Quick review: What does Invincible Raid have?

Quick review: What does Invincible Raid have?

Invincible Raid has been released. In addition to support for the two old arche types, D/D and Nordic, the box also introduces players to two completely new archetypes with very unique gameplay, never seen before. . Let's see what's interesting about this box.




Archetype Beetrooper

 

Beetrooper cards

R Rarity
Beetrooper Scout Buggy
R Rarity
Beetrooper Scout Buggy
Beetrooper Scout Buggy
WIND 3
Beetrooper Scout Buggy
  • ATK:

  • 1000

  • DEF:

  • 300


You cannot Special Summon monsters, except Insect monsters. If this card is Normal or Special Summoned: You can Special Summon 1 "Beetrooper Scout Buggy" from your hand, Deck, or GY. You can only use this effect of "Beetrooper Scout Buggy" once per turn.


N Rarity
Beetrooper Landing
N Rarity
Beetrooper Landing
Beetrooper Landing
Spell Normal
Beetrooper Landing

    Fusion Summon 1 Insect Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If this card is in your GY, except the turn it was sent there: You can banish 2 Insect monsters from your GY; add this card to your hand. You can only use this effect of "Beetrooper Landing" once per turn.


    UR Rarity
    Ultra Beetrooper Absolute Hercules
    UR Rarity
    Ultra Beetrooper Absolute Hercules
    Ultra Beetrooper Absolute Hercules
    EARTH 11
    Ultra Beetrooper Absolute Hercules
    • ATK:

    • 4000

    • DEF:

    • 4000


    4 Insect monsters After this card is Fusion Summoned, it is unaffected by other cards' effects until the end of your next turn. At the end of the Battle Phase: You can target 1 Insect monster with 3000 or less ATK in your GY; Special Summon it. You can only use this effect of "Ultra Beetrooper Absolute Hercules" once per turn.


    SR Rarity
    Beetrooper Descent
    SR Rarity
    Beetrooper Descent
    Beetrooper Descent
    Spell Normal
    Beetrooper Descent

      Special Summon 1 "Beetrooper Token" (Insect/EARTH/Level 3/ATK 1000/DEF 1000), then if you control an Insect monster with 3000 or more ATK, you can destroy 1 other Spell/Trap on the field. You can only activate 1 "Beetrooper Descent" per turn.


      R Rarity
      Beetrooper Scale Bomber
      R Rarity
      Beetrooper Scale Bomber
      Beetrooper Scale Bomber
      FIRE 3
      Beetrooper Scale Bomber
      • ATK:

      • 1200

      • DEF:

      • 2000


      If an Insect monster(s) is Normal or Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand. When a monster your opponent controls activates its effect (Quick Effect): You can Tribute 1 Insect monster; destroy it. You can only use each effect of "Beetrooper Scale Bomber" once per turn.


      UR Rarity
      Giant Beetrooper Invincible Atlas
      UR Rarity
      Giant Beetrooper Invincible Atlas
      Giant Beetrooper Invincible Atlas
      EARTH
      Giant Beetrooper Invincible Atlas
      • ATK:

      • 3000

      • LINK-4

      Link Arrow:

      Bottom-Left

      Bottom

      Bottom-Right

      Top


      2+ Insect monsters While this Link Summoned card has 3000 or less ATK, your opponent cannot target this card with card effects, also it cannot be destroyed by your opponent's card effects. You cannot Special Summon monsters, except Insect monsters. You can Tribute 1 Insect monster, then activate 1 of these effects; ● Special Summon 1 "Beetrooper" monster from your Deck. ● This card gains 2000 ATK until the end of this turn. You can only use this effect of "Giant Beetrooper Invincible Atlas" once per turn.


      UR Rarity
      Beetrooper Sting Lancer
      UR Rarity
      Beetrooper Sting Lancer
      Beetrooper Sting Lancer
      WIND 7
      Beetrooper Sting Lancer
      • ATK:

      • 2400

      • DEF:

      • 1800


      During the Main Phase (Quick Effect): You can target 1 Insect monster in your GY and 1 monster in your opponent's GY; Special Summon this card from your hand, and if you do, place the targeted monsters on the bottoms of the Decks. If this card is Normal or Special Summoned: You can add 1 "Beetrooper" Spell/Trap from your Deck to your hand. You can only use each effect of "Beetrooper Sting Lancer" once per turn.


      Beetrooper is an archetype of Incest type monsters. The deck has the ability to spam monsters relatively stably, the ultimate goal of this archetype is to summon link and fusion monsters to deal damage to the opponent.



