#Yugioh Card Review – F.A. Test Run, the MVP of the Deck?

Yes.  The answer is yes.  But why don’t you sit down for a spell (eh?) and let Grandpa drive home the point (eh?) about how this is going to impact the deck down the road (eh?).

Yes, i’m clearly very excited about this new card, I was talking to a friend yesterday and mentioned that I wanted something like a trap or continuous spell that offered some of the field swapping non-sense of Triamids.

This is not that card.  Not exactly.  This is much, much better.

So “what” is it exactly – since I don’t have the proper card image, let me type it up for you:

(Quick Play Spell)
Target 1 “F.A” monster you control; change its battle position, then, destroy 1 card on the field. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 face-up card you control; destroy it, and if you do, Special Summon 1 “F.A” monster from your Deck. You can only use each effect of “F.A Test Run” once per turn.

There’s so much goodness to unpack here so lets go through this step by step.

Target 1 “F.A” monster you control; change its battle position,

Some may not like this, but I see a way that this works quite easily.  Remember that new Synchro that we just got?  Exactly, throw him on that 3K booty and then turn him around. Easy.  You could also use it to try and bait an opponent into attacking something with a trap set.  Or you could use it on a high level Sonic Meister since he can’t be destroyed anyway.

then, destroy 1 card on the field.

Ok, so we all see what just happened there?  That is non-targeting destruction that you can aim anywhere that does not miss timing.  This gives F.A. two valuable tools at the same time – removal against your opponent, but also a means to pop your own field spells to trigger their search effects.  All three field spells say that if they’re destroyed by a card effect you can add 1 F.A. card from your deck to your hand except themselves.  This was something that previously meant it either went off as much by accident as intent (if at all) or you had to plan specifically for it.  This provides in archetype answers for this deficiency.

During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 face-up card you control; destroy it,

So here we have a second pop from the same card.  In this case specifically a card you control – that would almost certainly mean a Grand Prix card.  But the banish is good because you’re not likely getting this card back into your hand or GY.  This card would effectively be dead otherwise, so the GY effect is a fantastic addition.  You get two pops for 1 slot in your deck.  No arguments from me, maybe use the first one on your opponent’s card and the other you can save for yourself.  Or use both and get those field spells moving aggressively.  There is a limitation to slow it down, but that’s understandable, you don’t want it to be *too* good.  And lastly..

and if you do, Special Summon 1 “F.A” monster from your Deck. You can only use each effect of “F.A Test Run” once per turn.

I seem to recall there was a certain F.A. monster that caught so much hate for being Lv. 6 and difficult to field and work with because of the fact that F.A. is more about presence and not so much about tributes.  Many cried for a way to special summon F.A. monsters and whether or not Konami actually heard the gripes, they still did it.  While you can use this for any F.A. monster it would probably be advisable to use this either for Turbo Charger or Hang-On Mach.   Obviously Mach, but Charger can direct traffic and mitigate monster effects activating during Battle (Utopia can officially die in a fire).

Whip Crosser is also really solid to either have on the field to farm levels from these effects or to get on the field with these effects as when he hits Lv. 7 he prevents your opponent from discarding or sending cards from hand to GY to activate effects.

You know what does that a lot?  Hand traps.
You know what’s everywhere and in every deck in multiples right now?  Hand traps.  You know who does not give a crap about your hand traps?  Whip Crosser.

If you’re playing rogues, he’ll also absolutely stop Dark Worlds.

This is actually a really well designed card, it’s so good and really greases the wheels (heh heh heh) for F.A. by enabling plays easily that need to be easy to make this deck really run smooth.  I’m going to be putting together a deck profile for F.A. Ver. 3 at this point and it will be the strongest most consistent deck so far.  One can’t help (if they have any interest at all in this archetype) but be excited for what the (expected) fourth and final roll out of support will contain for F.A.s.  Perhaps the much anticipated Link monster?  Or maybe an actual trap?  Nobody’s asking for it at this point – but would Konami actually try to print a fourth field spell??

All we can do is wait and see.

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