Main Phase this turn, except “Swap From”, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)

Swap Frog

I like the artwork on this card, mostly for the coloring. Apparently the Frog archetype (yeah, that’s an archetype) is pretty powerful, with some cards in it on the ban list.

Target 1 face-up card on the field; discard 1 card, and if you do, banish it. Once per Chain, when a Trap Card is activated while this card is in your GY: You can Special Summon this card as a Normal Monster (Aqua/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.

Paleozoic Dinomischus

Paleozoics are an archetype I had actually heard of before I got this card. Apparently it is, or recently was, very prominent in the game. The premise seems to be Trap Monsters, which was first seen in the anime in Joey/Jonouchi’s duel with Odion/Rishid in Battle City. It’s an interesting premise for a card, since, unless the text indicates otherwise, it makes it vulnerable to both anti-monster and anti-Trap cards.

Once per turn: You can target 1 face-up monster your opponent controls; halve its original ATK until the end of this turn (even if this card leaves the field).

2 Level 7 monsters

If you can Pendulum Summon Level 7, you can Pendulum Summon this face-up card in your Extra Deck. Once per turn (Quick Effect): You can detach 1 material from this card, then target 1 face-up monster your opponent controls; until the end of this turn, its ATK becomes half its current ATK, and if it does, this card gains that lost ATK. If this card in the Monster Zone is destroyed by battle or card effect: You can place this card in your Pendulum Zone.

Dark Anthelion Dragon

I love, visually, how Pendulum Monsters can be more than Effect Monsters. The green mixed with other colors of card types like Normal or, in this case, Xyz, all look visually interesting, which is part of why this card stands out among what I got in this box.

The art itself looks good, too, but BOY is there a lot going on in it.

1 Level 1 monster, except a Token

You can target 1 face-up monster this card points to; equip that face-up monster to this card (max. 1). You can only use this effect of “Relinquished Anima” once per turn. This card gains ATK equal to that equipped monster’s.

Relinquished Anima

This was my Holy Grail for Duel Overload, what I really wanted. The original Relinquished is one of my favorite cards of all time, so I really wanted this Link variant. Its design is basically just Relinquished flipped upside down, but it kinda works for how weird of a monster Relinquished is in the first place. Its effect was so unique at the time in how the actual card reflected what it did in the anime, and I’m glad to see it’s present in this card as well.

Very happy to get this.

Activate this card only if both players control a monster that was Special Summoned from the Extra Deck. Negate the effects of face-up monsters Special Summoned from the Extra Deck. If a monster(s) is destroyed by battle involving 2 monsters that were Special Summoned from the Extra Deck: Send this card to the GY, also the player(s) who controlled the destroyed monster(s) takes 1000 damage.

Hollow Giants

I love the way the ukiyo-eesque art looks in this, particularly the clouds on the sun. I also like that it affects Extra Deck monsters. Similarly to what I said above about liking cards that work against Special Summoning, I like cards that try to target the Extra Deck, since that’s where a lot of the meta in the game lies with Fusion, Synchro, Xyz, Pendulum, and Link Monsters.

Each player chooses 1 card from their Deck, then each player combines it with 4 additional random cards chosen from their Deck by their opponent, then randomly selects 1 of those 5 cards to reveal and add to their hand. Shuffle the rest back into the Decks. You can only activate 1 “Card of Fate” per turn.

Card of Fate

This card does a lot of what I like. It searches in the Deck, and it incorporates some more traditional elements of a card game with how you have to select a card randomly from your opponent’s hand. I also really like whenever a card’s artwork shows an actual Yu-Gi-Oh! card on it. I don’t know, it’s just delightfully weird to see a card on a card.

3 Beast monsters, including an “Ojama” monster

While “Ojama Country” is in a Field Zone, this card gains 3000 ATK, also it cannot be destroyed by card effects. Your opponent takes any battle damage you would have taken from attacks on this card, instead. You can target 1 non-Link “Ojama” monster in your GY; Special Summon it, also for the rest of this turn, you cannot Special Summon monsters from the Extra Deck, except Fusion Monsters. You can only use this effect of “Ojama Emperor” once per turn.

Ojama Emperor

Ojama is an archetype most fans are at least somewhat aware of. You probably had at least a couple of copies of either Ojama Yellow, Black, or Green. They were also staple cards of Chazz Princeton/Jun Manjome in G/X, which is where a lot of people probably know them from.

I love cards that can either be useless or amazing, and that’s what the Ojama archetype kind of embodies, Ojama Emperor among them. I also love how amazingly ugly he looks. And I like the shade of purple he is.

When this card is activated: Add 1 “Elegant Egotist” from your Deck or GY to your hand. During the End Phase, if this card is in the GY because it was sent there from the hand or field this turn: Add up to 3 “Harpie” cards with different names from each other from your Deck to your hand. You can only use 1 “Hysteric Sign” effect per turn, and only once that turn.

Hysteric Sign

Joining the rest of the old archetype support in this box, this one is support for Harpie cards, as you can tell from the card text and Harpie’s Pet Dragon being in the art. It may be basic, but I love cards related to the original anime.

2 DARK Winged Beast monsters

If this card is Link Summoned: You can Special Sumon 1 Level 4 DARK Winged Beast monster from your Deck in Defense Position, but negate its effects, also it cannot be used as Link Material. If your “Raidraptor” Xyz Monster’s effect is activated: Set 1 “Rank-Up Magic” Spell directly from your Deck, and if it is a Quick-Play Spell, it can be activated this turn. You can only use each effect of “Raidraptor – Wise Strix” once per turn.

Raidraptor – Wise Strix

Not a lot to say about this card except that I love robots, and this is a robot owl.

From my limited understanding, Rank-Up Magic are pretty important cards, so I’m assuming its ability to search for them is a good one. This card is part of the Raidraptor archetype.

2+ Wyrm monstersx

While you control a face-up non-Effect Monster, monsters your opponent controls cannot target Effect Monsters for attacks, also your opponent cannot target Effect Monsters on the field with card effects. (Quick Effect): You can target 1 Effect Monster your opponent controls; Special Summon 1 “Tenyi Spirit Token” (Wyrm/LIGHT/Level 4/ATK ?/DEF 0). This Token’s ATK becomes that targeted monster’s original ATK. You can only use this effect of “Tenyi Spirit – Sahasrara” once per turn.