      Revive the Norse gods

       

      Brand new support

      R Rarity
      Nordic Relic Svalinn
      R Rarity
      Nordic Relic Svalinn
      Nordic Relic Svalinn
      Trap Continuous
      Nordic Relic Svalinn

        If you control an "Aesir" monster: You can negate the effects of all face-up cards your opponent currently controls, until the end of this turn. You can Tribute 1 "Nordic" monster, then target 1 "Aesir" monster in your GY; Special Summon it. You can only use 1 "Nordic Relic Svalinn" effect per turn, and only once that turn.


        SR Rarity
        Nordic Relic Hlidskjalf
        SR Rarity
        Nordic Relic Hlidskjalf
        Nordic Relic Hlidskjalf
        Spell Normal
        Nordic Relic Hlidskjalf

          Special Summon 1 "Nordic" monster from your Deck, but you cannot Special Summon monsters from the Extra Deck, except "Aesir" monsters, while that monster is face-up on the field. You can banish this card from your GY; add 1 "Nordic" monster from your Deck to your hand, then shuffle 1 card from your hand into the Deck. You can only use 1 "Nordic Relic Hlidskjalf" effect per turn, and only once that turn.


          R Rarity
          Nordic Smith Ivaldi
          R Rarity
          Nordic Smith Ivaldi
          Nordic Smith Ivaldi
          EARTH 4
          Nordic Smith Ivaldi
          • ATK:

          • 1500

          • DEF:

          • 700


          If you control an "Aesir" or "Nordic" monster: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can add 1 "Nordic Relic" card from your Deck to your hand. You can only use each effect of "Nordic Smith Ivaldi" once per turn.


          SR Rarity
          Nordic Beast Gullinbursti
          SR Rarity
          Nordic Beast Gullinbursti
          Nordic Beast Gullinbursti
          LIGHT 3
          Nordic Beast Gullinbursti
          • ATK:

          • 300

          • DEF:

          • 100


          For a Synchro Summon, you can substitute this card for any 1 "Nordic" Tuner. You can only use each of the following effects of "Nordic Beast Gullinbursti" once per turn. If this card is Normal or Special Summoned: You can Special Summon 1 "Nordic" monster from your hand. You can target 1 "Nordic" monster in your GY, except "Nordic Beast Gullinbursti"; add it to your hand.


          Nordic and Aesir are also supported archetypes in this box.

          With Hlidskjalf, this clan can now become more interconnected with a Nordic monster that can be summoned right from the deck to the field.

          Gullinbursti summons 1 more Nordic monster from your hand, helping you quickly have 3 raw monsters to synchro summon. Not only that, this monster can also replace tuner materials for the Aesir monsters you want to summon. .

          Smith Ivaldi is an extender of the card clan and a searcher of the deck.

          Svalinn is an eternal trap card that can negate the effects of all monsters currently on the opponent's field.

          Although there is a lot of good support for the deck, the archetype only stops at the for fun level. The reason may be that the material requirements of Aesir monsters are too high, while the build deck forces you to use weak Nordic monsters just for synchro summoning. Furthermore, the current synchro Aesir monsters do not have any impact on the game because their effects are relatively passive and slow. Hopefully, the deck will have a makeover later when the Aesir monsters be retrained.



          Support for Crystal Beast

           

          Crystal Beast Rainbow Dragon (New support)

          UR Rarity
          Crystal Beast Rainbow Dragon
          UR Rarity
          Crystal Beast Rainbow Dragon
          Crystal Beast Rainbow Dragon
          LIGHT 8
          Crystal Beast Rainbow Dragon
          • ATK:

          • 3000

          • DEF:

          • 0


          If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY. You can only use each of the following effects of "Crystal Beast Rainbow Dragon" once per turn. When an attack is declared involving a "Crystal Beast" monster: You can Special Summon this card from your hand. You can banish this Continuous Spell; Special Summon 1 Level 4 or lower "Crystal Beast" monster from your Deck, but negate its effects (if any), and if you do, add 1 "Ultimate Crystal" monster from your Deck to your hand.


          Crystal Beast Rainbow Dragon also appears in the box this time, however with this monster, Crystal Beast still does not have enough ability to revive and is only at the for fun level like Nordic.



          Does D/D/D have a change in gameplay?

           

          Lots of good support for the deck!

          R Rarity
          Dark Contract with Patent License
          R Rarity
          Dark Contract with Patent License
          Dark Contract with Patent License
          Spell Field
          Dark Contract with Patent License

            If your opponent Special Summons a monster(s) with the same card type (Fusion, Synchro, Xyz, or Link) as a "D/D/D" monster you control (except during the Damage Step): You can inflict 1000 damage to your opponent, also, while this card is on the field, your opponent cannot Special Summon monsters with the same card type as that Special Summoned monster for the rest of this turn. If this card is sent to the GY: You can add 1 "D/D" monster from your GY, or 1 face-up "D/D" Pendulum Monster from your Extra Deck, to your hand. You can only use this effect of "Dark Contract with Patent License" once per turn.


