Instructions for playing Rescue-ACE: New deck supports

Instructions for playing Rescue-ACE: New deck supports

The launch of two new supports for Rescue-ACE: Rescue-ACE Preventer and EMERGENCY! Can it help make the deck better? Whether the deck has many changes or still maintains the old gameplay, let's see what these cards can do.




New deck supports

In the Duelist Nexus (DUNE) box just launched at OCG, Rescue-ACE has just received 2 new supports with the following temporary effects:

Rescue-ACE Preventer (Level 8 Machine Monster)

Rescue-ACE Preventer Rescue-ACE Preventer
Rescue-ACE Preventer
FIRE 8
Rescue-ACE Preventer
  • ATK:

  • 2800

  • DEF:

  • 2800


You can banish 1 "Rescue-ACE" card from your GY; Special Summon this card from your hand. If you control another "Rescue-ACE" monster (Quick Effect): You can target 1 Effect Monster your opponent controls; change it to face-down Defense Position. If this card is sent to the GY: You can target 1 of your banished "Rescue-ACE" monsters, except a Level 8 monster; Special Summon it. You can only use each effect of "Rescue-ACE Preventer" once per turn.


All 3 effects are hard once per turn (you can only use this effect once per turn on other cards of the same name), you can use each of the following effects:

  • Special Summon this monster from the hand by discarding 1 Rescue-ACE card from the Graveyard (cost). (Hand effect)
  • If you have another Rescue-ACE monster on the field, you can set face-down 1 effect monster your opponent controls (target), this is a quick effect. (On-field effect)
  • If this card is sent to the Graveyard, you can special summon 1 of your discarded Rescue-ACE monsters (target), except level 8. (Grave Effect)

 

Preventer is a new machine monster from Rescue-ACE that I think is good.

First of all, this is a big boss like Turbulence that can be actively summoned during your turn using Preventer 's effect and the cost is twice as cheap as Turbulence .

Although it does not have the ability to be triggered to be summoned during the opponent's turn like Fire Attacker and Fire Engine , Preventer is an active Book of Moon that does not have to rely on any actions of the opponent such as The 2 monsters above.

There are still many different ways for you to pull out this card during your opponent's turn in Rescue-ACE, so you don't need to worry too much about this issue.

As for Preventer 's triggerable effect when sent to the grave, this effect is a way to create a follow up for you when Preventer is dealt with by the opponent or you can proactively send this monster to the grave for combos. your own.

Preventer can help you summon almost all Rescue-ACE monsters, except level 8 (currently only Preventer ), opening up the deck to be able to cope with many different situations. However, to have Rescue-ACE monsters eliminated, other than Turbulence and Preventer being able to actively do this, you can only eliminate them with staples or rely on your opponent.

Overall assessment, this is a Rescue-ACE monster where all 3 effects can be actively activated by the player, something that few Rescue-ACE monsters can do.

EMERGENCY! (A new quick-play spell)

EMERGENCY!
EMERGENCY!
EMERGENCY!
Spell Quick
EMERGENCY!

    (This card is always treated as a "Rescue-ACE" card.) Special Summon 1 "Rescue-ACE" monster from your Deck in Defense Position, then Tribute 1 "Rescue-ACE" monster from your hand or field. During your Main Phase: You can banish this card from your GY, then target 1 "Rescue-ACE" Trap in your GY; Set it. You can only use each effect of "EMERGENCY!" once per turn.


    This card is always counted as a Rescue-ACE card.

    • Each after-effect of EMERGENCY! Can be activated once per turn (hard once per turn):
    • Special Summon from your Deck 1 Rescue-ACE monster in defense position, then Tribute 1 Rescue-ACE monster in your hand or on the field.

    During your Main Phase, you can discard this card (cost) to place 1 Rescue-ACE trap card from the Graveyard onto the field (target).


    The first thing I see in this card is EMERGENCY! There are no effects that depend on Hydrant , which is a good sign.

    This is a 2 for 1 card, an exchange of 1 EMERGENCY! along with another Rescue-ACE monster to get any Rescue-ACE monster you want from the deck is completely worth it, right?

    This card is a quick-play spell so it can be chained to your opponent's effects to summon Fire Attacker or Fire Engine so these monsters can have their effects triggered in the next chain.

    EMERGENCY! Can also help the trigger effects of Rescue-ACE monsters avoid Infinite Impermanence or Effect Veiler because of EMERGENCY! You can sacrifice the monster that is the target of these two hand traps. However, Hydrant is still the weak point in the combo because these hand traps can activate and deactivate Hydrant before this monster activates its effects, including EMERGENCY! can't do anything either.

    In addition, this is also a Foolish Burial because you can also sacrifice the monster you just summoned thanks to EMERGENCY! , however, their summoned effects such as Air Lifter or Monitor will not be activated.

    While in the grave, EMERGENCY! is another version of REINFORCE! . REINFORCE! (trap) helps you recycle spells . And EMERGENCY! (spell) helps you recycle traps . The other point is EMERGENCY! This regeneration effect can only be used during your own Main Phase, but REINFORCE! can be used during your opponent's turn and that face-down card can be used immediately if Hydrant is present .

    There's not too much to say about this card, always play a maximum of 3 to maintain the stability of your deck.

    Important cards in combos

    Rescue-ACE Preventer Rescue-ACE Preventer
    Rescue-ACE Preventer
    FIRE 8
    Rescue-ACE Preventer
    • ATK:

    • 2800

    • DEF:

    • 2800


    You can banish 1 "Rescue-ACE" card from your GY; Special Summon this card from your hand. If you control another "Rescue-ACE" monster (Quick Effect): You can target 1 Effect Monster your opponent controls; change it to face-down Defense Position. If this card is sent to the GY: You can target 1 of your banished "Rescue-ACE" monsters, except a Level 8 monster; Special Summon it. You can only use each effect of "Rescue-ACE Preventer" once per turn.


    ALERT! ALERT!
    ALERT!
    Spell Quick
    ALERT!

      (This card is always treated as a "Rescue-ACE" card.) Add 1 "Rescue-ACE" monster from your GY to your hand, or if you control "Rescue-ACE Hydrant", you can add 1 "Rescue-ACE" monster from your Deck to your hand instead. You can only activate 1 "ALERT!" per turn.


      Rescue-ACE Hydrant Rescue-ACE Hydrant
      Rescue-ACE Hydrant
      FIRE 1
      Rescue-ACE Hydrant
      • ATK:

      • 0

      • DEF:

      • 0


      While you control a "Rescue-ACE" monster other than "Rescue-ACE Hydrant", your opponent's monsters cannot target this card for attacks, also your opponent cannot target this card with card effects. You can only use each of the following effects of "Rescue-ACE Hydrant" once per turn. You can activate a Quick-Play Spell, or Trap Card, that was Set by the effect of your "Rescue-ACE" card, the turn it was Set. During your Main Phase: You can add 1 "Rescue-ACE" monster from your Deck to your hand, except "Rescue-ACE Hydrant".


      EMERGENCY!
      EMERGENCY!
      EMERGENCY!
      Spell Quick
      EMERGENCY!

        (This card is always treated as a "Rescue-ACE" card.) Special Summon 1 "Rescue-ACE" monster from your Deck in Defense Position, then Tribute 1 "Rescue-ACE" monster from your hand or field. During your Main Phase: You can banish this card from your GY, then target 1 "Rescue-ACE" Trap in your GY; Set it. You can only use each effect of "EMERGENCY!" once per turn.


