Yu-gi-oh! Top ten Cosmo Blazer part 2 – Card review

Hi guys welcome to my second installment of my top 10 most anticipated Como Blazer cards review, for part one please read my previous post. As for those who did, let’s light this baby up and head straight to the next cards!


Breakthrough skill

Normal Trap

Target 1 face-up Effect Monster your opponent controls; until the end of this turn, negate that target’s effects. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard to target 1 face-up Effect Monster your opponent controls; negate that target’s effects during this turn.

I really love this card, it is in my opinion a better piece of negation than effect veiler or the more commonly used fiendish chain. Why you ask? Is there anything this card does, that effect veiler or fiendish chain don’t do? Well it’s obvious that it has an edge over effect veiler: the fact  that it does not need to be activated during main phase 1, a trait it shares with fiendish chain. People might argue that veiler is harder to negate, whilst fiendish chain and this can be simply destroyed by a mystical space typhoon. Here is a point that I want to stress, while fiendish chain loses the ability to negate once it is destroyed, this card works more like forbidden chalice. As in when fiendish chain is activated; your opponent can simply chain mystical space typhoon and pretend it never happened, a move that is impossible with this card since it is a normal trap card. Another reason why I love this card is because its second effect allows you to remove it from your graveyard to negate a monsters effect during your own turn. This is a powerful psychological weapon, which can severely affect your opponents’ decision on which monster to summon. Previously your opponent would end with a wind-up zenmaines, utopia, maestroke the symphony djinn or stardust dragon and feel safe. With Breakthrough skill you are able to just negate those monster effects and plow right over them. Dino-rabbit players will find it harder to protect their precious laggia. Even if they manage to destroy this card before summoning their rabbit, next turn you just go ahead negate their laggia or dolkka and keep on playing as if they don’t exist. Graveyard effects have always been very powerful, just look at necro gardna. Even though its use has diminished because of the pace of the game, there still isn’t any practical means to combat it, the same holds true for breakthrough skill and this will become apparent upon its release.


Haze Beast Basilicock

Rank 6/ FIRE/ Pyro
2500 atk/ 1800 def
2 or more Level 6 FIRE monsters (max. 5)

Once per turn: You can detach 1 Xyz Material from this card to target 1 monster your opponent controls or in their Graveyard; banish that target. This card gains effects based on the number of Xyz Material it has.

• 3 or more: This card gains 200 ATK and DEF for each Xyz Material attached to it.

• 4 or more: This card cannot be targeted by your opponent’s Spells, Traps, or card effects.

• 5: This card cannot be destroyed by card effects.

Imagine Black luster soldier having a pet. Imagine this pet being a gigantic chicken, magnificent colors and all. But why would THE Black luster soldier- envoy of the beginning choose an overgrown chicken for a pet? Then suddenly you take a closer look. You notice the gigantic attack value and you notice one more thing: your own monster is gone; it’s neither in the graveyard nor in your hand. Yeah exactly that’s why you shouldn’t make fun of gigantic chickens. Haze beast basilicock is one of the few xyz I am very hyped about. Not only does the art look cool but it even has the stats and effects to match. Granted a 2500 base attack for a rank 6 doesn’t sound so enticing, but its effects sure make up for it.
Haze beast basilicock (in short HBB) has 3 more effects depending on how many additional xyz materials it has.

Its base effect is that for one detach, you can banish any monster your opponent controls or currently in his graveyard. This is exactly the reason why HBB doesn’t need more than 2500 atk, if it cannot run over it with brute force, it will simply banish from play. Now banishing has always been a very powerful effect. Back then when the D.D. warriors were popular until the era of the chaos monsters. It is a powerful mechanic that robs your opponents from helpful options such as: pot of avarice, monster reborn and various summoning mechanics that involve the graveyard. Re-usable cards like inzektor hornet or grapha are suddenly locked and your opponent suddenly has to find other ways to get rid of the angry chicken.  The best thing about is that you have the option whether to remove something from the graveyard or the field, this gives you extra choice, especially when you have a hunch that your opponent will drop a monster reborn on you next turn.

The second effect is gained by having three xyz-materials on HBB. It gives HBB a 200 atk bonus for each xyz-material it has. Aside from the obvious fact that HBB can now remove up to 3 monsters given enough turns, it also gives HBB enough attack to run over most commonly used monsters. At 3100 attack HBB is sure to wreak havoc if your opponent doesn’t have anything to stop it…

The third effect is exactly that what makes it hard to find something to stop HBB.
While having a fourth xyz-material; HBB can’t be targeted by any kinds of effects. Of course it still has its previous effect, which puts it now on a very menacing 3300 atk. From this point on you can just opt to use HBB as a ram and hope he doesn’t have mirror force, torrential tribute, dark hole or any form of non-targeting destruction. I’m not saying that HBB is invincible now, but it sure has reached a point where you bar your opponent from a lot of resources that could help him.

The fourth and final effect is reached when HBB has 5 or more xyz materials on him. HBB gains an additional 200 atk from his second effect putting him at a nearly unstoppable 3500 atk. He cannot be targeted at this point and his final effect grants him immunity to any form of destruction. At this point HBB is almost invincible. Your opponents’ only hope is to use any non-targeting, non-destroying effects if he wants to get rid of HBB. Although such cards exist, the likely-hood of them being employed by your opponent is very low. It’s like facing vennominaga deity of poisonous snakes, only that vennominaga is harder to put on the field.

Many of you probably wonder how to get those xyz-materials on HBB and while I have no tried and tested answer, I do have some ideas. For instance spirit converter can be used to add xyz materials on HBB (note that only the first 2 xyz materials need to be level 6 monsters). But the deck that is really meant for HBB is of course a haze beast deck. Each monster there has a standard level of 6 and they also have haze pillar to help them attach xyz materials from the hand as long as they are haze beasts.