            N Rarity
            D/D/D Headhunt
            N Rarity
            D/D/D Headhunt
            D/D/D Headhunt
            Trap Normal
            D/D/D Headhunt

              If you control a "D/D/D" monster: Target 1 face-up monster your opponent controls; take control of it until the End Phase of the next turn, but its effects are negated, it cannot declare an attack, also if it is a monster Special Summoned from the Extra Deck, it is also treated as a "D/D/D" monster. You can only activate 1 "D/D/D Headhunt" per turn.


              SR Rarity
              D/D Gryphon
              SR Rarity
              D/D Gryphon
              D/D Gryphon
              DARK 41
              D/D Gryphon
              • ATK:

              • 1200

              • DEF:

              • 1200


              [ Pendulum Effect ] You can target 1 Fiend monster you control; it gains 500 ATK (until the end of this turn) for each "Dark Contract" Spell/Trap with different names currently on your field or in your GY, then destroy this card. You can only use this effect of "D/D Gryphon" once per turn. [ Monster Effect ] If you control a "D/D" monster: You can Special Summon this card from your hand in Defense Position. If this card is Pendulum Summoned: You can discard 1 "D/D" or "Dark Contract" card; draw 1 card. If this card is Special Summoned from the GY: You can add 1 "D/D" card from your Deck to your hand, except "D/D Gryphon". You can only use each effect of "D/D Gryphon" once per turn.


              UR Rarity
              D/D/D Deviser King Deus Machinex
              UR Rarity
              D/D/D Deviser King Deus Machinex
              D/D/D Deviser King Deus Machinex
              DARK10
              D/D/D Deviser King Deus Machinex
              • ATK:

              • 3000

              • DEF:

              • 3000


              [ Pendulum Effect ] While you have a card in your other Pendulum Zone: You can target 1 Pendulum Monster you control or in your GY; Special Summon the card in your other Pendulum Zone, and if you do, place that targeted Pendulum Monster in your Pendulum Zone. You can only use this effect of "D/D/D Deviser King Deus Machinex" once per turn. [ Monster Effect ] 2 Level 10 Fiend monsters You can also Xyz Summon this card by using a "D/D/D" monster you control as material. (Transfer its materials to this card.) You can only control 1 "D/D/D Deviser King Deus Machinex" in your Monster Zone. Once per Chain, when a Monster Card your opponent controls activates its effect (Quick Effect): You can either detach 2 materials from this card, or destroy 1 "Dark Contract" card you control, and if you do, attach that opponent's card to this card as material. Once per turn, during your Standby Phase: You can place this card in your Pendulum Zone.


              SR Rarity
              D/D/D Vice King Requiem
              SR Rarity
              D/D/D Vice King Requiem
              D/D/D Vice King Requiem
              DARK 88
              D/D/D Vice King Requiem
              • ATK:

              • 2800

              • DEF:

              • 2000


              [ Pendulum Effect ] You can target any number of "Dark Contract" cards you control; destroy them, and if you do, Special Summon this card from your Pendulum Zone, then you can increase or decrease its Level by the number destroyed. You can only use this effect of "D/D/D Vice King Requiem" once per turn. [ Monster Effect ] You cannot Special Summon monsters, except "D/D/D" monsters. A "D/D/D" monster that was Fusion, Synchro, Xyz, or Link Summoned using this card on the field as material gains this effect. ● Once per turn: You can target 1 card on the field; shuffle 1 "Dark Contract" card from your field or GY into the Deck, and if you do, destroy that target, then gain 1000 LP. You can only use this effect of "D/D/D Vice King Requiem" once per turn.


              The new support of D/D/D this time makes the deck completely change the way of playing from synchro combo play to pure xyz play.

              Gryphon is an extender of D/D/D, with this ability, the deck can have a higher combo rate to produce Gilgamesh. Gryphon is a pendulum monster but has an effect if summoned from the grave, this means your deck must have a slot for xyz 4 to be able to send Gryphon from the field to the grave.

              Gryphon, when summoned from the grave, will help you add 1 more D/D card from the deck to your hand. D/D/D Headhunt is not a bad choice as this card can neutralize the effects of enemy monsters. and take control of that monster for 2 turns.

              Machinex is the new boss of D/D/D with the ability to summon xyz just by pressing on 1 D/D/D monster on the field. Machinex can interact with your opponent's MONSTER CARDS when their effects are activated, which means you can interact with monster cards that count as spell/trap cards or scale pendulums. opponents, not just the opponent's monsters. Because this is also a pendulum monster, it is difficult to go to the grave to be able to special summon again later.