        Rescue-ACE Air Lifter
        Rescue-ACE Air Lifter
        Rescue-ACE Air Lifter
        FIRE 4
        Rescue-ACE Air Lifter
        • ATK:

        • 1700

        • DEF:

        • 1700


        If this card is Normal or Special Summoned: You can add 1 "Rescue-ACE" Spell from your Deck to your hand. When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or face-up field; Special Summon 1 "Rescue-ACE" monster from your hand, except "Rescue-ACE Air Lifter". You can only use each effect of "Rescue-ACE Air Lifter" once per turn.


        At B8 of the combo, it is true that your Preventer is sent to the grave and meets the conditions to activate the effect, however according to the combo above, you only have the only target, Air Lifter . Because Air Lifter has already used its effect this turn, resummoning this monster one more time is redundant. In addition, Air Lifter needs to be in the banish pile to apply Preventer 's effect in subsequent turns.

        Of course, in reality if you have another Rescue-ACE monster being removed besides Air Lifter , you can absolutely activate Preventer 's grave effect to summon that monster again.

         

        Evaluating Air Lifter specifically, this is a monster with the worst ability to interact with opponents among Rescue-ACE's Warrior monsters, but it is an important monster and appears in most combos of the deck.



        Combo 1

        (Combo 1 card)

        Cards needed for combos

        Rescue-ACE Preventer Rescue-ACE Preventer
        Rescue-ACE Preventer
        FIRE 8
        Rescue-ACE Preventer
        • ATK:

        • 2800

        • DEF:

        • 2800


        You can banish 1 "Rescue-ACE" card from your GY; Special Summon this card from your hand. If you control another "Rescue-ACE" monster (Quick Effect): You can target 1 Effect Monster your opponent controls; change it to face-down Defense Position. If this card is sent to the GY: You can target 1 of your banished "Rescue-ACE" monsters, except a Level 8 monster; Special Summon it. You can only use each effect of "Rescue-ACE Preventer" once per turn.


        Rescue-ACE Turbulence Rescue-ACE Turbulence
        Rescue-ACE Turbulence
        FIRE 9
        Rescue-ACE Turbulence
        • ATK:

        • 3000

        • DEF:

        • 3000


        You can banish 2 "Rescue-ACE" cards from your GY; Special Summon this card from your hand. During your Main Phase: You can Set up to 4 "Rescue-ACE" Quick-Play Spells / Normal Traps, with different names, directly from your Deck. If another card(s) you control leaves the field by an opponent's card effect (except during the Damage Step): You can target 1 card on the field; destroy it. You can only use each effect of "Rescue-ACE Turbulence" once per turn.


        ALERT! ALERT!
        ALERT!
        Spell Quick
        ALERT!

          (This card is always treated as a "Rescue-ACE" card.) Add 1 "Rescue-ACE" monster from your GY to your hand, or if you control "Rescue-ACE Hydrant", you can add 1 "Rescue-ACE" monster from your Deck to your hand instead. You can only activate 1 "ALERT!" per turn.


          Rescue-ACE Hydrant Rescue-ACE Hydrant
          Rescue-ACE Hydrant
          FIRE 1
          Rescue-ACE Hydrant
          • ATK:

          • 0

          • DEF:

          • 0


          While you control a "Rescue-ACE" monster other than "Rescue-ACE Hydrant", your opponent's monsters cannot target this card for attacks, also your opponent cannot target this card with card effects. You can only use each of the following effects of "Rescue-ACE Hydrant" once per turn. You can activate a Quick-Play Spell, or Trap Card, that was Set by the effect of your "Rescue-ACE" card, the turn it was Set. During your Main Phase: You can add 1 "Rescue-ACE" monster from your Deck to your hand, except "Rescue-ACE Hydrant".


          EMERGENCY!
          EMERGENCY!
          EMERGENCY!
          Spell Quick
          EMERGENCY!

            (This card is always treated as a "Rescue-ACE" card.) Special Summon 1 "Rescue-ACE" monster from your Deck in Defense Position, then Tribute 1 "Rescue-ACE" monster from your hand or field. During your Main Phase: You can banish this card from your GY, then target 1 "Rescue-ACE" Trap in your GY; Set it. You can only use each effect of "EMERGENCY!" once per turn.


            Rescue-ACE Air Lifter
            Rescue-ACE Air Lifter
            Rescue-ACE Air Lifter
            FIRE 4
            Rescue-ACE Air Lifter
            • ATK:

            • 1700

            • DEF:

            • 1700


            If this card is Normal or Special Summoned: You can add 1 "Rescue-ACE" Spell from your Deck to your hand. When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or face-up field; Special Summon 1 "Rescue-ACE" monster from your hand, except "Rescue-ACE Air Lifter". You can only use each effect of "Rescue-ACE Air Lifter" once per turn.


            I:P Masquerena I:P Masquerena
            I:P Masquerena
            DARK
            I:P Masquerena
            • ATK:

            • 800

            • LINK-2

            Link Arrow:

            Bottom-Left

            Bottom-Right


            2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.


            • Air Lifter
            • EMERGENCY!
            • Hydrant
            • Turbulence
            • ALERT!
            • Preventer
            • 3 phép/bẫy Rescue-ACE khác (RESCUE!, REINFORCE!, CONTAIN! hoặc EXTINGUISH!)
            • 1 quái thú generic link 2 (gợi ý: I:P Masquerena, Hiita the Fire Charmer, Ablaze, Salamangreat Sunlight Wolf)

            Rescue-ACE Air Lifter (Cards in hand)

            Rescue-ACE Air Lifter
            Rescue-ACE Air Lifter
            Rescue-ACE Air Lifter
            FIRE 4
            Rescue-ACE Air Lifter
            • ATK:

            • 1700

            • DEF:

            • 1700


            If this card is Normal or Special Summoned: You can add 1 "Rescue-ACE" Spell from your Deck to your hand. When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or face-up field; Special Summon 1 "Rescue-ACE" monster from your hand, except "Rescue-ACE Air Lifter". You can only use each effect of "Rescue-ACE Air Lifter" once per turn.


             

            Perform combos:

            Rescue-ACE Turbulence Rescue-ACE Turbulence
            Rescue-ACE Turbulence
            FIRE 9
            Rescue-ACE Turbulence
            • ATK:

            • 3000

            • DEF:

            • 3000


            You can banish 2 "Rescue-ACE" cards from your GY; Special Summon this card from your hand. During your Main Phase: You can Set up to 4 "Rescue-ACE" Quick-Play Spells / Normal Traps, with different names, directly from your Deck. If another card(s) you control leaves the field by an opponent's card effect (except during the Damage Step): You can target 1 card on the field; destroy it. You can only use each effect of "Rescue-ACE Turbulence" once per turn.


            Rescue-ACE Hydrant Rescue-ACE Hydrant
            Rescue-ACE Hydrant
            FIRE 1
            Rescue-ACE Hydrant
            • ATK:

            • 0

            • DEF:

            • 0


            While you control a "Rescue-ACE" monster other than "Rescue-ACE Hydrant", your opponent's monsters cannot target this card for attacks, also your opponent cannot target this card with card effects. You can only use each of the following effects of "Rescue-ACE Hydrant" once per turn. You can activate a Quick-Play Spell, or Trap Card, that was Set by the effect of your "Rescue-ACE" card, the turn it was Set. During your Main Phase: You can add 1 "Rescue-ACE" monster from your Deck to your hand, except "Rescue-ACE Hydrant".


            EMERGENCY!
            EMERGENCY!
            EMERGENCY!
            Spell Quick
            EMERGENCY!