Orbital7-CBLZ-JP-UROrbital 7

Level 4/LIGHT/Machine

When this card is flipped face-up: Place 1 Roger Counter on this card. You can remove all Roger Counters from this card; this card’s ATK becomes 2000, but it cannot attack directly this turn and is sent to the Graveyard during the End Phase. You can Tribute this card to target 1 “Photon” or “Galaxy” monster in your Graveyard; add it to your hand.

Orbital 7 is quite a nifty card, aside from its obvious use in a photon deck it can also serve a purpose in other decks. Orbital 7 has at first sight, nothing too outstanding about itself. The LIGHT attribute is nice as it can be used in chaos decks. 500 atk for a level 4 is usually considered miserable, but in orbital 7’s case it’s quite beneficial and not really a problem with its effect. I say this because of the fact that 500 atk lends itself to some really good combos. First one is of course with machine duplication, which will net you three level fours on the field, with which you can xyz summon of course any rank 4 xyz monster that does not have any xyz material restriction. 500 atk also lends itself perfectly to debris dragon and although you won’t be able to synchro summon with it, you will still be able to xyz summon. 2000 def will be able to withstand most commonly used normal summoned monsters nowadays, which is necessary if you want to use Orbital 7 for some attacking. Because if Orbital 7 is flipped face-up he gains 1 roger counter. If you remove all roger counters Orbital 7s attack becomes 2000 and while he cannot attack directly, he will most likely be able to take down a monster. Granted at the end phase he sends himself to the graveyard, but there are ways to play around this, such as synchro summons and xyz-summons.

While my review of Orbital 7 does not showcase its full potential, I can only say that its versatility will surely come in handy in certain decks that can abuse the support currently available to it.


Pyrorex the elemental lord

Level 8/FIRE/Dinosaur

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having exactly 5 FIRE monsters in your Graveyard, and cannot be Special Summoned by other ways. When this card is Special Summoned: You can target 1 monster your opponent controls; destroy it, and if you do, inflict damage to both players equal to half of its original ATK. You can only use the effect of “Pyrorex the Elemental Lord” once per turn. If this card leaves the field, skip the Battle Phase of your next turn.

It seems that the elemental lords are, at least in my opinion, getting stronger with every new set. Pyrorex sports the usual attack of its colleagues. The main difference is of course the effect. While grandsoil grants life to any fallen monster in any graveyard and Moulinglacia attacks the in-hand resources of your opponent, Pyrorex tackles the on-field problem directly, whilst doing some direct damage to your opponents’ life points. This seems to me as the most useful effect. Not only that, but to me pyrorex seems to be the least restricted of the three.

Let me explain, while grandsoil revives monsters and reviving monsters is more often than not a good thing, it is also an effect that is dependent on the situation. With grandsoil you ideally want to revive something very strong, you can assure this by reviving something that you have previously set-up and is currently in your graveyard. The problem with this act is that unless you take further steps, you cannot summon another grandsoil since the earth monster (assuming the ideal deck to run grandsoil only runs earth monsters) count in your graveyard has shifted. Moulinglacia is restricted by the fact that it can only use its effect once in a turn, so summoning additional Moulinglacias is, while not detrimental, not very useful.

Pyrorex does not have any of those implicit restrictions, you can summon as many as you like, they will not interfere with each other and at the same time their effects will stay live as long as your opponent has any monsters. I find that there is a sort of simplicity that streamlines the whole card to a very game turning weapon, more than any of its colleagues. The more Pyrorex you summon, the more monsters AND life points your opponents loses. Losing monsters also implies that there won’t be any obstacles to keep you from attacking your opponents’ life points directly. Moulinglacia is incapable of turning fields to your favor, such is the nature of its effect. Neither is grandsoil since all you do is add a monster to your field, which does not necessarily affect your opponents moves.

And pyrorex even scores high in the support department. The Laval archetype lends itself perfectly to accommodate this fiery god. Sweltering heat conductor and Laval volcano handmaiden see to it that pyrorex can be summoned on a whim; laval lakeside lady makes sure that the field is secure while taking care of the necessary graveyard manipulation to make sure that an pyrorex is never a dead draw.

No other elemental lord has specific support that can actively get them on the field or make sure that they can be brought out at any given time. With this in mind, pyrorex is probably a card to look out for when playing against a Laval deck, least you get burned by it.


Shy-NEET magician

RANK 1/ LIGHT/ Spellcaster
200 atk/ 2100def
2 x level 1 monsters

Once per turn, this card cannot be destroyed by battle. When this card is targeted by a Spell, Trap, or card effect: You can detach 1 Xyz Material from this card; negate the activation, and if you do, destroy it.

This card is very simple, but it doesn’t mean it’s not good. While playing yu gi oh most of us probably noticed that the more simple a card is the better it is. This holds true for our shy magician. While her stats are nothing to brag about her effect makes her one of the harder monsters to get off the field.
Once per turn she cannot be destroyed per battle and if targeted by an effect you can simply detach a material to negate the activation and destroy it. This card is meant to stall and to stall only, a task which it does very well. For those wondering how to get this out without having to use too many level 1 monsters in your deck, try using it with level eater. Chaos decks will love the LIGHT attribute, at the same time being a deck that also runs many high level monsters that are capable of accommodating level eater.

This concludes my top 10 review of cards to watch out for in Cosmo blazer. “The fire is rising” as Bane said in: the Dark knight rises, so don’t be caught in it and  prepare aptly with what you know now.

I hope you guys liked it and I am always open for comments!

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Yu-gi-oh! Top ten Cosmo Blazer part 2 - Card review, 9.9 out of 10 based on 8 ratings

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