Tenyi Spirit – Sahasrara

This actually isn’t the first Tenyi card I’ve picked up. I previously got Tenyi Spirit – Mapura in another booster pack.

This is really gorgeous artwork. I love the gold in it.

1 Normal Summoned monster with 1000 or less ATK

(Quick Effect): You can Tribute this card, then target 1 monster you control; it cannot be destroyed by your opponent’s card effects this turn. When a Normal Summoned monster you control is destroyed by battle, while this card is in the GY: You can Special Summon this card. You can only use this effect of “Salamangreat Almiraj” once per turn.

Salamangreat Almiraj

Not the biggest fan of this card. The art’s a bit too cutesy for me.

From my understanding, the Salamangreat archetype is very powerful in the game right now.

Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) while you control a “Scrap” monster. If Summoned this way: Target 1 “Scrap” monster you control; destroy that target. If this card is destroyed by the effect of a “Scrap” card and sent to the GY: You can target 1 “Scrap” monster in your GY, except “Scrap Orthros”; add that target to your hand.

Scrap Orthros

This card reminds me of the Ancient Gear cards and why I love how they look. They’re essentially scrap that’s cobbled together to make a living thing. There’s just something really cool about that.

Part of the Scrap archetype.

And that’s all for Duel Overload. I’m willing to call this a win since I managed to pull Relinquished Anima, as well as Ferocious Flame Swordsman and Mystical Space Typhoon. I’m also glad to have pulled Ojama Emperor and Number 27. Unfortunately, I missed out of Crystron Halqifibrax, Union Carrier, and Five-Headed Link Dragon. But there’s always next time.

Ignition Assault

I also decided to pick up a box containing three booster packs of Ignition Assault, at the time the newest booster pack. I’d picked up a couple packs previously, so I ended up getting some duplicates. However, I didn’t realize these packs weren’t 1st Edition. Seems 1st Edition has a much smaller window of availability than I thought. So, even though I got a couple of duplicates, them not being 1st Edition makes them technically unique cards from a collector’s perspective. Or at least that’s how I’m choosing to look at it.

There aren’t any cards I’m looking forward to in particular, but I thought the Plunder Patroll cards looked fun.

The box also has two out of a possible four bonus cards, so I’d need to pick up another one if I want a chance at all four.

Let’s start with the two exclusive cards.

2+ monsters, except Tokens

During the Battle Phase (Quick Effect): You can target 1 Cyberse monster this card points to and activate 1 of these effects:

• It gains 2000 ATK until the end of this turn.

• It can make up to 2 attacks on monsters during each Battle Phase this turn.

This card cannot attack the turn this effect is activated. You can only use this effect of “Cyberse Accelerator” once per turn.

Cyberse Accelerator

Cyberse is a new type of monster card added with VRAINS. I think it seems like a cool addition to the game, as the monsters seem to be Internet/digital entities.

This Defense Position card cannot be destroyed by battle. You can only use each of the following effects of “Gouki Guts” once per turn.

• During your Main Phase: You can make all “Gouki” monsters you control gain 200 ATK.

• If this card is sent from the field to the GY: You can add 1 “Gouki” card from your Deck to your hand, except “Gouki Guts”.

Gouki Guts

What I like about the artwork of this card is that you can tell a lot about the monster’s personality. He seems like one of those anime characters that’s loud and is always looking for a fight.

All Xyz Monsters you control gain 800 ATK. Oncer per turn: you can discard 1 Spell, then target 1 Xyz Monster you control; Special Summon from your Extra Deck, 1 “Number C” monster or 1 “CXyz” monster, with the same Type as that monster you control but 1 Rank higher, by using it as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) If you discarded a card other than a “Rank-Up Magic” Spell to activate this effect, return that Special Summoned monster to the Extra Deck during the End Phase (even if this card leaves the field).

Resurgam Xyz

Just some Xyz support, and it seems to be tied to the Number archetype.

During your opponent’s Battle Phase (Quick Effect): You can tribute this card; the next battle damage you take from an opponent’s monster’s attack this turn is inflicted to your opponent instead. If a face-up Xyz Monster you control leaves the field by card effect, while this card is in your GY (except during the Damage Step): You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of “Time Thief Chronocorder” once per turn.

Time Thief Chronocorder

I really like the effect of this card. It’s similar to the effect of Magic Cylinder, you just need to sacrifice this monster to do it. But it has a resurrection effect tied to Xyz Monsters that makes it seem very useful.

I got a duplicate of this one between the three packs.

You can only control 1 “Double-Edged Sword”. The equipped monster gains 2000 ATK, also both players take any battle damage from attacks involving the equipped monster. If you take 2000 or more battle damage: Send this card to the GY.

Double-Edged Sword

This is an interesting card. Its great boost of 2000 ATK seems great, and its balance of dealing battle damage to yourself, too, means you can really only use it when you have the Life Point advantage. But the fact that it gets destroyed when you take 2000 damage makes it seem like a one-time use. I bet there’s some way to get around this weakness with another card, but I don’t know what it is.

I also like Equip Spell Cards that are just swords. There’s a nice simplicity to it.

You can Ritual Summon this card with a “Megalith” card. If this card is Ritual Summoned: You can add 1 “Megalith” Spell/Trap from your Deck to your hand. During your Main Phase: You can activate this effect; Ritual Summon 1 Ritual Monster from your hand, by Tributing monsters from your hand or field, including this card on your field, whose total Levels equal or exceed the Level of the Ritual Monster. You can only use this effect of “Megalith Hagith” once per turn.

Megalith Hagith

The Ritual Monsters in this pack are interesting, as they have the ability to function as Ritual Spell Cards to act as extenders so that you can keep bringing out more Ritual Monsters once you get the first one out.

You can only Special Summon “Abominable Unchained Soul(s)” once per turn. If a card(s) you control is destroyed by battle or card effect: You can Special Summon this card from your hand. If this card is Special Summoned: You can discard 1 card; destroy 1 card on the field. Once per turn, during the End Phase, if this card is in the GY because it was destroyed on the field and sent there this turn: You can Special Summon this card, but place it on the bottom of the Deck when it leaves the field.