              (This card is always treated as a "Rescue-ACE" card.) Special Summon 1 "Rescue-ACE" monster from your Deck in Defense Position, then Tribute 1 "Rescue-ACE" monster from your hand or field. During your Main Phase: You can banish this card from your GY, then target 1 "Rescue-ACE" Trap in your GY; Set it. You can only use each effect of "EMERGENCY!" once per turn.


              Rescue-ACE Air Lifter
              Rescue-ACE Air Lifter
              Rescue-ACE Air Lifter
              FIRE 4
              Rescue-ACE Air Lifter
              • ATK:

              • 1700

              • DEF:

              • 1700


              If this card is Normal or Special Summoned: You can add 1 "Rescue-ACE" Spell from your Deck to your hand. When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or face-up field; Special Summon 1 "Rescue-ACE" monster from your hand, except "Rescue-ACE Air Lifter". You can only use each effect of "Rescue-ACE Air Lifter" once per turn.


              B1: Normal summon Air Lifter , activate trigger effect to get EMERGENCY!

              from deck to hand.

              Step 2: Activate EMERGENCY! , summon Hydrant from the deck (force defensive position), then sacrifice Air Lifter .

              Step 3: Activate Hydrant 's effect, take Turbulence from the deck to your hand.

              Perform combos

              Rescue-ACE Turbulence Rescue-ACE Turbulence
              Rescue-ACE Turbulence
              FIRE 9
              Rescue-ACE Turbulence
              • ATK:

              • 3000

              • DEF:

              • 3000


              You can banish 2 "Rescue-ACE" cards from your GY; Special Summon this card from your hand. During your Main Phase: You can Set up to 4 "Rescue-ACE" Quick-Play Spells / Normal Traps, with different names, directly from your Deck. If another card(s) you control leaves the field by an opponent's card effect (except during the Damage Step): You can target 1 card on the field; destroy it. You can only use each effect of "Rescue-ACE Turbulence" once per turn.


              REINFORCE! REINFORCE!
              REINFORCE!
              Trap Normal
              REINFORCE!

                (This card is always treated as a "Rescue-ACE" card.) Target 1 "Rescue-ACE" monster you control; for the rest of this turn, that monster you control gains 1500 ATK/DEF, is unaffected by your opponent's monster effects, and the next time it would be destroyed by battle, it is not destroyed. You can banish this card from your GY, then target 1 "Rescue-ACE" Spell in your GY; Set that card. You can only use this effect of "REINFORCE!" once per turn.


                CONTAIN! CONTAIN!
                CONTAIN!
                Trap Normal
                CONTAIN!

                  (This card is always treated as a "Rescue-ACE" card.) If you control a "Rescue-ACE" monster: Target 1 Effect Monster your opponent controls; this turn, that Effect Monster cannot attack, also its effects are negated. If you control "Rescue-ACE Hydrant" at resolution of this effect, that monster also cannot be used as material for a Fusion, Synchro, Xyz, or Link Summon this turn.


                  RESCUE! RESCUE!
                  RESCUE!
                  Spell Quick
                  RESCUE!

                    (This card is always treated as a "Rescue-ACE" card.) Target 1 "Rescue-ACE" monster in your GY, or if you control "Rescue-ACE Hydrant", you can target 1 monster in your opponent's GY instead; Special Summon it to your field. You can only activate 1 "RESCUE!" per turn.


                    ALERT! ALERT!
                    ALERT!
                    Spell Quick
                    ALERT!

                      (This card is always treated as a "Rescue-ACE" card.) Add 1 "Rescue-ACE" monster from your GY to your hand, or if you control "Rescue-ACE Hydrant", you can add 1 "Rescue-ACE" monster from your Deck to your hand instead. You can only activate 1 "ALERT!" per turn.


                      EXTINGUISH! EXTINGUISH!
                      EXTINGUISH!
                      Trap Normal
                      EXTINGUISH!

                        (This card is always treated as a "Rescue-ACE" card.) If you control a "Rescue-ACE" monster: Target 1 Effect Monster your opponent controls; destroy it, then, if you currently control "Rescue-ACE Hydrant", your opponent cannot activate the effects of that destroyed monster, or of monsters with its same original name, this turn.


                        B4: Activate Turbulence 's hand effect, special summon this monster to the field, remove Air Lifter and EMERGENCY! is cost.

                        B5: Activate Turbulence 's on-field effect, set ALERT! , RESCUE! , REINFORCE! , CONTAINS! from deck to field.

                        Perform combos

                        Rescue-ACE Preventer Rescue-ACE Preventer
                        Rescue-ACE Preventer
                        FIRE 8
                        Rescue-ACE Preventer
                        • ATK:

                        • 2800

                        • DEF:

                        • 2800


                        You can banish 1 "Rescue-ACE" card from your GY; Special Summon this card from your hand. If you control another "Rescue-ACE" monster (Quick Effect): You can target 1 Effect Monster your opponent controls; change it to face-down Defense Position. If this card is sent to the GY: You can target 1 of your banished "Rescue-ACE" monsters, except a Level 8 monster; Special Summon it. You can only use each effect of "Rescue-ACE Preventer" once per turn.


                        ALERT! ALERT!
                        ALERT!
                        Spell Quick
                        ALERT!

                          (This card is always treated as a "Rescue-ACE" card.) Add 1 "Rescue-ACE" monster from your GY to your hand, or if you control "Rescue-ACE Hydrant", you can add 1 "Rescue-ACE" monster from your Deck to your hand instead. You can only activate 1 "ALERT!" per turn.


                          Rescue-ACE Hydrant Rescue-ACE Hydrant
                          Rescue-ACE Hydrant
                          FIRE 1
                          Rescue-ACE Hydrant
                          • ATK:

                          • 0

                          • DEF:

                          • 0


                          While you control a "Rescue-ACE" monster other than "Rescue-ACE Hydrant", your opponent's monsters cannot target this card for attacks, also your opponent cannot target this card with card effects. You can only use each of the following effects of "Rescue-ACE Hydrant" once per turn. You can activate a Quick-Play Spell, or Trap Card, that was Set by the effect of your "Rescue-ACE" card, the turn it was Set. During your Main Phase: You can add 1 "Rescue-ACE" monster from your Deck to your hand, except "Rescue-ACE Hydrant".


                          I:P Masquerena I:P Masquerena
                          I:P Masquerena
                          DARK
                          I:P Masquerena
                          • ATK:

                          • 800

                          • LINK-2

                          Link Arrow:

                          Bottom-Left

                          Bottom-Right


                          2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.


                          B6: Thanks to Hydrant 's presence on the field, you can activate ALERT! this turn and you can take 1 Rescue-ACE monster from your deck instead of from your graveyard. Activate ALERT! to get Preventer from your deck to your hand.

                          B7: Special Summon Preventer from your hand using that monster's effect, removing ALERT! The word grave is cost.

                          B8: Summon I:P Masquerena using Turbulence and Preventer as materials.

                          End combo.

                          You will have the following position:

                          • 3 Rescue-ACE spell/trap cards are ready to be revealed during your opponent's turn.
                          • 1 I:P Masquerena can link summon 1 monster from the extra deck.
                          • 4 more cards in hand (1 card combo with starting 5 cards).

