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Yu-Gi-Oh! TCG - Justice Hunters Review (All the 3 New Archetypes!)

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In today's article, we'll review the three new archetypes in Justice Hunters, the new Yu-Gi-Oh! TCG set, and how they'll impact the current format.

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Traduit par Joey

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revu par Joey

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Introduction

Justice Hunters is the latest Yu-Gi-Oh! TCG set! It came out on August 1st and introduced three new archetypes into the game: Dracotail, Yummy, and K9. Furthermore, it reprinted a few cards we can use with these new strategies.

In this article, let's go over the main cards from Justice Hunters!

Main Cards from Justice Hunters

Dracotail

The Dracotail archetype uses Spellcaster/Dragon monsters of various attributes and focuses on fusion summoning. Its name and cards reference "lunar nodes", the two points where the Moon's orbit meets Earth's orbit. In medieval astronomy, the "Ascending Node" was known as "the dragon's head", and the "Descending Node" was known as "the dragon's tail".

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Dracotail Lukias is this archetype's main normal summon and monster searcher. Furthermore, if you send it to the graveyard as material to fusion summon something, you may set 1 Dracotail Spell or Trap on the board straight from your deck. All the main deck monsters in this archetype have this effect.

As for Dracotail Faimena, it is this archetype's handtrap and can fusion summon Spellcaster and Dragon monsters by using the monsters in your hand or board, both on your turn and your opponent's turn.

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Dracotail Pan, Dracotail Urgula, and Dracotail Mululu all have bonus effects when the main Dracotail effect (described above) resolves. Dracotail Pan destroys 1 monster on the board, Dracotail Urgula destroys 1 spell or trap on the board, and Dracotail Mululu negates the effects of one face-up monster under your opponent's control.

Furthermore, if one or more face-up fusion monsters under your control are destroyed by an enemy effect, you may return Dracotail Pan to the bottom of your deck. If you do, you may also summon a non-fusion Dracotail monster from your graveyard.

As for Dracotail Urgula, while it is in your graveyard, you may return it to the bottom of your deck to recycle one Dracotail Spellcaster monster also from your graveyard. You'll add it to your hand.

Dracotail Mululu also fusion summons monsters, but only Dracotail monsters. Furthermore, it prevents you from summoning non-fusion monsters from your extra deck for the rest of the turn.

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The Dracotail archetype also includes 2 fusion monsters that have interaction effects. Dracotail Arthalion, for instance, lets you bounce other monsters from the board or the graveyard when you fusion summon it.

Dracotail Gulamel, in turn, has the following Quick Effect: it lets you destroy 1 card under your opponent's control when you activate a Dracotail card or effect. Furthermore, both of these fusion monsters share an effect. You can summon them from your graveyard if 2 or more monsters are sent to the graveyard at the same time, but you have to banish it if it leaves the field after you summon them this way.

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Rahu Dracotail is this archetype's main starter. You could call it this archetype's Branded Fusion because it is a fusion spell that can use materials from the deck. It is definitely the best card in the entire archetype.

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Ketu Dracotail is another starter and a Spell with a ROTA effect. When you go second, it is also a Fusion card.

Dracotail Horn is a trap with 3 effects in one. Besides returning 1 attack position monster from the board to your hand, it lets you return 1 Dracotail card from your graveyard or banishment to the bottom of your deck and draw 1 card.

Dracotail Flame is this archetype's last trap. It is also excellent to stop boardbreakers because it lets you negate the effects of a spell on the board until the end of the turn. Furthermore, just like the card above, it also lets you recycle 1 Dracotail card from your graveyard or banishment by returning it to the bottom of your deck. Next, it draws 1 card.

Reprinted Cards that Fit the Dracotail Archetype

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Yummy

The Yummy archetype uses Light Beast monsters and focuses mainly on Synchro summons. In fact, this archetype's Synchro monsters work with an entirely new mechanic that lets you treat Link-1 monsters as tuners to summon them. The name "Yummy" references the "sweets" theme and is also a joke on the fact these monsters are "black cats" or "yami" cats.

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Considering this deck includes a Link-1 monster that can start its combos, all the main deck monsters are starters. They're also extenders because they share an effect that lets you summon them from your hand if you control a Link-1 or Synchro-2 monster.

You can use their "own" effects when you either normal summon them or special summon them. However, when you special summon them, each of them will offer you another effect:

Cupsy☆Yummy lets you add 1 Yummy card from your deck to your hand or draws a card for you.

Cooky☆Yummy lets you target 1 enemy monster and reduce its ATK by 1000 points or destroy 1 target enemy monster.

Lollipo☆Yummy lets you target 1 card in the opponent's graveyard and shuffle it back into their deck or banish that card instead.

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This archetype's Synchro monsters are upgraded versions of its main deck monsters and also let you use Link-1 monsters as tuners to summon them.

Furthermore, they all have the same Quick Effect. You can only use this effect as an answer to an enemy effect activation. It lets you special summon up to 2 Yummy monsters from your graveyard if you return this initial Synchro monster to your extra deck.

Cupsy★Yummy Way adds 2 Yummy monsters from your deck to your hand and then lets you send one card from your hand to the graveyard.

Cooky★Yummy Way is an interaction Synchro monster. It lets you target up to 2 face-up monsters on the field and set them face-down in defense position.

