Quick guide: How to play Rescue-ACE

Quick guide: How to play Rescue-ACE

Rescue-ACE is a control-oriented deck with the main monster Rescue-ACE Turbulence with the ability to set 4 Rescue-ACE spells/traps from the deck and the ability to bombard each turn!!!

Let's see how this deck plays.




Deck overview

 

Rescue-ACE cards

Rescue-ACE Turbulence Rescue-ACE Turbulence
Rescue-ACE Turbulence
FIRE 9
Rescue-ACE Turbulence
  • ATK:

  • 3000

  • DEF:

  • 3000


You can banish 2 "Rescue-ACE" cards from your GY; Special Summon this card from your hand. During your Main Phase: You can Set up to 4 "Rescue-ACE" Quick-Play Spells / Normal Traps, with different names, directly from your Deck. If another card(s) you control leaves the field by an opponent's card effect (except during the Damage Step): You can target 1 card on the field; destroy it. You can only use each effect of "Rescue-ACE Turbulence" once per turn.


Rescue-ACE Fire Engine Rescue-ACE Fire Engine
Rescue-ACE Fire Engine
FIRE 7
Rescue-ACE Fire Engine
  • ATK:

  • 2500

  • DEF:

  • 2500


If a "Rescue-ACE" monster(s) is Normal or Special Summoned to your field, except "Rescue-ACE Fire Engine" (except during the Damage Step): You can Special Summon this card from your hand. If a monster(s) is Special Summoned to your opponent's field (except during the Damage Step): You can Special Summon 1 Level 4 or lower "Rescue-ACE" monster from your hand, Deck, or GY. You can only use each effect of "Rescue-ACE Fire Engine" once per turn.


ALERT! ALERT!
ALERT!
Spell Quick
ALERT!

    (This card is always treated as a "Rescue-ACE" card.) Add 1 "Rescue-ACE" monster from your GY to your hand, or if you control "Rescue-ACE Hydrant", you can add 1 "Rescue-ACE" monster from your Deck to your hand instead. You can only activate 1 "ALERT!" per turn.


    EXTINGUISH! EXTINGUISH!
    EXTINGUISH!
    Trap Normal
    EXTINGUISH!

      (This card is always treated as a "Rescue-ACE" card.) If you control a "Rescue-ACE" monster: Target 1 Effect Monster your opponent controls; destroy it, then, if you currently control "Rescue-ACE Hydrant", your opponent cannot activate the effects of that destroyed monster, or of monsters with its same original name, this turn.


      Rescue-ACE Hydrant Rescue-ACE Hydrant
      Rescue-ACE Hydrant
      FIRE 1
      Rescue-ACE Hydrant
      • ATK:

      • 0

      • DEF:

      • 0


      While you control a "Rescue-ACE" monster other than "Rescue-ACE Hydrant", your opponent's monsters cannot target this card for attacks, also your opponent cannot target this card with card effects. You can only use each of the following effects of "Rescue-ACE Hydrant" once per turn. You can activate a Quick-Play Spell, or Trap Card, that was Set by the effect of your "Rescue-ACE" card, the turn it was Set. During your Main Phase: You can add 1 "Rescue-ACE" monster from your Deck to your hand, except "Rescue-ACE Hydrant".


      Rescue-ACE Impulse Rescue-ACE Impulse
      Rescue-ACE Impulse
      FIRE 3
      Rescue-ACE Impulse
      • ATK:

      • 1500

      • DEF:

      • 1500


      During your Main Phase: You can choose the 1 Effect Monster your opponent controls with the highest ATK (your choice, if tied), and neither player can activate that monster's effects on the field this turn. When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or face-up field; Special Summon 1 Machine "Rescue-ACE" monster from your Deck. You can only use each effect of "Rescue-ACE Impulse" once per turn.


      Rescue-ACE monsters have a variety of levels ranging from 1 to 9.

      • Main system: FIRE.
      • Main type: Warrior (level 3, 4), Machine (level 1, 6, 7, 9).
      • Monsters all have equal ATK and DEF.

      Gameplay: Use Rescue-ACE spells/traps to interact with opponents.

      Hydrant and Turbulence are two important monsters on the field that help Rescue-ACE's spells/traps maximize their power.

      Warrior monsters can activate search effects after being normal/special summoned. These monsters also have quick effects that can be chained directly after the opponent activates the monster effect to summon other Rescue-ACE monsters by sacrificing them from the field or hand.

      Machine monsters can be summoned from your hand if you summon other Rescue-ACE monsters. Besides, they also have trigger effects on the field that can be activated after the opponent performs an action.

      The effects are hard effects once per turn.



      Core deck

       

      Rescue-ACE Hydrant (Play 3)

      Rescue-ACE Hydrant Rescue-ACE Hydrant
      Rescue-ACE Hydrant
      FIRE 1
      Rescue-ACE Hydrant
      • ATK:

      • 0

      • DEF:

      • 0


      While you control a "Rescue-ACE" monster other than "Rescue-ACE Hydrant", your opponent's monsters cannot target this card for attacks, also your opponent cannot target this card with card effects. You can only use each of the following effects of "Rescue-ACE Hydrant" once per turn. You can activate a Quick-Play Spell, or Trap Card, that was Set by the effect of your "Rescue-ACE" card, the turn it was Set. During your Main Phase: You can add 1 "Rescue-ACE" monster from your Deck to your hand, except "Rescue-ACE Hydrant".


      Hydrant is the main searcher of this deck. This monster, when on the field, will have an ignition effect (activated during the main phase), this effect can help you add 1 Rescue-ACE monster from your deck to your hand once per turn (hard once per turn).

      Once per turn, Hydrant allows you to use 1 quick-play/trap spell card that was set by the effect of your Rescue-ACE cards that turn.

      According to the rules of the game, trap cards and quick-play spells cannot be activated in the same turn they are set face down.