Abominable Unchained Soul

This is the first Super Rare of the box. And it seems like a really good effect. You can bring it out from your hand when a monster is destroyed, and you can destroy another card. It even has a resurrection effect. All of that on a 3000 ATK monster seems really good.

Gains 300 ATK for each monster your opponent controls, during your turn only. You can only use each of the following effects of “Ancient Warriors – Valiant Zhang De” once per turn.

• If you control 2 or more “Ancient Warriors” monsters: You can Special Summon this card from your hand.

• If your opponent controls more monsters than you do: You can activate this effect; this card can make up to 2 attacks on monsters during each Battle Phase this turn.

Ancient Warriors – Valiant Zhang De

This is a card I already got a 1st Edition of in a previous pack. This is also the first Rare in this box.

Part of the Ancient Warriors archetype. These cards seem to have some pretty good effects if you run a deck of them. I also really like them being stylized after Chinese warriors.

If this card is Normal or Special Summoned: You can target 1 face-up monster you control; if it attacks a Defense Position monster this turn, inflict piercing battle damage to your opponent. During your opponent’s turn (Quick Effect): You can target 1 other face-up monster on the field; change its battle position, then, return this card to the hand. You can only use each effect of “Feedran, the Winds of Mischief” once per turn.

Feedran, the Winds of Mischief

Not a huge fan of this card. Its art is a bit too cutesy. The ability to gift piercing damage to another monster seems helpful, but maybe not that useful for the game nowadays.

Unaffected by the activated effects of monster, except monsters whose Level is equal or lower than this card. You can banish up to 3 cards from your GY; increase this card’s Level by that number, until the end of this turn. You can only use this effect of “Cupid Serve” oncer per turn.

Cupid Serve

Maybe not a useful card, but I love the art. A Cupid-like archer who shoots tennis ball arrows? It’s one of the silly monsters I love existing in this game.

You can reveal 1 Ritual Monster in your hand; the equipped monster becomes the revealed monster’s Level, until the end of this turn (even if this card leaves the field). If this card is sent to the GY because the equiped monster is Tributed: You can target 1 monster your opponent controls; destroy it. You can only use each effect of “Execution of the Contract” once per turn.

Execution of the Contract

More Ritual support. This seems very useful, making a single monster eligible for the Ritual Summon, with the added effect of destroying one of your opponent’s cards when the Ritual Summon happens.

This card must attack, if able. If this card is targeted for an attack: Change the battle position of this card. (Quick Effect): You can banish this card from your GY, then target 1 “Karakuri” monster you control; change its battle position. You can only use this effect of “Karakuri Gama MDL 4624 “Shirokunishi”” once per turn.

Karakuri Gama mdl 4624 “Shirokunishi”

This is another card I got the 1st Edition of in a previous pack.

I love the art of this card. A steampunk frog is neat, but it having a barrel under its mouth just looks really cool, stylistically.

Steampunk seems to be the forte of the Karakuri archetype, so I’m sure I’ll like the art of the other cards, too.

If a face-up EARTH monster(s) you control is destroyed by battle or an opponent’s card effect: YOu can Special Summon this card from your hand, then, you can send 1 monster from your Deck to the GY. You can only use this effect of “Cataclysmic Crusted Calcifida” once per turn.

Cataclysmic Crusted Calcifida

Another card I got a 1st Edition of already. Not much to say about the art of this one. Don’t love it, don’t hate it.

Its effect seems really good, though, as EARTH is a pretty common Attribute.

2 Level 4 monsters

If a monster(s) you control would be destroyed by card effect, you can detach 1 material from this card instead. You can only use each of the following effects of “Light Dragon @Ignister” once per turn.

• You can detach 1 material from this card; destroy face-up monsters your opponent controls, up to the number of “@Ignister” monsters you control.

• When another Cyberse monster you control inflicts battle damage to your opponent: You can Special Summon 1 Link Monster from your GY.

Light Dragon @Ignister

I said above that I wasn’t looking for particular cards in this set, but if I had known exactly what this card looked like, this’d be one of them. The way the golden color offsets with the black of the Xyz border is visually very pleasing. And it’s another Super Rare, to boot.

It’s also the cover card of the booster pack, which is pretty cool. It’s also another dragon @Ignister card to go with the ones I have in my collection, and those cards look pretty cool.

You can target 1 Level 4 or lower monster you control; its Level becomes double its original Level until the end of this turn (even if this card leaves the field). You can only use this effect of “Megalith Promotion” once per turn.

Megalith Promotion

Another Rare. This is a card that changes a Level, helpful for Ritual, Synchro, and Xyz Summonings, as well as some others. It’s interesting that Levels have continued to play more important roles in the game since I’ve stopped playing. Sure, they were important for things like Tribute and Ritual Summonings, but they’ve been key to a lot of new mechanics since then.

This card must attack, if able. If this card is targeted for an attack: Change the battle position of this card. If this card is in your hand: You can target 1 “Karakuri” monster you control; change its battle position, and if you do, Special Summon this card as a Tuner, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except EARTH Machine monsters. You can only use this effect of “Karakuri Bonze mdl 9763 “Kunamzan” once per turn.

Karakuri Bonze mdl 9763 “Kunamzan”

Like I said above, I love a good-looking steampunk aesthetic. A robot priest is a cool idea (though it does remind me of Overwatch, not that I’ve really played it).

Another card I got a 1st Edition of already.

You can Ritual Summon this card with a “Megalith” card. If this card is Ritual Summoned: You can draw 1 card, then discard 1 card. During the Main Phase (Quick Effect): You can activate this effect; Ritual Summon 1 Ritual Monster from your hand, by Tributing monsters from your hand or field, including this card on your field, whose total Levels equal or exceed the Level of the Ritual Monster. You can only use this effect of “Megalith Och” once per turn.

Megalith Och

Another helpful Ritual Monster to help extend further Ritual Summonings. I really like the art on this one since it’s one of those classic light/dark pieces of art. It being a statue makes sense as a high-DEF monster.

