The Eagle Has Landed

 

 

Well, fans, after a long-enough wait, we finally have more news on Phantom Revengers.  First off, we have a release date for North America, which turns out to be Dec. 5, under the new title of “Phantom Revenge”.

 

And, speaking of new titles, that Hecatoncheire archetype that we discussed not too long ago has now been, for some reason, retitled as the “Hecahands”.

 

They’ve also renamed the Killertunes as well, but we’ll discuss them some more later.

 

But at least the Enneacraft monsters haven’t had their names changed, and that’s what we’re going to be talking about today.

 

Between them, the Konami English release and the Japanese blurb describe them as “A Flip theme that will punish your opponent for any action that they might take.  A Flip Monster theme deployed to ascertain the sins of man.”

 

And, I don’t know if I’ve mentioned it here before, but the kanji in their name are literally read as “Sin-Investigating Machine”.

 

The Enneacraft monsters are a mix of Level 1 and Level 9 Machine-Type Pendulum Monsters of Light and Earth Attribute.  They are all Pendulum Scale 0, which is odd, and doesn’t seem to fit with their playstyle so far, but whatever.  The important thing is how much they shift the paradigm by enabling you to Special Summon them face-down.  Usually, one can only Special Summon face-up, or else Set a monster face-down, thus using up your Normal Summon for the turn.

 

From there, they go on to act as a sort-of Monster Card equivalent of Trap Cards.  With the Enneacraft, you don’t have to have your monsters attacked to activate their Flip Effects-the Enneacraft trigger their own flips face-up whenever your opponent performs a certain action, a different one for each monster.

 

This, in turn, generates counters for their Field Spell, eventually enabling you to deal burn damage in increments of 900 LP per.

 

Both design-wise and in terms of playstyle, this archetype is very reminiscent of the popular Qliphort archetype, though I doubt they would necessarily play well together.

 

Each member has the Pendulum Effect of gaining “Sinquisition Counters” every time a monster is flipped face-up and a Monster Effect of enabling you to Special Summon a monster from your hand face-down, at the cost of revealing the monster whose effect you’re activating and locking you out of all face-up Special Summons for the turn.  They also all share those Monster Effects that I was talking about earlier that basically turn them into Traps.

 

And I’m just going to write out their names in letters, as I have no idea how to write those Greek symbols they’re apparently based on using a keyboard.  (Thank goodness the Wikia translated the symbols, too.)

 

All of the lesser monsters (Proto OrgIA, Deftero AlazoneIA, Ekto TromarIA and Enato OknirIA) have 100 ATK, 1000 DEF and the ability to let you reveal 3 Enneacraft cards from your Deck and make your opponent choose one to add to your hand at the cost of 900 LP.  That’s in addition to the Sinquisition Counter-gathering Effect that triggers when monsters are flipped face-up.

 

They are also all Level 1 Earth Attribute Machine-Type Monsters.

 

Enneacraft Proto OrgIA’s flip trigger is when your opponent activates a Monster Effect from their hand.  This flip also lets you add another Enneacraft monster from your Deck to your hand and destroy 1 monster your opponent controls.

 

Enneacraft Deftero AlazoneIA’s flip trigger is when your opponent activates a card or effect with an effect that adds cards from the Deck to the hand.  This flip also lets you add another Enneacraft monster from your Deck to your hand and banish 1 random card from your opponent’s hand until the end of the turn.

 

Enneacraft Ekto TromarIA’s flip trigger is when your opponent activates a card or effect that Special Summons a monster.  This flip also lets you add another Enneacraft monster from your Deck to your hand and negate the effects of 1 monster your opponent controls until the end of the turn.

 

And Enneacraft Enato OknirIA’s flip trigger is when your opponent activates a card effect from the GY or from banishment.  This flip also lets you add another Enneacraft monster from your Deck to your hand and shuffle up to 3 cards from your opponent’s GY or banishment back into their Deck.

 

I just realized as I wrote this that these effects basically turn them into Counter Traps.

 

But let’s see what we’re working with when they stop adding the Greek letters into their name pronunciations for the boss monsters of the archetype.

 

Should Enneacraft AizaLEON, AstaPIXIEA, AtoriMAR or ArchaTAIL happen to be in your Pendulum Zone, and you control another Enneacraft monster in the opposite Pendulum Zone, then you get to destroy any 1 monster on the field with ATK less than that of the initial monster in question (that being Leon, Pixiea, Mar or Tail).

 

They are also all Level 9 Light-Attribute Machine-Type Monsters with 3000 ATK and 2500 DEF.

 

Enneacraft AizaLEON’s flip trigger is when your opponent activates a card or effect in response to one of your own.  This flip enables you to bounce 3 cards back to the hand.  In addition, every time your opponent adds a card to their hand via card effect, they take 900 points of damage.

 

Enneacraft AstaPIXIEA’s flip trigger is when your opponent activates a card or effect that targets a card you control.  This flip enables you to negate that effect and banish 1 random card from your opponent’s hand face-down.  In addition, your opponent cannot target cards on the field or in the GY with card effects.

 

Enneacraft AtoriMAR’s flip trigger is when your opponent activates a card or effect on the field during your turn.  This flip enables you to negate its activation and destroy it.  It also flips every monster your opponent controls into face-down Defense Mode (presumably excluding Link Monsters) and locks them there.

 

And Enneacraft ArchaTAIL’s flip trigger is when whenever your opponent activates a card or effect that would destroy a card on the field.  This flip protects all of your Enneacraft cards from destruction for the rest of the turn.  In addition, every time a monster is sent to your opponent’s GY, they take an additional 900 points of damage.

 

 

It seems that the optimal position would be to have one low-Level and one high-Level Enneacraft on each side of the Pendulum Scale, but it’s still pretty wacky in that having two monsters in the Pendulum Scale with the same Scale Value is more-or-less completely useless otherwise.

 

But there are still several letters left in the Enneagram personality test system that they’re based on, so who knows?

 

Moving on to their support cards, their Field Spell, Enneapolis the Sinquisition City is likely the biggest kahuna of them all.  Right off the bat, it’s always treated as an Enneacraft card, which could come in handy.  And, at the end of the turn, you can remove all of the Sinquisition Counters on your field in order to deal 900 points of damage for each one.  It lets you bounce any number of Enneacraft Pendulum Monsters you control back to your hand (implying that there may eventually be non-Pendulum Enneacraft monsters) and lets you bounce or place in the Pendulum Zone any one Enneacraft monster that has been flipped face-up that turn.

 

Enneacraft Rebirth and Enneacraft Release, in contrast, are a pair of Normal Spell Cards.  Of the two, Enneacraft Rebirth seems to be the wordier one.

 

First of all, it lets you shuffle any number of face-up Enneacraft cards you control back into your Deck and draw the same number of cards.  Then, if your opponent summons a monster while Rebirth is in your Graveyard, you can banish it in order to EITHER Special Summon an Enneacraft monster from your hand face-down OR change 1 face-down Enneacraft monster you control to face-up Defense Mode.

 

And Release enables you to place an Enneacraft Pendulum Monster (again with that exact wording) from your Deck into your Pendulum Zone.  In addition, you can banish Release from your Graveyard in order to add 1 face-up Enneacraft monster from your Extra Deck back to your second.

 

This archetype doesn’t initially look like it would play well with too many others, but they do look fun.  Kind of sinister, in a way.  Maybe it’s their resemblance to the Angels from Evangelion.

 

And, if nothing else, I could totally see being evil with this Deck and Xyz Summoning Number 9 Dyson Sphere to completely lock down your opponent.

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