      As an important monster that needs to be on the field to activate effects during your turn, Hydrant possesses an effect that makes this monster invulnerable to attacks if you control Rescue monsters. -ACE is different from Hydrant on the field, and this monster will not be targeted by other opponent's effects.

      In addition to being able to get Rescue-ACE monsters from the deck into your hand, Hydrant is also an important monster to help Rescue-ACE cards maximize their power. I will mention this in the next sections.

      Rescue-ACE Impulse (Play 3)

      Rescue-ACE Impulse Rescue-ACE Impulse
      Rescue-ACE Impulse
      FIRE 3
      Rescue-ACE Impulse
      • ATK:

      • 1500

      • DEF:

      • 1500


      During your Main Phase: You can choose the 1 Effect Monster your opponent controls with the highest ATK (your choice, if tied), and neither player can activate that monster's effects on the field this turn. When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or face-up field; Special Summon 1 Machine "Rescue-ACE" monster from your Deck. You can only use each effect of "Rescue-ACE Impulse" once per turn.


      When a monster on your opponent's field activates an effect, Impulse can activate and special summon 1 Machine Rescue-ACE monster from the deck by Tributing this monster from the field/hand (cost).

      This effect can help the deck play both ahead and behind. You do not need to set up in advance for these monsters to appear on the field because they can also be sacrificed from your hand.

      Since these are quick effects, they can only be activated by chaining directly to an opponent's monster's effect, you need to think carefully about the effect you want to use because some hand trap cards ( Ash Blossom , Ghost Belle ) also requires chaining directly to that card's effect. You only have 1 choice: Rescue-ACE monsters or these hand traps.

      Another point is that Rescue-ACE monsters have two different types including Warrior and Machine, Impulse can only summon Machine Rescue-ACE monsters.

      While on the field, Impulse also has another effect that can prevent the highest ATK monster on the opponent's field from activating the effect.

      Rescue-ACE Air Lifter (Play 2 or 3)

      Rescue-ACE Air Lifter
      Rescue-ACE Air Lifter
      Rescue-ACE Air Lifter
      FIRE 4
      Rescue-ACE Air Lifter
      • ATK:

      • 1700

      • DEF:

      • 1700


      If this card is Normal or Special Summoned: You can add 1 "Rescue-ACE" Spell from your Deck to your hand. When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or face-up field; Special Summon 1 "Rescue-ACE" monster from your hand, except "Rescue-ACE Air Lifter". You can only use each effect of "Rescue-ACE Air Lifter" once per turn.


      Air Lifter , a Rescue-ACE monster that allows you to add 1 Rescue-ACE spell card from your deck to your hand when normal/special summoned.

      This monster also has a quick effect similar to Impulse , but the monster will be summoned from the hand instead of the deck. Another difference from Impulse is that Air Lifter and Monitor can summon any Rescue-ACE monster with a different name of both types, Warrior and Machine.

      Rescue-ACE Monitor (Play 1 or 2)

      Rescue-ACE Monitor Rescue-ACE Monitor
      Rescue-ACE Monitor
      FIRE 4
      Rescue-ACE Monitor
      • ATK:

      • 1800

      • DEF:

      • 1800


      If this card is Normal or Special Summoned: You can add 1 "Rescue-ACE" Trap from your Deck to your hand. When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or face-up field, then target 1 "Rescue-ACE" monster in your GY, except "Rescue-ACE Monitor"; Special Summon it. You can only use each effect of "Rescue-ACE Monitor" once per turn.


      If you have a searcher for monsters and spell cards, you cannot lack search trap effects. Monitor will be the monster that does this task.

      Also carrying quick effects like Impulse and Ari Lifter , Monitor allows you to summon 1 Rescue-ACE monster from the grave (target).

      Rescue-ACE Fire Attacker and Rescue-ACE Fire Engine (Play 2 of each monster)

      Rescue-ACE Fire Attacker Rescue-ACE Fire Attacker
      Rescue-ACE Fire Attacker
      FIRE 6
      Rescue-ACE Fire Attacker
      • ATK:

      • 2200

      • DEF:

      • 2200


      If a "Rescue-ACE" monster(s) is Normal or Special Summoned to your field, except "Rescue-ACE Fire Attacker" (except during the Damage Step): You can Special Summon this card from your hand. If a card(s) is added to your opponent's hand, except by drawing it (except during the Damage Step): You can draw 2 cards, then discard 1 card. You can only use each effect of "Rescue-ACE Fire Attacker" once per turn.


      Rescue-ACE Fire Engine Rescue-ACE Fire Engine
      Rescue-ACE Fire Engine
      FIRE 7
      Rescue-ACE Fire Engine
      • ATK:

      • 2500

      • DEF:

      • 2500


      If a "Rescue-ACE" monster(s) is Normal or Special Summoned to your field, except "Rescue-ACE Fire Engine" (except during the Damage Step): You can Special Summon this card from your hand. If a monster(s) is Special Summoned to your opponent's field (except during the Damage Step): You can Special Summon 1 Level 4 or lower "Rescue-ACE" monster from your hand, Deck, or GY. You can only use each effect of "Rescue-ACE Fire Engine" once per turn.


      Fire Attack and Fire Engine can activate trigger effects to summon this monster from hand if there is a normal/special summoned Rescue-ACE monster. This effect can sometimes be used to block trigger effects of other Rescue-ACE monsters so that the opponent cannot chain the effects of Ash Blossom , Solemn Strike , Ghost Belle to negate important effects. your respect.

      These monsters mainly carry effects that can interact with opponents when they are on the field. The condition to activate their effects is after the opponent performs a certain action.

      • Fire Attack can help you draw 2 then discard 1 if your opponent takes an action to add more cards to their hand (except draw).
      • Fire Engine can activate the summoning effect of 1 level 4 or lower Rescue-ACE monster from the deck/hand/grave if there is a summoned monster on the opponent's field.