If this card is in your hand: You can target 1 Synchro Monster you control or is in your GY; banish it, and if you do, Special Summon this card. If this card is in your GY: You can target 1 Synchro Monster you control or in your GY; banish it, and if you do, add this card to your hand. You can only use each effect of “Obsessive Uvualoop” once per turn.

Obsessive Uvualoop

What a weird fucking looking card. A bipedal camel. But it being Level 4 makes it seem like a useful Tuner.

I got two copies of this one in the box, so that’s another duplicate.

The first time each Ritual Summoned monster would be destroyed by battle each turn, it is not destroyed. If a “Megalith” monster is Special Summoned (except during the Damage Step): You can target 1 Ritual Monster in your GY; add it to your hand. You can only use this effect of “Megalith Portal” once per turn.

Megalith Portal

This seems like amazing support for the Megalith archetype. Giving the monsters some protection, while being able to add Ritual Monsters from the Graveyard seems extremely helpful, since Megalith Ritual Monsters can Ritual Summon by themselves. It also has Megalith Och on it, along with larger versions(?) of each monster, or maybe some other Megalith monster I’m unaware of.

During damage calculation, if your “@Ignister” monster is attacked (Quick Effect): You can discard this card; you take no battle damage from that battle. When an “@Ignister” monster effect, or “A.I.” Spell/Trap Card or effect, is activated that inflicts damage to your opponent, even during the Damage Step (Quick Effect): You can banish this card from your GY; double that damage inflicted to your opponent. You can only use each effect of “Donyoribo @Ignister” once per turn.

Donyoribo @Ignister

This seems essentially like a Kuriboh specifically for @Ignister monsters. Its further effect in the Graveyard makes it seem even more useful.

You can target 1 “Megalith” monster in your GY; Special Summon it in Defense Position, but place it on the bottom of the Deck when it leaves the field (even if this card leaves the field). You can only use this effect of “Megalith Emergence” once per turn.

Megalith Emergence

A useful Megalith support card that functions as a Monster Reborn, but it’s Continuous. The monsters being sent to the bottom of the Deck seem to help it from being abused too much.

(Quick Effect): You can detach 1 material from an Xyz Monster you control, then target 1 face-up monster your opponent controls; change its ATK to 0 until the end of this turn. If an Xyz Monster you control would activate an effect by detaching material(s), except the turn this card was sent to the GY, you can banish this card from your GY instead of 1 of those materials. You can only use each effect of “Daruma Dropper” once per turn.

Daruma Dropper

I like this card’s effect since it’s about detaching Xyz Material even though it isn’t an Xyz Monster itself. I have no idea if this is a common effect, but this seems like an interesting card to play with Xyz Monsters.

If this card is Special Summoned from the GY: You can target 1 monster you control; it cannot be destroyed by battle or card effects this turn. During the End Phase, if this card is currently banished, and was banished this turn: You can add this card to your hand. You can only use each effect of “Guard Ghost” once per turn.

Guard Ghost

A nice Zombie card. Its effects seem appropriate for the way the type normally functions. It’s nice that it also has banish protection, which I don’t think is too common.

While you control another “Ancient Warriors” monster, your opponent’s monsters cannot target this card for attacks. You can only use each of the following effects of “Ancient Warriors – Virtuous Liu Xuan” once per turn.

• If your opponent controls more monsters than you do: You can send 1 card from your hand or field to the GY; Special Summon 1 “Ancient Warriors” monster from your Deck, except “Ancient Warriors – Virtuous Liu Xuan”. • When an attack is declared involving another “Ancient Warriors” monster you control: You can draw 1 card.

Ancient Warriors – Virtuous Liu Xuan

The second Ultra Rare in the box. Liu Xuan seems to be the leader of the Ancient Warriors, and its artwork conveys that very well. Its effect seems helpful, too, with the ability to either search or draw a card from the deck.

You can target 1 Continuous Spell/Trap you control; send it to the GY, and if you do, add 1 “Ancient Warriors” Spell/Trap from your Deck to your hand. If your other “Ancient Warriors” monster’s effect is activated (except during the Damage Step): You can target 1 Effect Monster your opponent controls; negate its effects until the end of this turn. You can only use each effect of “Ancient Warriors – Graceful Zhou Gong” once per turn.

Ancient Warriors – Graceful Zhou Gong

Another Ancient Warriors card, and a Rare. I’m probably ignorant, but its effect doesn’t seem that good. But the artwork is great.

You can Ritual Summon this card with a “Megalith” card. You can discard this card; Ritual Summon 1 “Megalith” Ritual Monster from your hand, by Tributing monsters from your hand or field whose total Levels equal or exceed its Level. If this card is Ritual Summoned: You can target cards your opponent controls, up to the number of Ritual Monsters with different names in your GY; destroy them. You can only use each effect of “Megalith Bethor” once per turn.

Megalith Bethor

Another Megalith Ritual Monster. It seems that a lot of the Megalith monsters have high DEF, which makes sense since so many of them are Rock monsters.

Take a close look at the art of this. Look at how fucking big Bethor’s hands are. I love the way they look for some reason.

If this card is Normal or Special Summoned: You can send 1 “Chronomaly” monster from your Deck or Extra Deck to the GY, then target 1 face-up monster on the field; it loses ATK equal to the Level/Rank of the monster sent to the GY x 200. A “Number” Xyz Monster that was Summoned using this card on the field as material gains this effect.

• This card can make up to 2 attacks on monsters during each Battle Phase.

You can only use each effect of “Chronomaly Tuspa Rocket” once per turn.

Chronomaly Tuspa Rocket

I like the cramped, single-occupant design of the rocket here. And its effect seems useful, getting an Extra Deck monster to the Graveyard.

Final Verdict

Overall, this was a pretty good haul. Relinquished Anima, Ferocious Flame Swordsman, Mystical Space Typhoon, Light Dragon @Ignister, and Ancient Warriors – Virtuous Liu Xuan are the highlights for sure.

The only real downside is that the box of Ignition Assault wasn’t 1st Edition, and that I got three duplicates overall.