                          Reasonable and optimal effects activation steps and order for your current board:

                          Rescue-ACE Preventer Rescue-ACE Preventer
                          Rescue-ACE Preventer
                          FIRE 8
                          Rescue-ACE Preventer
                          • ATK:

                          • 2800

                          • DEF:

                          • 2800


                          You can banish 1 "Rescue-ACE" card from your GY; Special Summon this card from your hand. If you control another "Rescue-ACE" monster (Quick Effect): You can target 1 Effect Monster your opponent controls; change it to face-down Defense Position. If this card is sent to the GY: You can target 1 of your banished "Rescue-ACE" monsters, except a Level 8 monster; Special Summon it. You can only use each effect of "Rescue-ACE Preventer" once per turn.


                          REINFORCE! REINFORCE!
                          REINFORCE!
                          Trap Normal
                          REINFORCE!

                            (This card is always treated as a "Rescue-ACE" card.) Target 1 "Rescue-ACE" monster you control; for the rest of this turn, that monster you control gains 1500 ATK/DEF, is unaffected by your opponent's monster effects, and the next time it would be destroyed by battle, it is not destroyed. You can banish this card from your GY, then target 1 "Rescue-ACE" Spell in your GY; Set that card. You can only use this effect of "REINFORCE!" once per turn.


                            RESCUE! RESCUE!
                            RESCUE!
                            Spell Quick
                            RESCUE!

                              (This card is always treated as a "Rescue-ACE" card.) Target 1 "Rescue-ACE" monster in your GY, or if you control "Rescue-ACE Hydrant", you can target 1 monster in your opponent's GY instead; Special Summon it to your field. You can only activate 1 "RESCUE!" per turn.


                              Knightmare Unicorn Knightmare Unicorn
                              Knightmare Unicorn
                              DARK
                              Knightmare Unicorn
                              • ATK:

                              • 2200

                              • LINK-3

                              Link Arrow:

                              Left

                              Bottom

                              Right


                              2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.


                              ALERT! ALERT!
                              ALERT!
                              Spell Quick
                              ALERT!

                                (This card is always treated as a "Rescue-ACE" card.) Add 1 "Rescue-ACE" monster from your GY to your hand, or if you control "Rescue-ACE Hydrant", you can add 1 "Rescue-ACE" monster from your Deck to your hand instead. You can only activate 1 "ALERT!" per turn.


                                Rescue-ACE Hydrant Rescue-ACE Hydrant
                                Rescue-ACE Hydrant
                                FIRE 1
                                Rescue-ACE Hydrant
                                • ATK:

                                • 0

                                • DEF:

                                • 0


                                While you control a "Rescue-ACE" monster other than "Rescue-ACE Hydrant", your opponent's monsters cannot target this card for attacks, also your opponent cannot target this card with card effects. You can only use each of the following effects of "Rescue-ACE Hydrant" once per turn. You can activate a Quick-Play Spell, or Trap Card, that was Set by the effect of your "Rescue-ACE" card, the turn it was Set. During your Main Phase: You can add 1 "Rescue-ACE" monster from your Deck to your hand, except "Rescue-ACE Hydrant".


                                Rescue-ACE Air Lifter
                                Rescue-ACE Air Lifter
                                Rescue-ACE Air Lifter
                                FIRE 4
                                Rescue-ACE Air Lifter
                                • ATK:

                                • 1700

                                • DEF:

                                • 1700


                                If this card is Normal or Special Summoned: You can add 1 "Rescue-ACE" Spell from your Deck to your hand. When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or face-up field; Special Summon 1 "Rescue-ACE" monster from your hand, except "Rescue-ACE Air Lifter". You can only use each effect of "Rescue-ACE Air Lifter" once per turn.


                                Rescue-ACE HQ Rescue-ACE HQ
                                Rescue-ACE HQ
                                Spell Field
                                Rescue-ACE HQ

                                  While your opponent controls a monster, all "Rescue-ACE" monsters you control gain 500 ATK/DEF. During your Main Phase, you can Normal Summon 1 "Rescue-ACE" monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn: You can target 4 of your "Rescue-ACE" cards that are banished and/or in your GY; shuffle them into the Deck, then draw 1 card.


                                  I:P Masquerena I:P Masquerena
                                  I:P Masquerena
                                  DARK
                                  I:P Masquerena
                                  • ATK:

                                  • 800

                                  • LINK-2

                                  Link Arrow:

                                  Bottom-Left

                                  Bottom-Right


                                  2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.


                                  Step 1: Activate RESCUE! to summon Preventer from your grave (target).

                                  B2: Use Preventer 's effect to face down 1 opponent's monster, because on the field you have another Rescue-ACE monster, Hydrant . (+1 disruption)

                                  Step 3: Activate the effect of I:P Masquerena , use this monster along with Preventer as a link summon material to create Knightmare Unicorn .

                                  You should use Preventer monsters as materials instead of Hydrants because when Hydrants are on the field, your remaining Rescue-ACE spells/traps can take full advantage. In addition, you can also take advantage of Preventer 's grave effect this turn.

                                  Step 4: Because both Preventer and Knightmare Unicorn meet the requirements to activate effects at the same time, you can chain the effects of these two monsters as you wish:

                                  Activate Knightmare Unicorn 's effect (trigger effect when linked summoned) to return 1 card on the field to the deck, you need to discard 1 card in your hand as a cost. (+1 disruption)

                                  Activate Preventer 's grave trigger effect (when this card is sent to the grave), summoning the discarded Air Lifter to the field (target).

                                  B5: When Air Lifter is summoned, this monster can activate an effect to add a Rescue-ACE spell card ( EMERGENCY! , ALERT! , RESCUE! , Rescue-ACE HQ ) from the deck to the hand. (+1 follow up)

                                  B6: Air Lifter can activate a quick effect on the chain field directly on the opponent's monster's effect to summon another Rescue-ACE monster from hand. (+1 disruption)

                                  If you follow the steps in the order above, you will be able to create 2 more interruptions during your opponent's turn in addition to the cards that were placed face down thanks to Turbulence in the last turn, in addition to 1 card. Spell cards can help you regain advantage in the next turn.

                                  All Rescue-ACE cards have their own value

                                  REINFORCE! REINFORCE!
                                  REINFORCE!
                                  Trap Normal
                                  REINFORCE!

                                    (This card is always treated as a "Rescue-ACE" card.) Target 1 "Rescue-ACE" monster you control; for the rest of this turn, that monster you control gains 1500 ATK/DEF, is unaffected by your opponent's monster effects, and the next time it would be destroyed by battle, it is not destroyed. You can banish this card from your GY, then target 1 "Rescue-ACE" Spell in your GY; Set that card. You can only use this effect of "REINFORCE!" once per turn.


                                    CONTAIN! CONTAIN!
                                    CONTAIN!
                                    Trap Normal
                                    CONTAIN!

                                      (This card is always treated as a "Rescue-ACE" card.) If you control a "Rescue-ACE" monster: Target 1 Effect Monster your opponent controls; this turn, that Effect Monster cannot attack, also its effects are negated. If you control "Rescue-ACE Hydrant" at resolution of this effect, that monster also cannot be used as material for a Fusion, Synchro, Xyz, or Link Summon this turn.


                                      RESCUE! RESCUE!
                                      RESCUE!
                                      Spell Quick
                                      RESCUE!

                                        (This card is always treated as a "Rescue-ACE" card.) Target 1 "Rescue-ACE" monster in your GY, or if you control "Rescue-ACE Hydrant", you can target 1 monster in your opponent's GY instead; Special Summon it to your field. You can only activate 1 "RESCUE!" per turn.


                                        ALERT! ALERT!
                                        ALERT!
                                        Spell Quick
                                        ALERT!