      Rescue-ACE Turbulence (Play 2)

      Rescue-ACE Turbulence Rescue-ACE Turbulence
      Rescue-ACE Turbulence
      FIRE 9
      Rescue-ACE Turbulence
      • ATK:

      • 3000

      • DEF:

      • 3000


      You can banish 2 "Rescue-ACE" cards from your GY; Special Summon this card from your hand. During your Main Phase: You can Set up to 4 "Rescue-ACE" Quick-Play Spells / Normal Traps, with different names, directly from your Deck. If another card(s) you control leaves the field by an opponent's card effect (except during the Damage Step): You can target 1 card on the field; destroy it. You can only use each effect of "Rescue-ACE Turbulence" once per turn.


      Turbulence is the main monster of Rescue-ACE.

      Once per turn, during your main phase, you can place up to 4 quick-play spells or normal traps from your deck onto the field. This monster is extremely important in strategy because it can help you set up the hard field for the Rescue-ACE deck.

      Besides huge ATK and DEF, Turbulence can also be special summoned from your hand by discarding 2 Rescue-ACE cards from your graveyard (cost, activation effect and chaining).

      Besides the main purpose of this monster which is to use it as a wall on the field and set up the field, Turbulence also has a 1 for 1 effect that can shoot 1 card on the field every time your card is left the field by the effect. of the opponent.

      Rescue-ACE spells/traps overview

      REINFORCE! REINFORCE!
      REINFORCE!
      Trap Normal
      REINFORCE!

        (This card is always treated as a "Rescue-ACE" card.) Target 1 "Rescue-ACE" monster you control; for the rest of this turn, that monster you control gains 1500 ATK/DEF, is unaffected by your opponent's monster effects, and the next time it would be destroyed by battle, it is not destroyed. You can banish this card from your GY, then target 1 "Rescue-ACE" Spell in your GY; Set that card. You can only use this effect of "REINFORCE!" once per turn.


        CONTAIN! CONTAIN!
        CONTAIN!
        Trap Normal
        CONTAIN!

          (This card is always treated as a "Rescue-ACE" card.) If you control a "Rescue-ACE" monster: Target 1 Effect Monster your opponent controls; this turn, that Effect Monster cannot attack, also its effects are negated. If you control "Rescue-ACE Hydrant" at resolution of this effect, that monster also cannot be used as material for a Fusion, Synchro, Xyz, or Link Summon this turn.


          RESCUE! RESCUE!
          RESCUE!
          Spell Quick
          RESCUE!

            (This card is always treated as a "Rescue-ACE" card.) Target 1 "Rescue-ACE" monster in your GY, or if you control "Rescue-ACE Hydrant", you can target 1 monster in your opponent's GY instead; Special Summon it to your field. You can only activate 1 "RESCUE!" per turn.


            ALERT! ALERT!
            ALERT!
            Spell Quick
            ALERT!

              (This card is always treated as a "Rescue-ACE" card.) Add 1 "Rescue-ACE" monster from your GY to your hand, or if you control "Rescue-ACE Hydrant", you can add 1 "Rescue-ACE" monster from your Deck to your hand instead. You can only activate 1 "ALERT!" per turn.


              EXTINGUISH! EXTINGUISH!
              EXTINGUISH!
              Trap Normal
              EXTINGUISH!

                (This card is always treated as a "Rescue-ACE" card.) If you control a "Rescue-ACE" monster: Target 1 Effect Monster your opponent controls; destroy it, then, if you currently control "Rescue-ACE Hydrant", your opponent cannot activate the effects of that destroyed monster, or of monsters with its same original name, this turn.


                Rescue-ACE Hydrant Rescue-ACE Hydrant
                Rescue-ACE Hydrant
                FIRE 1
                Rescue-ACE Hydrant
                • ATK:

                • 0

                • DEF:

                • 0


                While you control a "Rescue-ACE" monster other than "Rescue-ACE Hydrant", your opponent's monsters cannot target this card for attacks, also your opponent cannot target this card with card effects. You can only use each of the following effects of "Rescue-ACE Hydrant" once per turn. You can activate a Quick-Play Spell, or Trap Card, that was Set by the effect of your "Rescue-ACE" card, the turn it was Set. During your Main Phase: You can add 1 "Rescue-ACE" monster from your Deck to your hand, except "Rescue-ACE Hydrant".


                Each of Rescue-ACE's quick-play spells and normal traps most likely do not have "Rescue-ACE" in their names, but thanks to the annotations in the text, these cards are always considered Rescue-ACE cards.

                Quick-play spells can often interact with monsters in the grave, and normal trap cards often require you to have a Rescue-ACE monster on the field to activate them.

                Additionally, if you have Hydrant on the field, you will be able to use other effects of Rescue-ACE spells/traps. Quick-play spell cards can give you a choice of effects when Hydrants are present and when Hydrants are not on the field. Normal traps have stacking effects if you control the Hydrant .

                ALERT! (Play 3)

                ALERT! ALERT!
                ALERT!
                Spell Quick
                ALERT!

                  (This card is always treated as a "Rescue-ACE" card.) Add 1 "Rescue-ACE" monster from your GY to your hand, or if you control "Rescue-ACE Hydrant", you can add 1 "Rescue-ACE" monster from your Deck to your hand instead. You can only activate 1 "ALERT!" per turn.


                  ALERT!

                  Effect

                  Add 1 Rescue-ACE monster from the Graveyard to your hand (no target).

                  If there is Hydrant

                  You can choose to get it from one of two places: the grave or from the deck of cards.

                  RESCUE! (Play 2)

                  RESCUE! RESCUE!
                  RESCUE!
                  Spell Quick
                  RESCUE!

                    (This card is always treated as a "Rescue-ACE" card.) Target 1 "Rescue-ACE" monster in your GY, or if you control "Rescue-ACE Hydrant", you can target 1 monster in your opponent's GY instead; Special Summon it to your field. You can only activate 1 "RESCUE!" per turn.


                    RESCUE!

