Jump to content

[TCG] King's Court World Premieres


Recommended Posts

https://ygorganization.com/kico-complete-list-of-kings-court-plus-world-premieres/

KICO-EN001 Arcana Triumph Joker
Level 10/LIGHT/Warrior/Effect
If this card is in your hand or GY: You can send 1 “Queen’s Knight”, “King’s Knight”, and “Jack’s Knight” from your hand and/or face-up Monster Zone to the GY; Special Summon this card. This card gains 500 ATK x the combined number of cards in both players’ hands. You can discard 1 card; destroy all face-up cards your opponent controls with the same type (Monster, Spell, or Trap) as the discarded card.
?/2500

KICO-EN002 Joker’s Knight
Level 5/LIGHT/Warrior/Effect
You can send 1 “Queen’s Knight”, “King’s Knight”, or “Jack’s Knight” from your Deck to the GY; Special Summon this card from your hand, and if you do, this card’s name becomes the sent monster’s name until the End Phase. During the End Phase, if this card is in your GY: You can target 1 other LIGHT Warrior monster in your GY; shuffle it into the Deck, and if you do, add this card to your hand. You can only use each effect of “Joker’s Knight” once per turn.
2000/1400

KICO-EN003 Imperial Bower
Level 4/LIGHT/Warrior/Effect
If you control no other monsters: You can Tribute this card; take 2 different monsters from your Deck among “Queen’s Knight”, “King’s Knight”, and/or “Jack’s Knight”, and either add to your hand or Special Summon each monster. You can only use this effect of “Imperial Bower” once per turn.
1500/1500

KICO-EN004 Joker’s Straight
Spell
Discard 1 card, Special Summon 1 “Queen’s Knight” from your Deck, add 1 “King’s Knight” or “Jack’s Knight” from your Deck to your hand, then, immediately after this effect resolves, you can Normal Summon 1 monster. You cannot Special Summon monsters from the Extra Deck for the rest of this turn, except LIGHT Warrior monsters. During the End Phase, if this card is in your GY: You can target 1 LIGHT Warrior monster in your GY; shuffle it into the Deck, and if you do, add this card to your hand. You can only use each effect of “Joker’s Straight” once per turn.

KICO-EN005 Face Card Fusion
Spell
Fusion Summon 1 LIGHT Warrior Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If you control “Queen’s Knight”, “King’s Knight”, or “Jack’s Knight”, you can use 1 monster from your Deck as Fusion Material. You can only activate 1 “Face Card Fusion” per turn.

KICO-EN006 Thunderspeed Summon
Spell/Quick-Play
During the Main or Battle Phase: Immediately after this effect resolves, Normal Summon 1 Level 10 monster, or, if you control “Queen’s Knight”, “King’s Knight”, and “Jack’s Knight”, you can apply this effect instead.
• Add 1 Level 10 non-DARK monster with ? ATK from your Deck to your hand, then, immediately after this effect resolves, you can Normal Summon 1 Level 10 monster.
You can only activate 1 “Thunderspeed Summon” per turn.

KICO-EN007 Joker’s Wild
Trap
During the Main or Battle Phase: Send 1 Spell from your Deck to the GY that specifically lists all of “Queen’s Knight”, “King’s Knight”, and “Jack’s Knight”; this effect becomes that Spell’s effect when that card is activated. During the End Phase, if this card is in your GY: You can target 1 LIGHT Warrior monster in your GY; shuffle it into the Deck, and if you do, add this card to your hand. You can only use each effect of “Joker’s Wild” once per turn.

KICO-EN008 Court of Cards
Trap/Continuous
If you control no monsters, or only control “Queen’s Knight”, “King’s Knight”, and/or “Jack’s Knight”: You can Special Summon 1 “Queen’s Knight”, “King’s Knight”, or “Jack’s Knight” from your hand or GY. You can banish up to 1 each “Queen’s Knight”, “King’s Knight”, and/or “Jack’s Knight” from your hand and/or GY; draw the same number of cards you banished. You can only use 1 “Court of Cards” effect per turn, and only once that turn.

KICO-EN009 Magnet Induction
Spell
If you control a “Magnet Warrior” monster whose original Level is 4 or lower: Special Summon 1 Level 4 or lower “Magnet Warrior” monster from your Deck with a different name than the cards you control, also for the rest of this turn after this card resolves, “Magnet Warrior” and “Magna Warrior” monsters you control cannot be destroyed by battle or your opponent’s card effects. You can only activate 1 “Magnet Induction” per turn.

KICO-EN010 XYZ Hyper Cannon
Trap/Continuous
You must control “XYZ-Dragon Cannon”, or a Fusion Monster that lists “XYZ-Dragon Cannon” as material, to activate this card’s effect. This card’s effect depends on whose turn it is.
• Your turn: You can target 1 of your banished Union monsters; place it on the bottom of your Deck, and if you do, draw 1 card.
• Your opponent’s turn: You can discard any number of cards, then target the same number of cards your opponent controls; destroy those cards.
You can only use this effect of “XYZ Hyper Cannon” once per turn.

Link to comment
Share on other sites

Yugi already had the heart of the cards. Now I guess he has the clubs, spades and diamonds of the cards as well.

Joke(r)s aside, it looks like they just tossed a ton of consistency boosting effects together without really adding much to the deck's ceiling. I suppose it makes sense considering how much work they needed to do to get this series to even work properly. I do like how it actively supports Slifer; they mentioned that in the promo materials, right?

 

Link to comment
Share on other sites

My favorite part of this is that they sound like they would mix fairly well with Silent Swordsman cards, or one might even be able to do something with BLS too... maybe even facilitate Primal Seed in some degenerate loop. 

Magnet Warrior and XYZ I didn't fully expect tbh but sounds alright

Link to comment
Share on other sites

The card warrior stuff is fantastic. Its just a tonne of good effect with hand fill float that support Slifer. Heck, they even search Slifer or Sphere mode to counter act your board state

Its ironic that the latest Arcana boss is the best despite not having good negation which the first 2 arcana fail to provide.(like ugh extra joker should able to destroy the things it negate in the first place 

Magnet induction is kinda bad actually, its single activation or die. Sure the effects it have is good and some might argue if your form magna and attack immediately then the simultanious effects completely cover that strat. But if im not mistaken, since the effect tied to each other you can Ash this and the entire effects fails altogether. 

Hyper is really trying, but being tied to XYZ line and (yet) not having any other support that supercharged them like ABC line did makes this hard to played. I can gives much better approval if this support VW l line like dog-damn just a bit of extra text

Link to comment
Share on other sites

So Face Card Fusion has been pretty amusing from my testing, since it's amazing for summoning the deck's boss fusion monster: Idaten the Conqueror Star. No, seriously, using a Jack in the hand and a Joker from the deck works great for Idaten, who then gladly hands you another Joker for summoning it. I've also found that Hayate the Earth Star can be a nifty little tech as it can NS itself off of Jack's/Joker's Knight, and it unlocks Gilti-Gearfried for the deck.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...