                                          (This card is always treated as a "Rescue-ACE" card.) Add 1 "Rescue-ACE" monster from your GY to your hand, or if you control "Rescue-ACE Hydrant", you can add 1 "Rescue-ACE" monster from your Deck to your hand instead. You can only activate 1 "ALERT!" per turn.


                                          EXTINGUISH! EXTINGUISH!
                                          EXTINGUISH!
                                          Trap Normal
                                          EXTINGUISH!

                                            (This card is always treated as a "Rescue-ACE" card.) If you control a "Rescue-ACE" monster: Target 1 Effect Monster your opponent controls; destroy it, then, if you currently control "Rescue-ACE Hydrant", your opponent cannot activate the effects of that destroyed monster, or of monsters with its same original name, this turn.


                                            EMERGENCY!
                                            EMERGENCY!
                                            EMERGENCY!
                                            Spell Quick
                                            EMERGENCY!

                                              (This card is always treated as a "Rescue-ACE" card.) Special Summon 1 "Rescue-ACE" monster from your Deck in Defense Position, then Tribute 1 "Rescue-ACE" monster from your hand or field. During your Main Phase: You can banish this card from your GY, then target 1 "Rescue-ACE" Trap in your GY; Set it. You can only use each effect of "EMERGENCY!" once per turn.


                                              Cards that you should set face down using Turbulence 's effect in the above combo include ALERT! (required), RESCUE! (required), EMERGENCY! (required), REINFORCE! (should be face down because it does not depend on Hydrant ).

                                              EMERGENCY! is a quick-play spell and does not depend on Hydrant, there is no reason to ignore this card.

                                              ALERT! is a searcher of the deck when Hydrant is on the field, so this card needs to appear in the combo.

                                              RESCUE! Can activate during your opponent's turn as a Monster Reborn to create a follow up or disruption.

                                              REINFORCE! You can protect your Hydrant and coordinate with Hydrant to set a Rescue-ACE spell from the grave and use it that turn.

                                              However, in reality, during the combo, you will have a way to take these cards out of the deck without needing Turbulence , so you will most likely have extra slots to put 1 more CONTAIN face down! or 1 EXTINGUISH! or both.



                                              Combo 2

                                              (Combo 1 card)

                                              Cards needed for combos

                                              Rescue-ACE Preventer Rescue-ACE Preventer
                                              Rescue-ACE Preventer
                                              FIRE 8
                                              Rescue-ACE Preventer
                                              • ATK:

                                              • 2800

                                              • DEF:

                                              • 2800


                                              You can banish 1 "Rescue-ACE" card from your GY; Special Summon this card from your hand. If you control another "Rescue-ACE" monster (Quick Effect): You can target 1 Effect Monster your opponent controls; change it to face-down Defense Position. If this card is sent to the GY: You can target 1 of your banished "Rescue-ACE" monsters, except a Level 8 monster; Special Summon it. You can only use each effect of "Rescue-ACE Preventer" once per turn.


                                              Decode Talker Heatsoul Decode Talker Heatsoul
                                              Decode Talker Heatsoul
                                              FIRE
                                              Decode Talker Heatsoul
                                              • ATK:

                                              • 2300

                                              • LINK-3

                                              Link Arrow:

                                              Top

                                              Bottom-Left

                                              Bottom-Right


                                              2+ Cyberse monsters with different Attributes Gains 500 ATK for each monster it points to. (Quick Effect): You can pay 1000 LP; draw 1 card, then if your LP are 2000 or less, you can banish this card from the field, and if you do, Special Summon 1 Link-3 or lower Cyberse monster from your Extra Deck, except "Decode Talker Heatsoul". You can only use this effect of "Decode Talker Heatsoul" once per turn.


                                              Salamangreat Sunlight Wolf Salamangreat Sunlight Wolf
                                              Salamangreat Sunlight Wolf
                                              FIRE
                                              Salamangreat Sunlight Wolf
                                              • ATK:

                                              • 1800

                                              • LINK-2

                                              Link Arrow:

                                              Top

                                              Bottom


                                              2 FIRE Effect Monsters If a monster(s) is Normal or Special Summoned to the zone(s) this card points to (except during the Damage Step): You can add 1 FIRE monster from your GY to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with the added monster's name. During your Main Phase, if you control this card that was Link Summoned using "Salamangreat Sunlight Wolf" as material: You can add 1 "Salamangreat" Spell/Trap from your GY to your hand. You can only use each effect of "Salamangreat Sunlight Wolf" once per turn.


                                              Linkuriboh Linkuriboh
                                              Linkuriboh
                                              DARK
                                              Linkuriboh
                                              • ATK:

                                              • 300

                                              • LINK-1

                                              Link Arrow:

                                              Bottom


                                              1 Level 1 Monster When an opponent's monster declares an attack: You can Tribute this card; change that opponent's monster's ATK to 0, until the end of this turn. If this card is in your GY (Quick Effect): You can Tribute 1 Level 1 monster; Special Summon this card. You can only use this effect of "Linkuriboh" once per turn.


                                              Rescue-ACE Hydrant Rescue-ACE Hydrant
                                              Rescue-ACE Hydrant
                                              FIRE 1
                                              Rescue-ACE Hydrant
                                              • ATK:

                                              • 0

                                              • DEF:

                                              • 0


                                              While you control a "Rescue-ACE" monster other than "Rescue-ACE Hydrant", your opponent's monsters cannot target this card for attacks, also your opponent cannot target this card with card effects. You can only use each of the following effects of "Rescue-ACE Hydrant" once per turn. You can activate a Quick-Play Spell, or Trap Card, that was Set by the effect of your "Rescue-ACE" card, the turn it was Set. During your Main Phase: You can add 1 "Rescue-ACE" monster from your Deck to your hand, except "Rescue-ACE Hydrant".


                                              Salamangreat Almiraj Salamangreat Almiraj
                                              Salamangreat Almiraj
                                              FIRE
                                              Salamangreat Almiraj
                                              • ATK:

                                              • 0

                                              • LINK-1

                                              Link Arrow:

                                              Bottom-Right


                                              1 Normal Summoned monster with 1000 or less ATK (Quick Effect): You can Tribute this card, then target 1 monster you control; it cannot be destroyed by your opponent's card effects this turn. When a Normal Summoned monster you control is destroyed by battle, while this card is in your GY: You can Special Summon this card. You can only use this effect of "Salamangreat Almiraj" once per turn.


                                              • Hydrant
                                              • Preventer
                                              • Linkuriboh
                                              • Salamangreat Almiraj
                                              • Salamangreat Sunlight Wolf
                                              • Decode Talker Heatsoul

                                              Rescue-ACE Hydrant (Cards in hand)

                                              Rescue-ACE Hydrant Rescue-ACE Hydrant
                                              Rescue-ACE Hydrant
                                              FIRE 1
                                              Rescue-ACE Hydrant
                                              • ATK:

                                              • 0

                                              • DEF:

                                              • 0


                                              While you control a "Rescue-ACE" monster other than "Rescue-ACE Hydrant", your opponent's monsters cannot target this card for attacks, also your opponent cannot target this card with card effects. You can only use each of the following effects of "Rescue-ACE Hydrant" once per turn. You can activate a Quick-Play Spell, or Trap Card, that was Set by the effect of your "Rescue-ACE" card, the turn it was Set. During your Main Phase: You can add 1 "Rescue-ACE" monster from your Deck to your hand, except "Rescue-ACE Hydrant".