                    Effect

                    Target and summon 1 Rescue-ACE monster from your Graveyard.

                    If there is Hydrant

                    You have the additional option of targeting any monster in your opponent's grave.

                    CONTAIN! (Play 1)

                    CONTAIN! CONTAIN!
                    CONTAIN!
                    Trap Normal
                    CONTAIN!

                      (This card is always treated as a "Rescue-ACE" card.) If you control a "Rescue-ACE" monster: Target 1 Effect Monster your opponent controls; this turn, that Effect Monster cannot attack, also its effects are negated. If you control "Rescue-ACE Hydrant" at resolution of this effect, that monster also cannot be used as material for a Fusion, Synchro, Xyz, or Link Summon this turn.


                      CONTAINS!

                      Effect

                      Neutralize the effect and make 1 opponent's monster unable to attack (target).

                      If there is Hydrant

                      That monster also cannot be used as material for fusion, synchro, xyz, and link summons.

                      EXTINGUISH! (Play 1)

                      EXTINGUISH! EXTINGUISH!
                      EXTINGUISH!
                      Trap Normal
                      EXTINGUISH!

                        (This card is always treated as a "Rescue-ACE" card.) If you control a "Rescue-ACE" monster: Target 1 Effect Monster your opponent controls; destroy it, then, if you currently control "Rescue-ACE Hydrant", your opponent cannot activate the effects of that destroyed monster, or of monsters with its same original name, this turn.


                        EXTINGUISH!

                        Effect

                        Destroy 1 monster with your opponent's effect (target).

                        If there is Hydrant

                        Your opponent cannot activate the effects of monsters of the same name that turn.

                        REINFORCE! (Play 1 or 2)

                        REINFORCE! REINFORCE!
                        REINFORCE!
                        Trap Normal
                        REINFORCE!

                          (This card is always treated as a "Rescue-ACE" card.) Target 1 "Rescue-ACE" monster you control; for the rest of this turn, that monster you control gains 1500 ATK/DEF, is unaffected by your opponent's monster effects, and the next time it would be destroyed by battle, it is not destroyed. You can banish this card from your GY, then target 1 "Rescue-ACE" Spell in your GY; Set that card. You can only use this effect of "REINFORCE!" once per turn.


                          REINFORCE!

                          Effect

                          Make 1 Rescue-ACE monster immune to your opponent's monster effects and increase that monster by 1500 ATK/DEF (target) until the end of this turn.

                          Additionally, this monster can resist destruction by battle once in the same turn.

                          If there is Hydrant

                          Do not have

                          Grave effect

                          You can discard this card from the graveyard (cost) to place 1 Rescue-ACE spell card from the graveyard (target) face-up on the field.

                          Rescue-ACE HQ (Play 1 or 2)

                          Rescue-ACE HQ Rescue-ACE HQ
                          Rescue-ACE HQ
                          Spell Field
                          Rescue-ACE HQ

                            While your opponent controls a monster, all "Rescue-ACE" monsters you control gain 500 ATK/DEF. During your Main Phase, you can Normal Summon 1 "Rescue-ACE" monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn: You can target 4 of your "Rescue-ACE" cards that are banished and/or in your GY; shuffle them into the Deck, then draw 1 card.


                            Finally, a card that, although not too necessary, contributes a lot to the strategy in the early and late stages of the game. Rescue-ACE HQ carries 3 effects:

                            • A small buff to the ATK/DEF of firefighters, when your opponent has monsters on their field, your Rescue-ACE monsters gain 500 ATK/DEF.
                            • Double Summon effect, you can Normal Summon 1 more time during the turn if you want to summon Rescue-ACE monsters. This effect helps you have a stable early game setup with Hydrant and another Rescue-ACE monster to protect Hydrant .
                            • Once per turn, you can return 4 Rescue-ACE (target) cards to your grave or discard back to your deck and draw 1 card. This effect allows you to reuse Rescue-ACE spell/trap cards with Turbulence as well as the deck's Warrior monsters.



                            Preliminary assessment of the deck

                             

                            Strengths of the deck

                            • There are no restrictions.
                            • Can interact during opponent's first turn.
                            • There is a large amount of disruption with spells/traps.
                            • High index is sometimes an advantage.

                            Weaknesses of the deck

                            • Rescue-ACE cards cannot affect your opponent's spells/traps.
                            • Rescue-ACE also cannot defend against enemy magic/trap effects on its own.
                            • Rescue-ACE cards can hardly actively use effects but must rely on the opponent, many of your trap hands like Ash Blossom or Ghost Belle will sometimes lose the opportunity to use due to Rescue-ACE monsters.
                            • Rescue-ACE monsters can only use effects when your opponent has a monster on the field that activates the effect, spells/traps can only be used when you have a Rescue-ACE monster on the field/grave.



                            Some staples are suitable for decks

                             

                            Pot of Extravagance and Pot of Prosperity (Support drawing cards)

                            Pot of Extravagance
                            Pot of Extravagance
                            Pot of Extravagance
                            Spell Normal
                            Pot of Extravagance

                              At the start of your Main Phase 1: Banish 3 or 6 random face-down cards from your Extra Deck, face-down; draw 1 card for every 3 cards banished. For the rest of this turn after this card resolves, you cannot draw any cards by card effects.




                              Tag(s):

                              Pot of Prosperity
                              Pot of Prosperity
                              Pot of Prosperity
                              Spell Normal
                              Pot of Prosperity

                                Banish 3 or 6 cards of your choice from your Extra Deck, face-down; for the rest of this turn after this card resolves, any damage your opponent takes is halved, also excavate cards from the top of your Deck equal to the number of cards banished, add 1 excavated card to your hand, place the rest on the bottom of your Deck in any order. You can only activate 1 "Pot of Prosperity" per turn. You cannot draw cards by card effects the turn you activate this card.