I’ll probably pick up another box of Duel Overload to see if I can get Five-Headed Link Dragon and Union Carrier.

In the meantime, stay safe out there during this coronavirus business, guys.

Yu-Gi-Oh! Haul: Prologue – My History with the Series

The Beginning

Well, I’m writing about Yu-Gi-Oh! in 2020. Of all the things I’d have bet on myself doing in the new decade, this wasn’t one of them. But if you’ve been paying attention to me on Discord or on my Twitter, this post probably isn’t much of a surprise.

My history with the series began during one of the worst situations a child can find themselves in: being dragged somewhere by your parents. One morning, my mom’s friends were having some shindig, and, like any kid that was dragged to something their parents were doing, I made myself comfortable at her friend’s TV and watched cartoons. I never had the WB as a channel, so it’s surprising I ended up becoming such a fan of properties like Pokémon without access to it. But that morning I caught an episode of something I’d never seen before. It was the episode of Yu-Gi-Oh! where Dark Yugi (Yami Yugi in the 4Kids dub) dueled the Shadow Player Killer (PaniK in the 4Kids dub).

I’m sure my first thought was “Why is this show about playing cards?” The premise of the show is pretty stupid, without a doubt. But, as a captive member of the audience, I stuck around.

And it was pretty fun.

There’s a reason Yu-Gi-Oh! is a classic in several categories; cartoons, anime, and shōnen manga/anime. At its core it’s a pretty solid shōnen series whose main battle mechanic is a card game (ignoring the seven volumes of manga before Duel Monsters was introduced, where they played a variety of games). Watching Dark Yugi outwit the Shadow Player Killer in several unique ways was thrilling to me as a kid, as this was the first time I’d seen the premise of a show be a card game, and it subverted my expectations that it’d be gimmicky garbage. The premise itself is derivative and stupid nowadays in a lot of cases, but as is the case with any premise that too many people copy, the card game genre’s first real success, Yu-Gi-Oh!, was aped ad nauseam (even by itself) for a reason.

Dark Yugi vs. the Shadow Player Killer (Image from YouTube video “Yu Gi Oh! Yugi vs Panik” by Felix).

Of course, when I got into the game itself, I realized how bullshit the Dark Yugi/Shadow Player Killer Duel actually was. Half of it doesn’t actually use mechanics from the card game itself, which is something endemic to most of the Duelist Kingdom arc, as Kazuki Takahashi was likely figuring out the rules for the game as he went. Which I don’t blame him for, really. According to him, the card game was only supposed to make two appearances in the manga. But it evoked such a response that it became the focus of the series from then on, really only taking a back seat during the last arc surrounding Egypt and Dark Yugi recovering his memories. Still, a lot of the Duels in series can be annoying at times, knowing just how outside the realm of the actual card game they got.

Still, believing the episode was still indicative of the product, I desperately wanted to get into the card game. I had my mom buy me Kaiba’s starter deck, and I still vividly remember opening it up for the first time, particularly the Blue-Eyes White Dragon card in the front of the pack. I also remember reading the rules and realizing they were much more complicated than I had assumed from one episode of the TV show.

What followed was a pretty obsessive hobby of buying cards and video games (I’m sure my mom regretted dragging me along to her friend’s thing by that point). While I didn’t have the WB, my best friend did, and would record the episodes for me and let me borrow the VHSes. And reruns eventually made their way to Cartoon Network. I played a shitton of the card game with my best friend, and several friends from my church.

As with any childhood hobby, however, I eventually abandoned it. Around the beginning of Yu-Gi-Oh! G/X I began to fall off for a variety of reasons. The amount I had dedicated to it began to rebound into disinterest, as is wont to happen with any hobby or passion. There was also the fact that I felt the need to “outgrow” it, as obviously liking Yu-Gi-Oh! would not help with my lack of popularity in school. Yu-Gi-Oh! was not the only casualty of this. I also immensely loved Pokémon and only really gave it up for a time out of peer pressure. And so, I packed up my cards and let them sit in my closet for a while.

The Return

The time was now high school, my senior year. I was super cool and popular now. Oh, wait, no, it was the opposite. I was still conventionally a loser, but pretty at peace with who I was at this point. I still watched a lot of anime, and was still into “nerdy” things like video games at the time. If I said I missed Yu-Gi-Oh! at all, I’d be lying. But it wasn’t because I hated it. I just never thought about it anymore.

And then, one day, one of my friends from church was over and asked “Have you heard of Yu-Gi-Oh!: The Abridged Series?”

Logo for Yu-Gi-Oh!: The Abridged Series (Image taken from Yu-Gi-Oh! The Abridged Series episode seven)

Historically, I’m very resistant when someone recommends me something. It’s probably one of the worst aspects of my personality, honestly. So I thought if I let him show me some of it we’d be done and could move on to doing something fun.

Unfortunately (or fortunately, I guess), it was pretty funny. I continued to watch Little Kuriboh‘s series on my own, and at the time, it may have been the funniest thing I’d ever seen. It pretty brilliantly ripped into how stupid the premise of the show is, and also the butchering 4Kids did while dubbing it. It was also pretty referential humor, parodying a lot of Adult Swim shows at the time, which I was all about back then. I began quoting the series to my friends and watching any of the videos Little Kuriboh had done. And in spite of the playful ribbing done, it was clear that LK had a lot of love for the series.

And then one day I thought, “Is the card game still fun?”

So I dug my cards out and convinced my best friends and some others to do the same. Many of us were in a forensics club at the time, and at the meets we went to, we had a lot of downtime. So we began playing when we could, and good God it was a lot of fun.

Except when I played my one friend who had bullshit cards, but let’s not dwell on that.

I even started watching the show again. At the time, Yu-Gi-Oh! 5D’s was airing on Cartoon Network, and I very much enjoyed it, in spite of the stupid premise of card games on motorcycles. I even began going to my school’s library, which had old issues of Shonen Jump, and read later chapters of the original manga and some chapters from the G/X manga.

Yusei Fudo and his ace monster, Stardust Dragon
(Image from @NoContex5Ds on Twitter)

At the time, I even bought a couple of booster packs of the cards, something I was very hesitant to do, as I didn’t know how long this reignited interest would last. But my first booster pack contained Stardust Dragon, Yusei Fudo‘s ace monster from 5D’s, which I took as a good sign.