                                                

                                              Perform combos

                                              Rescue-ACE Preventer Rescue-ACE Preventer
                                              Rescue-ACE Preventer
                                              FIRE 8
                                              Rescue-ACE Preventer
                                              • ATK:

                                              • 2800

                                              • DEF:

                                              • 2800


                                              You can banish 1 "Rescue-ACE" card from your GY; Special Summon this card from your hand. If you control another "Rescue-ACE" monster (Quick Effect): You can target 1 Effect Monster your opponent controls; change it to face-down Defense Position. If this card is sent to the GY: You can target 1 of your banished "Rescue-ACE" monsters, except a Level 8 monster; Special Summon it. You can only use each effect of "Rescue-ACE Preventer" once per turn.


                                              Decode Talker Heatsoul Decode Talker Heatsoul
                                              Decode Talker Heatsoul
                                              FIRE
                                              Decode Talker Heatsoul
                                              • ATK:

                                              • 2300

                                              • LINK-3

                                              Link Arrow:

                                              Top

                                              Bottom-Left

                                              Bottom-Right


                                              2+ Cyberse monsters with different Attributes Gains 500 ATK for each monster it points to. (Quick Effect): You can pay 1000 LP; draw 1 card, then if your LP are 2000 or less, you can banish this card from the field, and if you do, Special Summon 1 Link-3 or lower Cyberse monster from your Extra Deck, except "Decode Talker Heatsoul". You can only use this effect of "Decode Talker Heatsoul" once per turn.


                                              Salamangreat Sunlight Wolf Salamangreat Sunlight Wolf
                                              Salamangreat Sunlight Wolf
                                              FIRE
                                              Salamangreat Sunlight Wolf
                                              • ATK:

                                              • 1800

                                              • LINK-2

                                              Link Arrow:

                                              Top

                                              Bottom


                                              2 FIRE Effect Monsters If a monster(s) is Normal or Special Summoned to the zone(s) this card points to (except during the Damage Step): You can add 1 FIRE monster from your GY to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with the added monster's name. During your Main Phase, if you control this card that was Link Summoned using "Salamangreat Sunlight Wolf" as material: You can add 1 "Salamangreat" Spell/Trap from your GY to your hand. You can only use each effect of "Salamangreat Sunlight Wolf" once per turn.


                                              Linkuriboh Linkuriboh
                                              Linkuriboh
                                              DARK
                                              Linkuriboh
                                              • ATK:

                                              • 300

                                              • LINK-1

                                              Link Arrow:

                                              Bottom


                                              1 Level 1 Monster When an opponent's monster declares an attack: You can Tribute this card; change that opponent's monster's ATK to 0, until the end of this turn. If this card is in your GY (Quick Effect): You can Tribute 1 Level 1 monster; Special Summon this card. You can only use this effect of "Linkuriboh" once per turn.


                                              Rescue-ACE Hydrant Rescue-ACE Hydrant
                                              Rescue-ACE Hydrant
                                              FIRE 1
                                              Rescue-ACE Hydrant
                                              • ATK:

                                              • 0

                                              • DEF:

                                              • 0


                                              While you control a "Rescue-ACE" monster other than "Rescue-ACE Hydrant", your opponent's monsters cannot target this card for attacks, also your opponent cannot target this card with card effects. You can only use each of the following effects of "Rescue-ACE Hydrant" once per turn. You can activate a Quick-Play Spell, or Trap Card, that was Set by the effect of your "Rescue-ACE" card, the turn it was Set. During your Main Phase: You can add 1 "Rescue-ACE" monster from your Deck to your hand, except "Rescue-ACE Hydrant".


                                              Salamangreat Almiraj Salamangreat Almiraj
                                              Salamangreat Almiraj
                                              FIRE
                                              Salamangreat Almiraj
                                              • ATK:

                                              • 0

                                              • LINK-1

                                              Link Arrow:

                                              Bottom-Right


                                              1 Normal Summoned monster with 1000 or less ATK (Quick Effect): You can Tribute this card, then target 1 monster you control; it cannot be destroyed by your opponent's card effects this turn. When a Normal Summoned monster you control is destroyed by battle, while this card is in your GY: You can Special Summon this card. You can only use this effect of "Salamangreat Almiraj" once per turn.


                                              B1: Normal summon Hydrant .

                                              Step 2: Activate Hydrant 's on-field effect, take Preventer from the deck to your hand.

                                              Step 3: Summon link to Salamangreat Almiraj with Hydrant .

                                              B4: Activate Preventer 's effect, remove Hydrant from the grave (cost) to summon this monster from your hand.

                                              B5: Link summon Salamangreat Sunlight Wolf , using Preventer and Salamangreat Almiraj as materials.

                                              B6: After Salamangreat Sunlight Wolf is link summoned, Preventer in the grave can activate the effect, summoning Hydrant back to the field (target) in the box pointed to by Salamangreat Sunlight Wolf .

                                              B7: Activate Salamangreat Sunlight Wolf 's trigger effect (when a monster is summoned to this monster's slot), regain Preventer from the grave to the hand. Note that from now until the end of your turn, you will not be able to normal/special summon or set monsters with the same name as the monster added to your hand with Sunlight Wolf .

                                              B8: Summon Linkuriboh with Hydrant .

                                              Step 9: Summon Decode Talker Heatsoul with Sunlight Wolf and Linkuriboh . Activate the effect of Decode Talker Heatsoul , draw 1 card.

                                              End combo.

                                              You can now take full advantage of your extra deck

                                              Decode Talker Heatsoul Decode Talker Heatsoul
                                              Decode Talker Heatsoul
                                              FIRE
                                              Decode Talker Heatsoul
                                              • ATK:

                                              • 2300

                                              • LINK-3

                                              Link Arrow:

                                              Top

                                              Bottom-Left

                                              Bottom-Right


                                              2+ Cyberse monsters with different Attributes Gains 500 ATK for each monster it points to. (Quick Effect): You can pay 1000 LP; draw 1 card, then if your LP are 2000 or less, you can banish this card from the field, and if you do, Special Summon 1 Link-3 or lower Cyberse monster from your Extra Deck, except "Decode Talker Heatsoul". You can only use this effect of "Decode Talker Heatsoul" once per turn.


                                              Salamangreat Sunlight Wolf Salamangreat Sunlight Wolf
                                              Salamangreat Sunlight Wolf
                                              FIRE
                                              Salamangreat Sunlight Wolf
                                              • ATK:

                                              • 1800

                                              • LINK-2

                                              Link Arrow:

                                              Top

                                              Bottom


                                              2 FIRE Effect Monsters If a monster(s) is Normal or Special Summoned to the zone(s) this card points to (except during the Damage Step): You can add 1 FIRE monster from your GY to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with the added monster's name. During your Main Phase, if you control this card that was Link Summoned using "Salamangreat Sunlight Wolf" as material: You can add 1 "Salamangreat" Spell/Trap from your GY to your hand. You can only use each effect of "Salamangreat Sunlight Wolf" once per turn.


                                              Linkuriboh Linkuriboh
                                              Linkuriboh
                                              DARK
                                              Linkuriboh
                                              • ATK:

                                              • 300

                                              • LINK-1

                                              Link Arrow:

                                              Bottom


                                              1 Level 1 Monster When an opponent's monster declares an attack: You can Tribute this card; change that opponent's monster's ATK to 0, until the end of this turn. If this card is in your GY (Quick Effect): You can Tribute 1 Level 1 monster; Special Summon this card. You can only use this effect of "Linkuriboh" once per turn.