              Wherever we fall, we divide in two!

               

              A completely new archetype with a gameplay like no other

              UR Rarity
              Dinomorphia Therizia
              UR Rarity
              Dinomorphia Therizia
              Dinomorphia Therizia
              DARK 4
              Dinomorphia Therizia
              • ATK:

              • 1500

              • DEF:

              • 0


              If this card is Normal or Special Summoned: You can Set 1 "Dinomorphia" Trap directly from your Deck to your Spell & Trap Zone, then if your LP are 2000 or less, this card gains 500 ATK. If this card is destroyed by battle or card effect: You can banish 1 Trap from your GY; Special Summon 1 Level 4 or lower "Dinomorphia" monster from your GY, except "Dinomorphia Therizia". You can only use each effect of "Dinomorphia Therizia" once per turn.


              UR Rarity
              Dinomorphia Domain
              UR Rarity
              Dinomorphia Domain
              Dinomorphia Domain
              Trap Normal
              Dinomorphia Domain

                During the Main Phase: Pay half your LP; Fusion Summon 1 "Dinomorphia" Fusion Monster from your Extra Deck, using monsters from your hand, Deck, or field as material. When your opponent activates a card or effect, while your LP are 2000 or less: You can banish this card from your GY; you take no effect damage from your opponent's card effects this turn. You can only activate 1 "Dinomorphia Domain" per turn.


                R Rarity
                Dinomorphia Sonic
                R Rarity
                Dinomorphia Sonic
                Dinomorphia Sonic
                Trap Counter
                Dinomorphia Sonic

                  When your opponent activates a Spell/Trap Card, while you control a "Dinomorphia" monster: Pay half your LP; negate the activation, and if you do, destroy that card, then, destroy 1 "Dinomorphia" monster you control. During damage calculation, while your LP are 2000 or less, if you would take battle damage: You can banish this card from your GY; you take no battle damage from that battle. You can only activate 1 "Dinomorphia Sonic" per turn.


                  UR Rarity
                  Dinomorphia Kentregina
                  UR Rarity
                  Dinomorphia Kentregina
                  Dinomorphia Kentregina
                  DARK 6
                  Dinomorphia Kentregina
                  • ATK:

                  • 4000

                  • DEF:

                  • 0


                  2 "Dinomorphia" monsters with different names Loses ATK equal to your LP. You can only use each of the following effects of "Dinomorphia Kentregina" once per turn. During the Main Phase (Quick Effect): You can pay half your LP and banish 1 "Dinomorphia" Normal Trap from your GY; this effect becomes that Trap's effect when that card is activated. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 or lower "Dinomorphia" monster from your GY.


                  Dinomorphia is an archetype consisting of Dinosaur type monsters, the deck of this archetype is very trap-filled. The deck is played for fusion summoning with fusion materials sent directly from the deck to the grave.

                  The main deck of this card family only has 2 monsters: Diplos and Therizia, not forgetting that Dinosaur monsters also have very good support from Fossil Dig or Miscellaneousaurus.

                  The unique point of this card family is that every time you activate any effect of Dinomorphia, you have to pay a cost equal to half of your current Lp!!! With Dinomorphia, your Lp can be as low as 50 – 25 – 13 – 7 – 4.



                  Not forgetting support for fusion decks

                   

                  Guardian Chimera (New generic fusion monster)

                  UR Rarity
                  Guardian Chimera
                  UR Rarity
                  Guardian Chimera
                  Guardian Chimera
                  DARK 9
                  Guardian Chimera
                  • ATK:

                  • 3300

                  • DEF:

                  • 3300


                  3 monsters with different names Must first be Fusion Summoned using only Fusion Materials from your hand and field, with at least 1 monster from each. If this card is Fusion Summoned by a Spell Card or effect: You can draw cards equal to the number of cards used as material from the hand, and if you do, destroy cards your opponent controls equal to the number of cards used as material from the field. You can only use this effect of "Guardian Chimera" once per turn. While "Polymerization" is in your GY, your opponent cannot target this card with card effects.


                  The final focus that needs to be mentioned to close this box is the fusion monster Guardian Chimera.

                  At first glance, this is a target of Super Polymerization, however this monster requires at least 1 material from your hand so you will not be able to summon this monster with Super Polymerization.

                  The bombardment effect makes this card great for clearing the field when playing later. Frightfur Patchwork or Anaconda can help you access Polymerization the fastest to summon this monster.

                  In the Despia deck, Guardian Chimera is used as a bombardment during the opponent's turn, this monster can be summoned with Branded in Red!




                  Companion unit:

                  - Yu-Gi-Oh! Guidance Vietnam





                  https://metaduelist.com/
                  Top