It’s a time I look back on fondly. I had a lot of fun rediscovering something I really loved, and, unrelated, a lot of aspects of my life improved as I finished high school and prepared to head off to college.

But, it wasn’t fated to last. I never intentionally dropped the series, but after graduation and without anyone to play with, my interest faded again. In the following years, I would read bits of the ZEXAL and ARC-V manga, as they were included in my subscription to the digital Shonen Jump.

I figured I was well and truly done.

Third Time’s the Charm

I was looking for background noise on YouTube one night last year, and I saw Crunchyroll had uploaded a video about Yu-Gi-Oh!‘s timeline.

An approximation of the Yu-Gi-Oh! anime timeline
(Image from A Loud Noob on Pinterest)

Now, I love stupid stuff like this. A semi-serious look into a silly series. Honestly, the more convoluted something is, the more likely it is I’ll like it. And what other series is based around card games and has Atlantis, motorcycles, and potential alternate timelines?

Something I didn’t expect after the video was how entertained I was by it. I had just expected it to be a fun oddity. And while I watched some other videos about the series’ timeline, but didn’t think much beyond it at the time.

And there Little Kuriboh was again. He’d released a series where he would watch an episode of Yu-Gi-Oh! G/X and relate it to his audience, and each episode was entertaining, both because of LK himself being funny, but also with how ridiculous G/X itself can be (there’s literally an episode where a student of Duel Academy can never draw the card he needs, so he goes into the jungle and becomes a Tarzan-like character to train to draw what he needs).

Independent of this, for the past year or so before this, I’d been bemoaning the fact that trading cards didn’t seem to really exist much anymore. I’d been craving to collect something, blow some money on something every now and then with the purpose of building up some small collection. The only ones that still exist are the ones that facilitate games, which were something I wasn’t really interested in.

Between that and my interest in Yu-Gi-Oh! reigniting for a second time, the bug got me again.

One day I bought a booster pack in GameStop, and legitimately wondered if I really wanted to do this.

The box for Yugi’s Legendary Decks
(Image from Amazon)

But I knew I was well and truly lost when I orderd a box of cards containing a collection of Yugi’s decks from the series, including Exodia, the God Cards, and the invitation cards for the Duelist Kingdom Tournament.

I’m sitting with a small, new collection of cards, I’m over 100 episodes into rewatching the original series in Japanese, and I just bought the newest video game, Legacy of the Duelist – Link Evolution.

I’m thoroughly lost now.

I’ll be honest, I’m not sure how long this renewed interest in the series will last. For all I know, I’ll become bored tomorrow and abandon it again. But it doesn’t seem like that’ll happen anytime soon. So for now, I’m just going to enjoy being interested in this series again.

The Haul

Well, this was originally supposed to be a short foreword to explain what this will hopefully be, but it’s become long enough that I think I’ll post this on its own and just call it the prologue.

I’m planning to make a post whenever I pick up some more cards to show them off, mostly to not clog up my Twitter. And because, well, why not? Even if no one really pays attention, it’s nice to talk about something I like talking about.

I should probably preface this that these will be written by a novice. I was never a Yu-Gi-Oh! pro, and I’m not planning to become one. I don’t even know if I’ll ever actually play the game. Right now I’m just approaching it from the perspective of a collector. So any comment I make will be uninformed in terms of what’s competitively viable, particularly when I reflect on card effects. It’s gonna be a lot of this:

(Image from u/Jakob4800 on Reddit)

So who am I really expecting to read this if I’m not an expert? Well, nobody. But I’m fine just talking to the void.

And with that, expect a post about the cards I picked up on April 1st to (hopefully) come soon.

Thoughts on Halo: Lone Wolf Issue One

This Stuff’s Your History

Let’s get this out of the way upfront. No, this comic is not about Noble Six.

Cover of Halo: Lone Wolf Issue 1 (image via Halopedia).

With that said, what we’ve got here is a new short comic series starring Linda-058, one of the fanbase’s longstanding favorite characters. Appearing in Eric Nylund’s The Fall of Reach, First Strike, and Ghosts of Onyx, Linda has been with Halo’s EU, and the series itself, from the beginning. Her sniping skills during Operation: FIRST STRIKE aboard the Unyielding Hierophant are something most fans have long listed as one of the best things about Halo’s extended universe.

This comic marks the first time that Linda has been given the starring role of a story, or even a real focus. It isn’t that she’s lacking in appearances in Halo media. But usually Linda appears as a package deal with the rest of Blue Team alongside the Master Chief, Fred, and Kelly. And outside of the Chief, none of his teammates usually get solo outings, other than Fred, arguably, in Last Light, where he spent most of the book with Team Saber and Veta Lopis. What we have here is a fairly unique situation of one of the Master Chief’s teammates not only getting to be the protagonist of a story, but the sole Spartan in the equation.

Linda as she appears in Halo 5: Guardians (image via Halopedia).

But why Linda? Well, part of the reason is that Fred has been featured as a key character in several Halo stories already, such as in First Strike, Ghosts of Onyx, Last Light, and Retribution. And Kelly had a starring role in the short story One the Brink in Tales from Slipspace. It makes sense to use someone new, let them be in the spotlight. But another thing makes Linda especially suited to being the protagonist of this story.


“Although snipers in the UNSC were always trained to function in pairs, a shooter and a spotter, Linda was the exception to that rule–she had proven time and again that she was most effective on her own. If any one of the Spartans could be called a ‘lone wolf,’ it was her.”


Halo: First Strike, page 150 (via Halo Nation)

So Linda has been painted as a lone wolf since early in the series’ history, despite not usually operating that way when we see her. But she has had a tendency of supporting Blue Team and her allies in her own way, often operating independently. As I mentioned above, her iconic sniping during Operation: FIRST STRIKE is generally where the mind wanders, but a more recent example can be pulled from the pages of Bad Blood when Blue Team and Fireteam Osiris are fleeing Genesis.