                                              Salamangreat Almiraj Salamangreat Almiraj
                                              Salamangreat Almiraj
                                              FIRE
                                              Salamangreat Almiraj
                                              • ATK:

                                              • 0

                                              • LINK-1

                                              Link Arrow:

                                              Bottom-Right


                                              1 Normal Summoned monster with 1000 or less ATK (Quick Effect): You can Tribute this card, then target 1 monster you control; it cannot be destroyed by your opponent's card effects this turn. When a Normal Summoned monster you control is destroyed by battle, while this card is in your GY: You can Special Summon this card. You can only use this effect of "Salamangreat Almiraj" once per turn.


                                              This is a simple combo that helps Rescue-ACE gain additional cards in hand (from 1 to 3) thanks to Heatsoul .

                                              In the combo, Sunlight Wolf has the role of healing you of the necessary Rescue-ACE monsters, in addition, you can also get Ash Blossom back from the grave thanks to this effect.

                                              In your grave there are two other monsters, Linkuriboh and Almiraj , that can revive themselves from the grave with their own effects.



                                              Deck list reference

                                               

                                              Sample deck

                                              Main: 43 Extra: 15

                                              1 cardDogoran, the Mad Flame Kaiju 1 cardDogoran, the Mad Flame Kaiju
                                              Dogoran, the Mad Flame Kaiju
                                              FIRE 8
                                              Dogoran, the Mad Flame Kaiju
                                              • ATK:

                                              • 3000

                                              • DEF:

                                              • 1200


                                              You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. Once per turn: You can remove 3 Kaiju Counters from anywhere on the field; destroy all monsters your opponent controls. This card cannot attack the turn this effect is activated.


                                              1 cardInfernoble Knight - Renaud 1 cardInfernoble Knight - Renaud
                                              Infernoble Knight - Renaud
                                              FIRE 1
                                              Infernoble Knight - Renaud
                                              • ATK:

                                              • 500

                                              • DEF:

                                              • 500


                                              If you control a FIRE Warrior monster, you can Special Summon this card (from your hand). If Summoned this way, treat this card as a Tuner. You can only Special Summon "Infernoble Knight - Renaud" once per turn this way. If this card is Special Summoned: You can target 1 of your FIRE Warrior monsters, or 1 of your Equip Spells, that is banished or in your GY, except "Infernoble Knight - Renaud"; add it to your hand. You can only use this effect of "Infernoble Knight - Renaud" once per turn.


                                              1 cardKurikara Divincarnate 1 cardKurikara Divincarnate
                                              Kurikara Divincarnate
                                              FIRE 1
                                              Kurikara Divincarnate
                                              • ATK:

                                              • 1500

                                              • DEF:

                                              • 1500


                                              Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing all face-up monsters on the field that activated their effects this turn in your opponent's Monster Zone. Gains 1500 ATK for each monster Tributed to Special Summon this card. During your End Phase: You can target 1 monster in your opponent's GY; Special Summon it to your field. You can only use this effect of "Kurikara Divincarnate" once per turn.


                                              3 cardRescue-ACE Air Lifter
                                              3 cardRescue-ACE Air Lifter
                                              Rescue-ACE Air Lifter
                                              FIRE 4
                                              Rescue-ACE Air Lifter
                                              • ATK:

                                              • 1700

                                              • DEF:

                                              • 1700


                                              If this card is Normal or Special Summoned: You can add 1 "Rescue-ACE" Spell from your Deck to your hand. When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or face-up field; Special Summon 1 "Rescue-ACE" monster from your hand, except "Rescue-ACE Air Lifter". You can only use each effect of "Rescue-ACE Air Lifter" once per turn.


                                              1 cardRescue-ACE Fire Attacker 1 cardRescue-ACE Fire Attacker
                                              Rescue-ACE Fire Attacker
                                              FIRE 6
                                              Rescue-ACE Fire Attacker
                                              • ATK:

                                              • 2200

                                              • DEF:

                                              • 2200


                                              If a "Rescue-ACE" monster(s) is Normal or Special Summoned to your field, except "Rescue-ACE Fire Attacker" (except during the Damage Step): You can Special Summon this card from your hand. If a card(s) is added to your opponent's hand, except by drawing it (except during the Damage Step): You can draw 2 cards, then discard 1 card. You can only use each effect of "Rescue-ACE Fire Attacker" once per turn.


                                              1 cardRescue-ACE Fire Engine 1 cardRescue-ACE Fire Engine
                                              Rescue-ACE Fire Engine
                                              FIRE 7
                                              Rescue-ACE Fire Engine
                                              • ATK:

                                              • 2500

                                              • DEF:

                                              • 2500


                                              If a "Rescue-ACE" monster(s) is Normal or Special Summoned to your field, except "Rescue-ACE Fire Engine" (except during the Damage Step): You can Special Summon this card from your hand. If a monster(s) is Special Summoned to your opponent's field (except during the Damage Step): You can Special Summon 1 Level 4 or lower "Rescue-ACE" monster from your hand, Deck, or GY. You can only use each effect of "Rescue-ACE Fire Engine" once per turn.


                                              3 cardRescue-ACE Hydrant 3 cardRescue-ACE Hydrant
                                              Rescue-ACE Hydrant
                                              FIRE 1
                                              Rescue-ACE Hydrant
                                              • ATK:

                                              • 0

                                              • DEF:

                                              • 0


                                              While you control a "Rescue-ACE" monster other than "Rescue-ACE Hydrant", your opponent's monsters cannot target this card for attacks, also your opponent cannot target this card with card effects. You can only use each of the following effects of "Rescue-ACE Hydrant" once per turn. You can activate a Quick-Play Spell, or Trap Card, that was Set by the effect of your "Rescue-ACE" card, the turn it was Set. During your Main Phase: You can add 1 "Rescue-ACE" monster from your Deck to your hand, except "Rescue-ACE Hydrant".


                                              3 cardRescue-ACE Impulse 3 cardRescue-ACE Impulse
                                              Rescue-ACE Impulse
                                              FIRE 3
                                              Rescue-ACE Impulse
                                              • ATK:

                                              • 1500

                                              • DEF:

                                              • 1500


                                              During your Main Phase: You can choose the 1 Effect Monster your opponent controls with the highest ATK (your choice, if tied), and neither player can activate that monster's effects on the field this turn. When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or face-up field; Special Summon 1 Machine "Rescue-ACE" monster from your Deck. You can only use each effect of "Rescue-ACE Impulse" once per turn.


                                              2 cardRescue-ACE Preventer 2 cardRescue-ACE Preventer
                                              Rescue-ACE Preventer
                                              FIRE 8
                                              Rescue-ACE Preventer
                                              • ATK:

                                              • 2800

                                              • DEF:

                                              • 2800


                                              You can banish 1 "Rescue-ACE" card from your GY; Special Summon this card from your hand. If you control another "Rescue-ACE" monster (Quick Effect): You can target 1 Effect Monster your opponent controls; change it to face-down Defense Position. If this card is sent to the GY: You can target 1 of your banished "Rescue-ACE" monsters, except a Level 8 monster; Special Summon it. You can only use each effect of "Rescue-ACE Preventer" once per turn.


                                              2 cardRescue-ACE Turbulence 2 cardRescue-ACE Turbulence
                                              Rescue-ACE Turbulence
                                              FIRE 9
                                              Rescue-ACE Turbulence
                                              • ATK:

                                              • 3000

                                              • DEF:

                                              • 3000


                                              You can banish 2 "Rescue-ACE" cards from your GY; Special Summon this card from your hand. During your Main Phase: You can Set up to 4 "Rescue-ACE" Quick-Play Spells / Normal Traps, with different names, directly from your Deck. If another card(s) you control leaves the field by an opponent's card effect (except during the Damage Step): You can target 1 card on the field; destroy it. You can only use each effect of "Rescue-ACE Turbulence" once per turn.