                                Tag(s):

                                Rescue-ACE is a deck that does not depend on extra decks, Pot of Extravagance and Pot of Prosperity are the two best options to mine resources from the deck.

                                Pot of Extravagance allows you to draw up to 2 cards. This card requires you to activate it first in Main Phase 1. Until the end of this turn, you cannot draw cards with other effects after using this card. .

                                Pot of Prosperity helps you dig up to 6 cards from the top deck and get 1 necessary card. During that turn, you cannot use card draw effects.

                                Fire Attacker can use card draw effects during the draw phase or standby phase to avoid Pot of Extravagance 's restriction, but cannot activate in the same turn as Pot of Prosperity (only 1 of the 2 effects is allowed to activate).

                                One for One, Gizmek Naganaki, the Sunrise Signaler and Piri Reis Map (How to quickly summon Hydrant)

                                One for One
                                One for One
                                One for One
                                Spell Normal
                                One for One

                                  Send 1 monster from your hand to the GY; Special Summon 1 Level 1 monster from your hand or Deck.


                                  Gizmek Naganaki, the Sunrise Signaler Gizmek Naganaki, the Sunrise Signaler
                                  Gizmek Naganaki, the Sunrise Signaler
                                  LIGHT 2
                                  Gizmek Naganaki, the Sunrise Signaler
                                  • ATK:

                                  • 950

                                  • DEF:

                                  • 950


                                  You can Tribute 1 Machine monster whose ATK equals its own DEF; Special Summon from your Deck, 1 Machine monster whose ATK equals its own DEF, with a lower Level than the Tributed monster. You can banish this card from your GY; add to your hand, 1 of your banished face-down Machine monsters whose ATK equals its own DEF. You can only use each effect of "Gizmek Naganaki, the Sunrise Signaler" once per turn.


                                  Piri Reis Map Piri Reis Map
                                  Piri Reis Map
                                  Spell Normal
                                  Piri Reis Map

                                    At the start of your Main Phase 1: Add 1 monster with 0 ATK from your Deck to your hand, but halve your LP. After adding it to your hand, until the end of the next turn after this card was activated, you cannot activate the added monster's effects, or the effects of cards with its name, until you Normal Summon that monster or a card with its name.


                                    Piri Reis Map , One for One , Gizmek Naganaki are 3 cards suitable for your strategy. These cards help you pull Hydrant as quickly as possible.

                                    You can only activate one of the two cards Piri Reis Map or Pot of Extravagance during a turn because these two cards require you to activate at the beginning of Main Phase 1.

                                    Reinforcement of the Army (Search support)

                                    Reinforcement of the Army
                                    Reinforcement of the Army
                                    Reinforcement of the Army
                                    Spell Normal
                                    Reinforcement of the Army

                                      Add 1 Level 4 or lower Warrior monster from your Deck to your hand.


                                      Reinforcement of the Army is a card that is always used in almost every Warrior monster's strategy.

                                      Solemn Judgment and Lord of the Heavenly Prison (Magic/trap guardians)

                                      Solemn Judgment Solemn Judgment
                                      Solemn Judgment
                                      Trap Counter
                                      Solemn Judgment

                                        When a monster(s) would be Summoned, OR a Spell/Trap Card is activated: Pay half your LP; negate the Summon or activation, and if you do, destroy that card.




                                        Tag(s):

                                        Lord of the Heavenly Prison Lord of the Heavenly Prison
                                        Lord of the Heavenly Prison
                                        DARK 10
                                        Lord of the Heavenly Prison
                                        • ATK:

                                        • 3000

                                        • DEF:

                                        • 3000


                                        During your Main Phase: You can activate this effect; this card in your hand becomes revealed until the end of your opponent's turn. While this card is revealed by this effect, Set cards on the field cannot be destroyed by card effects. If a Set Spell/Trap Card is activated (except during the Damage Step): You can Special Summon this card from your hand, then, if you activated this effect while this card was revealed, you can reveal and Set 1 Spell/Trap directly from your Deck, but banish it during the End Phase of the next turn. You can only use 1 "Lord of the Heavenly Prison" effect per turn, and only once that turn.


                                        Rescue-ACE's weakness is that it cannot resist spells/traps. Solemn Judgment helps you completely solve this problem when facing break board cards like Lightning Storm , Evenly Matched , in addition to the card This can negate the unchained summons of other monsters.

                                        Lord of the Heavenly Prison is also not a bad choice for Rescue-ACE. In addition to protecting your face-down cards from being destroyed, this monster also has other effects that help you choose from the deck and place any spell/trap card you want on the field.

                                        Ice Dragon's Prison and Dogmatika Punishment (More bombardments)

                                        Ice Dragon's Prison
                                        Ice Dragon's Prison
                                        Ice Dragon's Prison
                                        Trap Normal
                                        Ice Dragon's Prison

                                          Target 1 monster in your opponent's GY; Special Summon it to your field, but its effects are negated, then, you can banish 1 monster from both players' fields that have the same Type as each other. You can only activate 1 "Ice Dragon's Prison" per turn.


                                          Dogmatika Punishment Dogmatika Punishment
                                          Dogmatika Punishment
                                          Trap Normal
                                          Dogmatika Punishment

                                            Target 1 face-up monster your opponent controls; send 1 monster with an equal or higher ATK from your Extra Deck to the GY, and if you do, destroy that monster. Until the end of your next turn after this card resolves, you cannot Special Summon monsters from the Extra Deck. You can only activate 1 "Dogmatika Punishment" per turn.


                                            With a deck that does not rely too much on extra decks like Rescue-ACE, cards belonging to the Dogmatika archetype, the most minimal engine is 2 or 3 Dogmatika Punishment to help the deck add a little more disruption during the opponent's turn.

                                            Other common staples

                                            Triple Tactics Thrust Triple Tactics Thrust
                                            Triple Tactics Thrust
                                            Spell Normal
                                            Triple Tactics Thrust

                                              If your opponent has activated a monster effect during this turn: Set 1 Normal Spell/Trap directly from your Deck, except "Triple Tactics Thrust", or if your opponent controls a monster, you can add it to your hand instead. That Set card cannot be activated this turn. You can only activate 1 "Triple Tactics Thrust" per turn.