“Until then, I hadn’t realized she had left us. I glanced around, but couldn’t find her. Eventually, I gave up and checked the display inside my helmet. It pointed me off to the right, where I spotted her at the top of an ice-covered peak about half a klik off. She had a sniper rifle out and was surveying the surrounding landscape through its scope.”

“Linda stayed on top of her peak the whole time, providing us cover. Every time it seemed like we might have hit a dead end, she cleared the way with that rifle of hers, and we pressed on.”


Halo: Bad Blood, pages 7-8

So, with the above information in the back of our minds, we can remember while looking at the actual issue that 343 is utilizing an established trait of Linda’s, and not just pulling something out of thin air. Honestly, it’s the chance to truly capitalize on and show her lone wolf nature that First Strike established, in a way that Bungie and 343’s fiction has let be told and not shown until now.

Survive

Ivory Tower, where the issue opens (image via Halopedia).

The issue opens up with a War Games training session between the “surviving” members of Blue Team: Fred, Kelly, and Linda. Kelly runs by a courtyard full of palm trees, giving us a hint of the simulation’s locale. The map is confirmed on page two as being the iconic Halo 2 map Ivory Tower, a public park on the top floor of a building that used to belong to a famous socialite named Lance O’Donnell (I understood that reference). In addition to the central courtyard, one can spy memorable locations such as the long ramp on the west side of the map and the elevator system in the back. Kelly’s charge up the ramp in an attempt to get the jump on Fred was very reminiscent of many of my attempts to charge up it, and with similar results, as Kelly is shot by Linda.

I’d be curious to see the average scores of Blue Team’s free-for-all training exercises, and whether Linda ekes out ahead in these contests overall just because of her lone wolf tendencies. If not, it seems very convenient that Linda wins the match right before she’s sent off on a mission by herself in a series starring her. Almost as if 343 are trying to highlight her capabilities before showing her in real action. But if they were, one could argue it seems a bit convenient.

Linda then gets pulled out from her win to be briefed by a so-far-unnamed ONI agent, who gives the Spartan the mission that she’ll be embarking on. Before the Fall of Reach, an ONI scientist by the name of Chen Bax attempted to steal classified tech from ONI, who historically have been pretty lenient on treason. Before ONI were able to take him in, however, Reach fell, and Chen was presumed dead. In addition, a UNSC frigate by the name of Promise of Dawn also went missing until a week before the story, when a survivor from the Promise (I can’t really call it the Dawn, can I?) contacted the UNSC from a planet known as Sephune III.

From here we get a rough timeline as to when Lone Wolf takes place. The events of Reach occured “last year,” meaning it’s 2553. And we have a pretty good account of where Blue Team was for most of that year. Until between February 1st and 15th, they were trapped in Slipspace in Onyx. On March 3, they attended the service at the Voi Memorial, as seen in Halo 3. Between approximately March 14th and July 6th, they were detached to Gao as a part of Operation: JOVIAN WHISTLE. And for most of December, Blue Team assisted Veta Lopis and her Ferret team with Operation: RETRIBUTION. Considering Tom and Lucy aren’t present with Blue Team in this issue, and they were reassigned to Spartan Operations in August, my personal thoughts are that Lone Wolf takes place in either September, October, or November of 2553. A part of me wishes we had just gotten a time stamp at the start of the issue, but I know it’s probably better writing to not just spell it out. But it sure would make maintaining Afterbang’s timeline easier.

Athos, Linda’s AI companion for her mission (image via Halopedia).

Moving on from the minutiae of figuring out when this takes place, I like the set up for this mission of Linda’s. She isn’t being sent to fuck up some Covenant or anything that straightforward. She needs to assassinate an ONI defector with the threat of some Covenant remnants interfering, and also rescue the survivors of the Promise of Dawn. Though the last one seems like a bit of an afterthought to the ONI agent, as Linda has to prod it out of her by asking about the personnel. Coming along for the ride to assist her is an AI: Athos, named after and taking visual inspiration from one of the Three Musketeers.

So now we have Linda having worked with Athos, and Fred, who by the end of the year will work with an AI named Damon. It kind of makes this exchange in Halo 5 even more weird now.


Kelly: “I’m curious. I never worked with an AI before. Not like you did with Cortana at least. What’s it like, her voice in your head all of the time?”
Master Chief: “It’s… unique.”
Kelly: “Care to elaborate?”
Master Chief: “No.”

Halo 5: Guardians. Campaign. Reunion. War was In the Gates. Dialogue.

It’s odd that Fred and Linda had nothing to say during this conversation. I realize this is the least of most people’s concerns with Halo 5, but I wonder if this line was ever a part of 343’s conversation when creating both Retribution and Lone Wolf.

Speaking of not being on the same page as Halo 5, I’m a little disappointed that Linda doesn’t sport her Nornfang in this series, especially since Kelly gets her Oathsworn in the opening sequence.

You’ll Have to Find it as You Go

The face of someone under attack by the Covenant.

Dropping right into the mission, Linda and Athos arrive on Sephune III. I really like the page displaying the planet. The blue of space around the purple(?)ish planet looks ace, and the colors in general in the issue are fairly vibrant. The red of Linda’s hair, the brown of her ARGUS armor, and the red of Sephune III’s grass all look nice. In general, McKeown’s art looks very good to me, but, in the spirit of Escalation, there are a handful of dud panels like the one to the left.

Having arrived on the planet, Linda observes a dead UNSC individual, whose name we later find out is Martel. The Spartan figures out that he’s the one contacted ONI, and, figuring that the other survivors of the Promise will return for his body, Linda opts to wait, and a full day passes. I like this sequence, as, again, Linda isn’t just jumping into a bunch of Covenant or anything. She’s waiting, and she spends most of the issue simply observing and doing the bare minimum in terms of support. It seems very in keeping with the tendencies of snipers, who spend most of their time waiting.

Our first hint at the nature of the Promise survivors come with the arrival of two women, Shel Gomez and Hala. From their conversations, we’re drip-fed some information on the situation. It seems as though Martel contacted the UNSC using Covenant technology. The two women, as well as Doctor Chen, pursued Martel to the site, but it seems as though the Covenant found the humans, killing Martel and injuring Shel. Doctor Chen and Hala carried Shel back to their camp, leaving Martel behind, unaware that his message found purchase. They also seem unaware of the fact that the Human-Covenant War has ended, which makes sense if they’ve been stranded on Sephune III for only about a year.

