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[DBAD] Rescue-ACE


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https://ygorganization.com/oneemergencytworescueacethreeactionfourperfectfivegeton/

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DBAD-JP001 Rescue-ACE Impulse
Level 3/FIRE/Warrior/Effect
You can use the 1st and 2nd effect of this card’s name each once per turn.
(1) During your Main Phase: You can make the 1 Effect Monster your opponent controls with the highest ATK (your choice, if tied) unable to activate its effects on the field this turn.
(2) When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or field; Special Summon 1 Machine “Rescue-ACE” monster from your Deck.
1500/1500

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DBAD-JP002 Rescue-ACE Air Hoister
Level 4/FIRE/Warrior/Effect
You can use the 1st and 2nd effect of this card’s name each once per turn.
(1) If this card is Normal or Special Summoned: You can add 1 “Rescue-ACE” Spell from your Deck to the hand.
(2) When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or field; Special Summon 1 “Rescue-ACE” monster from your hand, except “Rescue-ACE Air Hoister”.
1700/1700

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DBAD-JP003 Rescue-ACE Hydrant
Level 1/FIRE/Machine/Effect
You can use the 2nd and 3rd effect of this card’s name each once per turn.
(1) Your opponent cannot target this card for attacks or with card effects while you control a “Rescue-ACE” monster other than “Rescue-ACE Hydrant”.
(2) You can activate 1 Quick-Play Spell or Trap the turn it is Set by your “Rescue-ACE” card’s effect.
(2) During your Main Phase: You can add 1 “Rescue-ACE” monster from your Deck to your hand, except “Rescue-ACE Hydrant”.
0/0

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DBAD-JP005 Rescue-ACE Fire Attacker
Level 6/FIRE/Machine/Effect
You can use the 1st and 2nd effect of this card’s name each once per turn.
(1) If a “Rescue-ACE” monster(s) other than “Rescue-ACE Fire Attacker” is Normal or Special Summoned to your field: You can Special Summon this card from your hand.
(2) If a card(s) is added to your opponent’s hand, except by drawing: You can draw 2 cards, then send 1 card from your hand to the GY.
2200/2200

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DBAD-JP006 Rescue-ACE Fire Engine
Level 7/FIRE/Machine/Effect
You can use the 1st and 2nd effect of this card’s name each once per turn.
(1) If a “Rescue-ACE” monster(s) other than “Rescue-ACE Fire Engine” is Normal or Special Summoned to your field: You can Special Summon this card from your hand.
(2) If a monster(s) is Special Summoned to your opponent’s field: You can Special Summon 1 Level 4 or lower “Rescue-ACE” monster from your hand, Deck, or GY.
2500/2500

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DBAD-JP007 Rescue-ACE Turbulance
Level 9/FIRE/Machine/Effect
You can use the 1st, 2nd, and 3rd effect of this card’s name each once per turn.
(1) You can banish 2 “Rescue-ACE” cards from your GY; Special Summon this card from your hand.
(2) During your Main Phase: You can Set up to 4 “Rescue-ACE” Quick-Play Spells and/or Normal Traps with different names directly from your Deck.
(3) If another card(s) you control leaves the field by an opponent’s card effect: You can target 1 card on the field; destroy it.
3000/3000

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DBAD-JP008 Rescue-ACE Headquarters
Spell/Field
(1) “Rescue-ACE” monsters you control gain 500 ATK/DEF while your opponent controls a monster.
(2) 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.)
(3) 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.

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DBAD-JP009 RESCUE!
Spell/Quick-Play
(This card is always treated as a “Rescue-ACE” card.) You can only activate 1 card with this card’s name per turn.
(1) 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.

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DBAD-JP010 ALERT!
Spell/Quick-Play
(This card is always treated as a “Rescue-ACE” card.) You can only activate 1 card with this card’s name per turn.
(1) 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.

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DBAD-JP011 CONTAIN!
Trap
(This card is always treated as a “Rescue-ACE” card.)
(1) If you control a “Rescue-ACE” monster: Target 1 Effect Monster your opponent controls; it cannot attack, its effects are negated, also, if you control “Rescue-ACE Hydrant”, it cannot be used as material for a Fusion, Synchro, Xyz, or Link Summon. These effects last until the end of this turn.

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DBAD-JP012 EXTINGUISH!
Trap
(This card is always treated as a “Rescue-ACE” card.)
(1) If you control a “Rescue-ACE” monster: Target 1 Effect Monster your opponent controls; destroy it, and if you control “Rescue-ACE Hydrant”, this turn, your opponent cannot activate the effects of the destroyed monster as well as monsters with the same original name.

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  • 1 month later...

https://ygorganization.com/intruderwindow/

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DBAD-JP003 Rescue-ACE Intruder
FIRE/Level 4/Warrior/Effect
You can only use the 1st and 2nd effect of this card’s name each once per turn.
(1) If this card is Normal or Special Summoned: You can add 1 “Rescue-ACE” Trap from your Deck to your hand.
(2) When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or field, then target 1 “Rescue-ACE” monster in your GY, except “Rescue-ACE Intruder”; Special Summon it.
1800/1800

Thought I'd put the last card here than make a separate thread for it.

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I mean, the card fills the exact monster gap (besides not being level 2), but I can't say that I'm very happy with the card.

The handtrap effect is isn't great going second (unless you open multiple of the low levels). The trap search isn't bad (since they aren't opt), but it doesn't feel impactful enough to use the Normal Summon.

Once you're rolling, it's good, but it's probably a 1-of.

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