                                              Called by the Grave
                                              Called by the Grave
                                              Called by the Grave
                                              Spell Quick
                                              Called by the Grave

                                                Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.




                                                Tag(s):

                                                Infinite Impermanence Infinite Impermanence
                                                Infinite Impermanence
                                                Trap Normal
                                                Infinite Impermanence

                                                  Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.


                                                  Maxx "C"
                                                  Maxx "C"
                                                  Maxx "C"
                                                  EARTH 2
                                                  Maxx "C"
                                                  • ATK:

                                                  • 500

                                                  • DEF:

                                                  • 200


                                                  During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.


                                                  Triple Tactics Talent Triple Tactics Talent
                                                  Triple Tactics Talent
                                                  Spell Normal
                                                  Triple Tactics Talent

                                                    If your opponent has activated a monster effect during your Main Phase this turn: Activate 1 of these effects; ● Draw 2 cards. ● Take control of 1 monster your opponent controls until the End Phase. ● Look at your opponent's hand, and choose 1 card from it to shuffle into the Deck. You can only activate 1 "Triple Tactics Talent" per turn.




                                                    Tag(s):

                                                    Ash Blossom & Joyous Spring Ash Blossom & Joyous Spring
                                                    Ash Blossom & Joyous Spring
                                                    FIRE 3
                                                    Ash Blossom & Joyous Spring
                                                    • ATK:

                                                    • 0

                                                    • DEF:

                                                    • 1800


                                                    When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.


                                                    Some common hand traps and hand trap counter cards that you can use in your deck.

                                                    Dogoran, the Mad Flame Kaiju and Lava Golem (Break board monsters)

                                                    Dogoran, the Mad Flame Kaiju Dogoran, the Mad Flame Kaiju
                                                    Dogoran, the Mad Flame Kaiju
                                                    FIRE 8
                                                    Dogoran, the Mad Flame Kaiju
                                                    • ATK:

                                                    • 3000

                                                    • DEF:

                                                    • 1200


                                                    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. Once per turn: You can remove 3 Kaiju Counters from anywhere on the field; destroy all monsters your opponent controls. This card cannot attack the turn this effect is activated.


                                                    Lava Golem Lava Golem
                                                    Lava Golem
                                                    FIRE 8
                                                    Lava Golem
                                                    • ATK:

                                                    • 3000

                                                    • DEF:

                                                    • 2500


                                                    Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) to your opponent's field by Tributing 2 monsters they control. You cannot Normal Summon/Set the turn you Special Summon this card. Once per turn, during your Standby Phase: Take 1000 damage.


                                                    Lava Golem along with Kaiju are monsters that can break boards extremely well. With Lava Golem you can clear 2 of your opponent's monsters, however you cannot normal summon during that turn. Kaiju monsters can clear 1 opponent's monster, however there can only be 1 Kaiju on the opponent's field.

                                                    When you summon these monsters to your opponent's field, your Fire Engine will be able to activate that monster's trigger effects while on the field.

                                                    One interaction of Lava Golem with Rescue-ACE monsters is that in each standby phase, Lava Golem is required to activate effects on the field, this helps Rescue-ACE Warrior monsters to activate effects. of them.

                                                    Silent Wobby (Other support)

                                                    Silent Wobby Silent Wobby
                                                    Silent Wobby
                                                    WATER 4
                                                    Silent Wobby
                                                    • ATK:

                                                    • 1000

                                                    • DEF:

                                                    • 2000


                                                    During your Main Phase: You can Special Summon this card from your hand to your opponent's side of the field. When Summoned this way: Draw 1 card, and if you do, your opponent gains 2000 Life Points. You can only use this effect of "Silent Wobby" once per turn. The hand size limit of this card's controller becomes 3.


                                                    Silent Wobby can be summoned to your opponent's field and activate this card's mandatory effect. This makes it possible for your Rescue-ACE monsters (except Fire Attacker ) to meet their effect activation conditions.

                                                    Furthermore, this monster also prevents your opponent from being able to use cards like Infinite Impermanence , Lightning Storm , Evenly Matched .

                                                    Some of you may be confused about Silent Wobby 's on-field effect. Similar to Lava Golem , the word “you” is used to refer to “the person who controls this card” rather than “the person who owns this card”.

                                                    It can be summarized as follows, when you summon Silent Wobby to the opponent's field, the effects will be performed as follows:

                                                    • Draw 1 card: your opponent.
                                                    • Gain 2000 LP: you.



                                                    Extra deck

                                                     

                                                    Support for Dogmatika Punishment

                                                    Wind Pegasus @Ignister Wind Pegasus @Ignister
                                                    Wind Pegasus @Ignister
                                                    WIND 7
                                                    Wind Pegasus @Ignister
                                                    • ATK:

                                                    • 2300

                                                    • DEF:

                                                    • 1500


                                                    1 Tuner + 1+ non-Tuner monsters During your Main Phase: You can destroy Spells/Traps your opponent controls, up to the number of "@Ignister" monsters you control. If another card(s) you control is destroyed by battle or an opponent's card effect, while this card is on the field or in the GY: You can banish this card, then target 1 card your opponent controls; shuffle it into the Deck. You can only use each effect of "Wind Pegasus @Ignister" once per turn.


                                                    Paleozoic Cambroraster Paleozoic Cambroraster
                                                    Paleozoic Cambroraster
                                                    WATER
                                                    Paleozoic Cambroraster
                                                    • ATK:

                                                    • 1200

                                                    • LINK-2

                                                    Link Arrow:

                                                    Top

                                                    Bottom


                                                    2 "Paleozoic" monsters Unaffected by other monsters' effects. You can only use each of the following effects of "Paleozoic Cambroraster" once per turn. You can target 1 Set card in the Spell & Trap Zone; send it to the GY, and if you do, Set 1 "Paleozoic" Trap directly from your Deck. It can be activated this turn. If a Set card(s) you control would be destroyed by card effect, you can banish this card from your field or GY instead.