Planning to follow the two of them back to Chen, Linda keeps her distance, even as Hala and Shel are set upon by Jackals. Despite taking out a couple of them, Linda doesn’t intervene as a Jackal directly assaults the two women. Athos worries in her ear as Linda leaves them to deal with the lone alien, later revealing that she was confident that they could handle it.

I like the execution of this scene, as, despite how the games often portray the Master Chief and the Spartans, their origins aren’t very heroic. They were made to fight human rebels, not aliens. And when they’re set loose, what they do isn’t always pretty. As much as the Spartans have the capacity for heroism, they too have the capacity for ruthlessness and cold logic. So I enjoyed the tension in this scene as we, the readers, are unsure if Linda is coldly leaving Hala and Shel to deal with the Jackal to preserve her own secrecy, or if we simply haven’t been clued in to a more positive possibility. Admittedly, I think most fans will usually assume the best of the Spartan-IIs, but the lurking doubt of what they’re capable of can be used to elicit more tension in scenes like this.

A glimpse into Linda’s childhood (image via Halopedia).

Another interesting aspect of this scene is the single panel we get of a young Linda, her hair being tended to by, presumably, her mother. We’re not told what Linda is thinking, or why this comes to her mind. But who we see isn’t the Linda-058 that we know, but rather the Linda Pravdin that ceased to exist when ONI took her from her family. Perhaps seeing the two women working together prompts some memory of her parent. Regardless, I expect we’ll see more of these scenes as the series goes on, and it should be interesting. Other than the Master Chief and Naomi, we haven’t seen much of the Spartan-IIs’ life before they were kidnapped.

The following skirmish against the Jackals reminds me a bit of Jurassic Park 2, with the Jackals coming through the tall red meadow for Hala and Shel, similar to the velociraptors descending on what’s left of the InGen team as they run into the grass. We also get to see the Jackals use some energy cutlasses, first introduced in Contact Harvest and seen again in Helljumper (credit to cia391 for reminding me that they showed up in the latter).

The Jackal energy cutlass as it appears in Halo: Helljumper (left) and Halo: Lone Wolf (right) (images via Halopedia, shitty editing by me).

As Hala and Shel return to their group, we formally meet Doctor Chen, and get to learn his goals. And it seems as though there isn’t anything too diabolical at the core of his motivations. It seems as though when the Promise of Dawn fled from Reach, it “left” Chen and the others on Sephune III. The exact context of what happened seems a little murky, but it’s clear that the survivors have no desire to return to the Covenant War.

Funnily, the Fall of Reach also produced another group that fled from the war. The Brute Chieftan Parabum and his crew aboard the Valorous Salvation fled from the battle to the planet Beta Gabriel, although their hunting activities were decidedly more macabre than what we see on Sephune III.

It seems thematically appropriate that this isn’t the first time Linda has been roped in with someone willing to flee the Human-Covenant War because they thought it was unwinnable. Doctor Halsey kidnapped Kelly and roped Fred, Will, and Linda into coming to Onyx to hide away and survive the war. Now here she is again, thrust into a group who’s seeking the same thing.

This is also another instance of coming across a group unaware that the Covenant War has ended. We’ve seen this before on the Elite colony of Hesduros, where Jul ‘Mdama used the population’s ignorance of the cessation of the conflict to mobilize them for his own purposes, starting the New Covenant. And more recently, the short story Breaking Strain featured the growing tension between a marooned UNSC ship on an Insurrectionist planet, ending with the revelation to the characters that the Covenant War was over.

One unaccounted plot thread is the ultimate fate of the Promise of Dawn. According to Doctor Chen, it “left” them. Does that mean that the frigate is still out there somewhere?

The issue ends with an attack on the Promise survivors by a group of Drones (boy, we really don’t see them much anymore) and the rest of the Jackals who followed Hala and Shel back to their camp. It is now that Linda makes herself known to them, killing the ex-Covenant before turning her sniper rifle on Doctor Chen.

That Lone Wolf Stuff Stays Behind

I’m curious what will transpire so that Doctor Chen survives this, as I have a hard time believing that he’ll get killed in the second issue. But while Spartans are usually displayed as more heroic in Halo than naught, they also always carry out their orders. I’m hard-pressed to figure out what could get Linda to spare the good doctor. Perhaps he’ll die in a way unrelated to her during the series, therefore sparing her the need to kill him, but still satisfying ONI. But that would be too much of a cop out. There are two ways I’d like to see this story go. One: Linda kills Doctor Chen, and we’re left to wonder about its necessity and how we sometimes see Spartans. Or, she spares him, either disobeying ONI or tricking them into thinking he’s dead. But with Athos in the equation, the second option seems unlikely, as I don’t see how an ONI AI would lie to its superiors.

Speaking of Athos, we’ve yet to see him factor into the series yet. All he’s done is bounce off Linda, making it so that we’ve got some more dialogue than we’d have otherwise. Hopefully his presence in the narrative is more substantive than what we’ve seen here, as while Cortana served a similar function to the Master Chief, she also provided intelligence and participated in the story.

But this is all just supposition. We’ll see how the series plays out over the next three issues. As always, I’ll hope for an unexpected, satisfying resolution, but as with anything, I’m cautious of anything that could be a cop out or an overdone cliché.

Overall, I really enjoyed this first issue. The premise is interesting, and I think when Lone Wolf is done, we’ll have a good addition of a small story into the canon. I know the idea of a Linda-centric story is something that will satisfy a lot of die-hard lore fans, and I think it’s off to a good start so far.

Acknowledgments

Thanks to cia391 for explaining how to credit images to Halopedia, and for reminding me that the energy cutlass was in Halo: Helljumper.

Thanks to Discord user Ostral on the official Halo Discord server for jogging my memory on Blue Team’s response to the belief that the Master Chief was KIA.

Halopedia was referenced for information and its images were used.

Halo Nation was referenced for the used quote regarding Linda’s lone wolf tendencies.