Lollipo★Yummy Way lets you special summon 2 Yummy monsters from your graveyard, but you'll have to negate their effects as well.

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Yummy★Snatchy is what makes this archetype consistent and is also responsible for its main interactions. Besides activating one of this archetype's field spells directly from the deck, you can use its Quick Effect once per chain during your opponent's main phase or battle phase for 100 LP. It lets you Synchro summon a monster after it resolves.

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This archetype includes 2 field spells:

Yummyusment☆Mignon has a continuous effect that buffs your Yummy Monsters' ATK by 500 points for each Light Beast monster on the field. Furthermore, while you control a Link-1 monster, it lets you summon a level 1 Yummy monster from your graveyard.

Yummyusment★Acroquey's effect lets you destroy a target enemy card if you Synchro-summon one Light Beast monster. Furthermore, if one or more face-up monsters you control leave the board because of an enemy effect, it lets you Special summon 1 Yummy monster from your deck.

These two field spells share an effect when they're in your graveyard. They let you recycle them alongside 2 Yummy monsters in your graveyard and/or banishment by returning them to the bottom of your deck in any order.

Yummy☆Surprise is the last spell in this archetype and has 3 effects. You can use each one once per turn. The first two effects let you return 2 Light Beast monsters under your control and 2 enemy cards to your respective hands, and Special Summon 1 Yummy monster from your hand or graveyard. The last effect lets you return 1 field spell on your board or graveyard to your hand and then set 1 Yummy field spell from your hand face-up on your board.

Yummy★Redemption is the only trap in this archetype. It stands out because it is a continuous card and has 3 effects. The first one is also continuous and nerfs enemy monsters' ATK by 200 points for each Light Beast monster on your board and graveyard. The second effect draws one card and then lets you put 1 card in your hand at the bottom of your deck whenever you Synchro summon a Light Beast monster. The last effect lets you banish this card from the graveyard to switch control of one of your Yummy monsters with any monster under your opponent's control.

Reprinted Cards that Fit the Yummy Archetype

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K9

The K9 archetype uses various types of monsters and focuses on spamming Level/Rank 5 monsters. The name of the archetype references police dogs, and some of its Xyz monsters, like "Hound" and "Ripper", are references to the first British police dogs. Back then, the police unsuccessfully tried using a pair of hounds to track the serial killer Jack the Ripper.

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K9-17 Izuna will probably be one of the main staples in the format soon. If you use it with K9-ØØ Lupis, it works as a handtrap that puts a negate card (or even other interactions through Rank 5 Xyz monsters) on the field on your opponent's turn when you're going second.

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K9-66a Jokul and K9-66b Lantern are this archetype's non-aqua monster searcher and spell/trap, respectively. Each of them also has their own effect. K9-66a Jokul, for instance, lets you reveal it and another Rank 5 monster in your hand to special summon both. K9-66b Lantern, in turn, lets you summon it from your hand and, at the same time, special summon a non-pyro Rank 5 monster from your graveyard.

You can't use either of these monsters as material to summon a Light Xyz monster if you summon them through their effects. The same restriction applies to K9-ØØ Lupis. Furthermore, you can normal summon both "Joku", "Lantern", and K9-17 Izuna without tributing if your opponent has 2 or more cards in hand.

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K9-17 "Ripper" is this archetype's extra deck monster. Besides searching and adding to your hand any card in this archetype, its Quick Effect also negates the effect of an enemy monster if they activate it from their hand or graveyard.

K9-ØØ "Hound" is an "intermediate" extra deck monster. It is decently protected by its first continuous effect, and its second continuous effect gives it 500 ATK for each monster effect your opponent resolves. You'll need more than one turn to make it strong enough to finish games, but, after the turn you summon it, it loses its first continuous effect. Furthermore, you can only activate its interaction effect during the standby phase.

K9-X "Werewolf" is a true boss monster. It can work as a finisher because of its 3300 ATK and because it can attack multiple times in the same turn. You can also use its Quick Effect to deal with a problematic card on the opponent's board or graveyard or as a way to remove resources from their hand, depending on whose turn it is.

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This archetype's Quick Spells will summon your boss monster. As a result, they're critical for this entire strategy. K9-X Forced Release stands out as the best one because it lets you destroy a card under your opponent's control when its other effect, which lets you summon an Xyz monster, resolves. Furthermore, you can recycle both this card and K9-LC Release Restraint if one of your K9 monsters battled on the turn they're in the graveyard.

"A Case for K9" is this archetype's ROTA and also buffs your K9 monsters' ATK by 900 points on the turn your opponent activates an effect in their hand or graveyard. Furthermore, if it is destroyed by a card effect, you may set down one of your Quick Spells from your deck or graveyard.

K9-EW Special Release Experiment is this archetype's trap. Its effect lets you summon a K9 monster in your hand or graveyard and then use it as material to summon a Xyz K9 monster from your extra deck. However, you'll have to destroy it at your next end phase. Finally, during your end phase, you may banish it from the graveyard to recycle a K9 spell and set it in play.

Reprinted Cards that Fit the K9 Archetype

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Final Words

What do you think of these new Justice Hunters archetypes? Tell us your thoughts in our comment section below.

To learn more about the Yu-Gi-Oh! TCG universe, keep browsing our articles. Cards Realm thanks you for your support!

See you next time!