                                                    Elder Entity N'tss Elder Entity N'tss
                                                    Elder Entity N'tss
                                                    LIGHT 4
                                                    Elder Entity N'tss
                                                    • ATK:

                                                    • 2500

                                                    • DEF:

                                                    • 1200


                                                    1 Synchro Monster + 1 Xyz Monster Must be Special Summoned (from your Extra Deck) by sending the above cards you control to the GY. (You do not use "Polymerization".) Once per turn: You can Special Summon 1 Level 4 monster from your hand. If this card is sent to the GY: You can target 1 card on the field; destroy it. You can only Special Summon "Elder Entity N'tss(s)" once per turn.


                                                    PSY-Framelord Omega
                                                    PSY-Framelord Omega
                                                    PSY-Framelord Omega
                                                    LIGHT 8
                                                    PSY-Framelord Omega
                                                    • ATK:

                                                    • 2800

                                                    • DEF:

                                                    • 2200


                                                    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.


                                                    Monsters like Wind Pegasus @Ignister , N'tss sent to the grave thanks to Dogmatika Punishment can add more magic/trap bombardment to your deck.

                                                    PSY-Framelord Omega can be used to restore resources from the grave to the deck, Cambroraster as a protector like Lord of the Heavenly Prison .

                                                    Linkuriboh, Relinquished Anima and Salamangreat Almiraj (Link-1 monsters)

                                                    Linkuriboh Linkuriboh
                                                    Linkuriboh
                                                    DARK
                                                    Linkuriboh
                                                    • ATK:

                                                    • 300

                                                    • LINK-1

                                                    Link Arrow:

                                                    Bottom


                                                    1 Level 1 Monster When an opponent's monster declares an attack: You can Tribute this card; change that opponent's monster's ATK to 0, until the end of this turn. If this card is in your GY (Quick Effect): You can Tribute 1 Level 1 monster; Special Summon this card. You can only use this effect of "Linkuriboh" once per turn.


                                                    Relinquished Anima Relinquished Anima
                                                    Relinquished Anima
                                                    DARK
                                                    Relinquished Anima
                                                    • ATK:

                                                    • 0

                                                    • LINK-1

                                                    Link Arrow:

                                                    Top


                                                    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.


                                                    Salamangreat Almiraj Salamangreat Almiraj
                                                    Salamangreat Almiraj
                                                    FIRE
                                                    Salamangreat Almiraj
                                                    • ATK:

                                                    • 0

                                                    • LINK-1

                                                    Link Arrow:

                                                    Bottom-Right


                                                    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 your GY: You can Special Summon this card. You can only use this effect of "Salamangreat Almiraj" once per turn.


                                                    In some combos, sometimes you need to send monsters to the grave to activate Rescue-ACE cards. Using them as materials for link summoning is the most effective way for this deck.

                                                    Linkuriboh , Salamangreat Almiraj , Relinquished Anima are the 3 best monsters that can use Hydrant as summoning material.

                                                    Linkuriboh is a protector for Hydrant when attacked by turning the opponent's monster's ATK to 0. Additionally, when in the grave Linkuriboh can summon himself again by sacrificing Hydrant . This is a trick that helps your Hydrant avoid the effects of Effect Veiler or Infinite Impermanence when chaining and targeting the Hydrant .

                                                    Salamangreat Almiraj has an effect that protects your monster from destruction.

                                                    Relinquished Anima is a suitable monster to follow, this monster can also gain huge attack power thanks to your Kaiju monsters.

                                                    In addition, these link monsters also help you spam more monsters when facing annoying floodgates such as Skill Drain ( Linkuriboh sacrifices Hydrant while using the effect), There Can Be Only One (monsters This link is not a Warrior or Machine type), Secret Village of the Spellcasters ( Relinquished Anima is a spellcaster monster)...

                                                    Link-2 monsters

                                                    Salamangreat Sunlight Wolf Salamangreat Sunlight Wolf
                                                    Salamangreat Sunlight Wolf
                                                    FIRE
                                                    Salamangreat Sunlight Wolf
                                                    • ATK:

                                                    • 1800

                                                    • LINK-2

                                                    Link Arrow:

                                                    Top

                                                    Bottom


                                                    2 FIRE Effect Monsters If a monster(s) is Normal or Special Summoned to the zone(s) this card points to (except during the Damage Step): You can add 1 FIRE monster from your GY to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with the added monster's name. During your Main Phase, if you control this card that was Link Summoned using "Salamangreat Sunlight Wolf" as material: You can add 1 "Salamangreat" Spell/Trap from your GY to your hand. You can only use each effect of "Salamangreat Sunlight Wolf" once per turn.


                                                    Hiita the Fire Charmer, Ablaze Hiita the Fire Charmer, Ablaze
                                                    Hiita the Fire Charmer, Ablaze
                                                    FIRE
                                                    Hiita the Fire Charmer, Ablaze
                                                    • ATK:

                                                    • 1850

                                                    • LINK-2

                                                    Link Arrow:

                                                    Bottom-Left

                                                    Bottom-Right


                                                    2 monsters, including a FIRE monster (This card is always treated as a "Familiar-Possessed" card.) You can target 1 FIRE monster in your opponent's GY; Special Summon it to your zone this card points to. If this Link Summoned card is destroyed by battle, or is destroyed by an opponent's card effect while in its owner's Monster Zone: You can add 1 FIRE monster with 1500 or less DEF from your Deck to your hand. You can only use each effect of "Hiita the Fire Charmer, Ablaze" once per turn.


