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Duel Academy →Used Deck
Card Kind | Attribute | Level | Type | ATK | DEF |
---|---|---|---|---|---|
Field Spell | - | - | - | - | - |
This card gains these effects based on the Monster Types on the field. ●Warrior, Beast, or Pyro: Once per turn, if you activate a Trap Card (except during the Damage Step): You can target 1 card your opponent controls; destroy it. ●Dinosaur, Sea Serpent, or Thunder: Once per turn, if you activate a Spell Card (except during the Damage Step): You can inflict 1000 damage to your opponent. ●Machine, Fairy, or Fiend: Once per turn, if you activate a monster effect (except during the Damage Step): You can target 1 face-up monster you control; it gains 1000 ATK (even if this card leaves the field). |
|||||
Average Rating Score | 4.5(2) |
- Card Info
- Card Reviews (2 rating scores)
- Decks with Duel Academy (0)
- Card Category and Effect Category
- Products in Japan
- Ranking and View Num
"Duel Academy" card reviews and rating scores
4.5(2) |
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0% | (0) | ||
0% | (0) | ||
50% | (1) | ||
50% | (1) | ||
0% | (0) |
みめっと
2022/01/21 4:27
2022/01/21 4:27
A boarding duelist training school established on an isolated island, the main stage of Yu-Gi-Oh GX, has been made into a card as Field Spell.
First of all, this school has three dormitories with the names and colors of the three phantom gods called Osiris Red, Ra Yellow, and Obelisk Blue.
Application conditions = There must be monsters of one of the 3 races in total, 2 races mainly used by dormitory students belonging to each color + 1 race of the Sacred Beasts corresponding to that color.
Activation Trigger = Activation of 3 different types of cards required to Special Summon the Sacred Beasts corresponding to each color.
Effect = Effect similar to the effect of the Sacred Beasts corresponding to each color.
Specifically, when the three races corresponding to each of the three effects are on the field, the all-purpose removal effect for the activation of the Trap card, the effect damage for the activation of the Spell card, and the pump of your monster for the activation of the monster effect. The content of attaching the effect to do.
These three types of effects can be activated once per turn, up to three times.
Both effects are quite useful as bonus effects to the main effect, and although there is a difference in whether or not they immediately lead to an advantage, by keeping them on the field and activating them every turn, you will definitely get closer to victory. Only.
Since each of the three effects requires three different races, it is difficult to use multiple types of effects in a normal Deck unless you use EX monsters, but even if you specialize in one effect, it will work as expected. In addition, since it is not named Turn 1, it is possible to use the same type of effect multiple times in one turn by self-bouncing and reactivating it.
However, please note that it does not correspond to GY or the "activation of effect" of Spell Trap cards that already exist in the field.
I think this card can be expected to play an active role if you carefully examine the deck to be adopted or build it according to this card, but this card + a monster of the corresponding race + a type of trigger that has an effect to activate The fact that it works only when you have 3 cards aligned is a tough part, and yet this card has no resistances, and the effects it activates are relatively slow, assuming that you can keep this card on the field. I think there will be a lot of things to think about.
It's a numerical advantage + removes all traps. Rather than the effect of a trap card that can also be a trap, it may actually be more in demand for spell burns and monster effect pumps that balance out LP acquisition. .
In particular, Machine and Fiend believe in aligning high-speed special hits on the field like the Saidra series and Frightfur monsters, and they can support it. I think it's also great that you can satisfy yourself with the monsters of the race you want.
First of all, this school has three dormitories with the names and colors of the three phantom gods called Osiris Red, Ra Yellow, and Obelisk Blue.
Application conditions = There must be monsters of one of the 3 races in total, 2 races mainly used by dormitory students belonging to each color + 1 race of the Sacred Beasts corresponding to that color.
Activation Trigger = Activation of 3 different types of cards required to Special Summon the Sacred Beasts corresponding to each color.
Effect = Effect similar to the effect of the Sacred Beasts corresponding to each color.
Specifically, when the three races corresponding to each of the three effects are on the field, the all-purpose removal effect for the activation of the Trap card, the effect damage for the activation of the Spell card, and the pump of your monster for the activation of the monster effect. The content of attaching the effect to do.
These three types of effects can be activated once per turn, up to three times.
Both effects are quite useful as bonus effects to the main effect, and although there is a difference in whether or not they immediately lead to an advantage, by keeping them on the field and activating them every turn, you will definitely get closer to victory. Only.
Since each of the three effects requires three different races, it is difficult to use multiple types of effects in a normal Deck unless you use EX monsters, but even if you specialize in one effect, it will work as expected. In addition, since it is not named Turn 1, it is possible to use the same type of effect multiple times in one turn by self-bouncing and reactivating it.
However, please note that it does not correspond to GY or the "activation of effect" of Spell Trap cards that already exist in the field.
I think this card can be expected to play an active role if you carefully examine the deck to be adopted or build it according to this card, but this card + a monster of the corresponding race + a type of trigger that has an effect to activate The fact that it works only when you have 3 cards aligned is a tough part, and yet this card has no resistances, and the effects it activates are relatively slow, assuming that you can keep this card on the field. I think there will be a lot of things to think about.
It's a numerical advantage + removes all traps. Rather than the effect of a trap card that can also be a trap, it may actually be more in demand for spell burns and monster effect pumps that balance out LP acquisition. .
In particular, Machine and Fiend believe in aligning high-speed special hits on the field like the Saidra series and Frightfur monsters, and they can support it. I think it's also great that you can satisfy yourself with the monsters of the race you want.
Decks with "Duel Academy"
no deck
Card Category and Effect Category
Effect:Destroy Monster
Effect:Destroy Spell
Effect:Destroy Trap
Effect:inflict damage
Effect:gain ATK
Products in Japan
Product | No | Release Date | Rarity |
---|---|---|---|
HISTORY ARCHIVE COLLECTION | HC01-JP011 | 2022-02-19 | Super |
Ranking and View Num
Rating Score Rank | 9,626 / 13,171 Cards |
---|---|
View Num | 4,839 |
Others
Japanese card name | デュエル・アカデミア |
---|
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