                                                    Isolde, Two Tales of the Noble Knights
                                                    Isolde, Two Tales of the Noble Knights
                                                    Isolde, Two Tales of the Noble Knights
                                                    LIGHT
                                                    Isolde, Two Tales of the Noble Knights
                                                    • ATK:

                                                    • 1600

                                                    • LINK-2

                                                    Link Arrow:

                                                    Bottom-Left

                                                    Bottom-Right


                                                    2 Warrior monsters If this card is Link Summoned: You can add 1 Warrior monster from your Deck to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with that name, nor activate their monster effects. You can send any number of Equip Spells with different names from your Deck to the GY; Special Summon 1 Warrior monster from your Deck, whose Level equals the number of cards sent to the GY. You can only use each effect of "Isolde, Two Tales of the Noble Knights" once per turn.


                                                    Akashic Magician Akashic Magician
                                                    Akashic Magician
                                                    DARK
                                                    Akashic Magician
                                                    • ATK:

                                                    • 1700

                                                    • LINK-2

                                                    Link Arrow:

                                                    Top

                                                    Bottom


                                                    2 monsters with the same Type, except Tokens You can only Link Summon "Akashic Magician(s)" once per turn. If this card is Link Summoned: Return all monsters this card points to to the hand. Once per turn: You can declare 1 card name; excavate cards from the top of your Deck, equal to the total Link Rating of the Link Monsters co-linked to this card, then if you excavated any copies of the declared card, add them to your hand, also send the remaining cards to the GY.


                                                    I:P Masquerena I:P Masquerena
                                                    I:P Masquerena
                                                    DARK
                                                    I:P Masquerena
                                                    • ATK:

                                                    • 800

                                                    • LINK-2

                                                    Link Arrow:

                                                    Bottom-Left

                                                    Bottom-Right


                                                    2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.


                                                    Hiita is an effective 2 link monster with Rescue-ACE, this monster only requires 1 FIRE monster along with any 1 monster as summon material, very easy to summon in Rescue-ACE deck. Hiita has an effect that helps you revive FIRE monsters from your opponent's grave to your field. Ash Blossom is a FIRE monster used as a hand trap in many decks, so Hiita's ability to use it is effective. Her reaction is very high. You can continue to combo on generic 3 and 4 link monsters after that.

                                                    In addition to relatively high ATK, when Hiita is destroyed by battle or enemy effects, you can add Hydrant , Impulse or Dogoran, the Mad Flame Kaiju from the deck to your hand.

                                                     

                                                    Combo I:P Masquerena and Knightmare Unicorn always show effectiveness over time, Rescue-ACE can also take advantage of these two monsters in its extra deck.

                                                     

                                                    Akashic Magician can be used to push opponent's monsters to the hand as well as reuse the effects of Warrior Rescue-ACE monsters.

                                                     

                                                    Isolde helps you find Impulse to set up for the next turn, note that during the same turn you get that card into your hand, you cannot wall/special summon or set face down or activate the effects of monsters of the same name.

                                                     

                                                    Salamangreat Sunlight Wolf can be used to get FIRE monsters from the grave back into the hand. In addition to Rescue-ACE monsters, a few other strong FIRE monsters such as Ash Blossom , Dogoran, the Mad Flame Kaiju , Lava Golem can also be retrieved thanks to this effect. A small note is that you will not be able to normal/special summon monsters of the same name that were picked up by this effect until the end of that turn.

                                                    Several other link monsters are effective for strategy

                                                    Underworld Goddess of the Closed World Underworld Goddess of the Closed World
                                                    Underworld Goddess of the Closed World
                                                    LIGHT
                                                    Underworld Goddess of the Closed World
                                                    • ATK:

                                                    • 3000

                                                    • LINK-5

                                                    Link Arrow:

                                                    Bottom

                                                    Bottom-Right

                                                    Right

                                                    Top-Right

                                                    Top


                                                    4+ Effect Monsters You can also use 1 monster your opponent controls as material to Link Summon this card. If this card is Link Summoned: You can negate the effects of all face-up monsters your opponent currently controls. This Link Summoned card is unaffected by your opponent's activated effects, unless they target this card. Once per turn, when your opponent activates a card or effect that Special Summons a monster(s) from the GY (Quick Effect): You can negate the activation.


                                                    Knightmare Phoenix Knightmare Phoenix
                                                    Knightmare Phoenix
                                                    FIRE
                                                    Knightmare Phoenix
                                                    • ATK:

                                                    • 1900

                                                    • LINK-2

                                                    Link Arrow:

                                                    Top

                                                    Right


                                                    2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.


                                                    Knightmare Unicorn Knightmare Unicorn
                                                    Knightmare Unicorn
                                                    DARK
                                                    Knightmare Unicorn
                                                    • ATK:

                                                    • 2200

                                                    • LINK-3

                                                    Link Arrow:

                                                    Left

                                                    Bottom

                                                    Right


                                                    2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.


                                                    Accesscode Talker Accesscode Talker
                                                    Accesscode Talker
                                                    DARK
                                                    Accesscode Talker
                                                    • ATK:

                                                    • 2300

                                                    • LINK-4

                                                    Link Arrow:

                                                    Top

                                                    Left

                                                    Bottom

                                                    Right


                                                    2+ Effect Monsters Your opponent cannot activate cards or effects in response to this card's effect activations. If this card is Link Summoned: You can target 1 Link Monster that was used as material for its Link Summon; this card gains ATK equal to that monster's Link Rating x 1000. You can banish 1 Link Monster from your field or GY; destroy 1 card your opponent controls, also for the rest of this turn, you cannot banish monsters with that same Attribute to activate this effect of "Accesscode Talker".




                                                    Tag(s):

                                                     



                                                    Conclusion

                                                    I have just finished introducing the Rescue-ACE cards as well as some cards that can be combined with this deck. In the next part, I will suggest to you some deck combos as well as sample decks of this family of cards. Thank you for your interest.




                                                    Companion unit:

                                                    - Yu-Gi-Oh! Guidance Vietnam





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