                                              3 cardAsh Blossom & Joyous Spring 3 cardAsh Blossom & Joyous Spring
                                              Ash Blossom & Joyous Spring
                                              FIRE 3
                                              Ash Blossom & Joyous Spring
                                              • ATK:

                                              • 0

                                              • DEF:

                                              • 1800


                                              When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.


                                              2 cardEffect Veiler 2 cardEffect Veiler
                                              Effect Veiler
                                              LIGHT 1
                                              Effect Veiler
                                              • ATK:

                                              • 0

                                              • DEF:

                                              • 0


                                              During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls; negate the effects of that face-up monster your opponent controls, until the end of this turn.


                                              1 cardALERT! 1 cardALERT!
                                              ALERT!
                                              Spell Quick
                                              ALERT!

                                                (This card is always treated as a "Rescue-ACE" card.) Add 1 "Rescue-ACE" monster from your GY to your hand, or if you control "Rescue-ACE Hydrant", you can add 1 "Rescue-ACE" monster from your Deck to your hand instead. You can only activate 1 "ALERT!" per turn.


                                                1 cardCalled by the Grave
                                                1 cardCalled by the Grave
                                                Called by the Grave
                                                Spell Quick
                                                Called by the Grave

                                                  Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.




                                                  Tag(s):

                                                  3 cardEMERGENCY!
                                                  3 cardEMERGENCY!
                                                  EMERGENCY!
                                                  Spell Quick
                                                  EMERGENCY!

                                                    (This card is always treated as a "Rescue-ACE" card.) Special Summon 1 "Rescue-ACE" monster from your Deck in Defense Position, then Tribute 1 "Rescue-ACE" monster from your hand or field. During your Main Phase: You can banish this card from your GY, then target 1 "Rescue-ACE" Trap in your GY; Set it. You can only use each effect of "EMERGENCY!" once per turn.


                                                    1 cardLiving Fossil 1 cardLiving Fossil
                                                    Living Fossil
                                                    Spell Equip
                                                    Living Fossil

                                                      Activate this card by targeting 1 Level 4 or lower monster in your GY; Special Summon it and equip it with this card, but banish it when it leaves the field (even if this card has left the field). When this card leaves the field, banish the equipped monster. The equipped monster loses 1000 ATK/DEF, also its effects are negated. You can only activate 1 "Living Fossil" per turn.


                                                      1 cardOne for One
                                                      1 cardOne for One
                                                      One for One
                                                      Spell Normal
                                                      One for One

                                                        Send 1 monster from your hand to the GY; Special Summon 1 Level 1 monster from your hand or Deck.


                                                        3 cardPot of Prosperity
                                                        3 cardPot of Prosperity
                                                        Pot of Prosperity
                                                        Spell Normal
                                                        Pot of Prosperity

                                                          Banish 3 or 6 cards of your choice from your Extra Deck, face-down; for the rest of this turn after this card resolves, any damage your opponent takes is halved, also excavate cards from the top of your Deck equal to the number of cards banished, add 1 excavated card to your hand, place the rest on the bottom of your Deck in any order. You can only activate 1 "Pot of Prosperity" per turn. You cannot draw cards by card effects the turn you activate this card.




                                                          Tag(s):

                                                          1 cardReinforcement of the Army
                                                          1 cardReinforcement of the Army
                                                          Reinforcement of the Army
                                                          Spell Normal
                                                          Reinforcement of the Army

                                                            Add 1 Level 4 or lower Warrior monster from your Deck to your hand.


                                                            1 cardRescue-ACE HQ 1 cardRescue-ACE HQ
                                                            Rescue-ACE HQ
                                                            Spell Field
                                                            Rescue-ACE HQ

                                                              While your opponent controls a monster, all "Rescue-ACE" monsters you control gain 500 ATK/DEF. During your Main Phase, you can Normal Summon 1 "Rescue-ACE" monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn: You can target 4 of your "Rescue-ACE" cards that are banished and/or in your GY; shuffle them into the Deck, then draw 1 card.


                                                              1 cardRESCUE! 1 cardRESCUE!
                                                              RESCUE!
                                                              Spell Quick
                                                              RESCUE!

                                                                (This card is always treated as a "Rescue-ACE" card.) Target 1 "Rescue-ACE" monster in your GY, or if you control "Rescue-ACE Hydrant", you can target 1 monster in your opponent's GY instead; Special Summon it to your field. You can only activate 1 "RESCUE!" per turn.


                                                                2 cardSmall World 2 cardSmall World
                                                                Small World
                                                                Spell Normal
                                                                Small World

                                                                  Reveal 1 monster in your hand, choose 1 monster from your Deck that has exactly 1 of the same Type, Attribute, Level, ATK or DEF, and banish the revealed monster from your hand face-down. Then add, from the Deck to your hand, 1 monster that has exactly 1 of the same Type, Attribute, Level, ATK or DEF as the monster chosen from your Deck, and banish the card chosen from the Deck face-down. You can only activate 1 "Small World" per turn.


                                                                  1 cardCONTAIN! 1 cardCONTAIN!
                                                                  CONTAIN!
                                                                  Trap Normal
                                                                  CONTAIN!

                                                                    (This card is always treated as a "Rescue-ACE" card.) If you control a "Rescue-ACE" monster: Target 1 Effect Monster your opponent controls; this turn, that Effect Monster cannot attack, also its effects are negated. If you control "Rescue-ACE Hydrant" at resolution of this effect, that monster also cannot be used as material for a Fusion, Synchro, Xyz, or Link Summon this turn.


                                                                    1 cardEXTINGUISH! 1 cardEXTINGUISH!
                                                                    EXTINGUISH!
                                                                    Trap Normal
                                                                    EXTINGUISH!

                                                                      (This card is always treated as a "Rescue-ACE" card.) If you control a "Rescue-ACE" monster: Target 1 Effect Monster your opponent controls; destroy it, then, if you currently control "Rescue-ACE Hydrant", your opponent cannot activate the effects of that destroyed monster, or of monsters with its same original name, this turn.


                                                                      2 cardInfinite Impermanence 2 cardInfinite Impermanence
                                                                      Infinite Impermanence
                                                                      Trap Normal
                                                                      Infinite Impermanence

                                                                        Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.


                                                                        1 cardREINFORCE! 1 cardREINFORCE!
                                                                        REINFORCE!
                                                                        Trap Normal
                                                                        REINFORCE!

                                                                          (This card is always treated as a "Rescue-ACE" card.) Target 1 "Rescue-ACE" monster you control; for the rest of this turn, that monster you control gains 1500 ATK/DEF, is unaffected by your opponent's monster effects, and the next time it would be destroyed by battle, it is not destroyed. You can banish this card from your GY, then target 1 "Rescue-ACE" Spell in your GY; Set that card. You can only use this effect of "REINFORCE!" once per turn.


                                                                          1 cardAccesscode Talker 1 cardAccesscode Talker
                                                                          Accesscode Talker
                                                                          DARK
                                                                          Accesscode Talker
                                                                          • ATK:

                                                                          • 2300

                                                                          • LINK-4

                                                                          Link Arrow:

                                                                          Top

                                                                          Left

                                                                          Right

                                                                          Bottom


                                                                          2+ Effect Monsters Your opponent cannot activate cards or effects in response to this card's effect activations. If this card is Link Summoned: You can target 1 Link Monster that was used as material for its Link Summon; this card gains ATK equal to that monster's Link Rating x 1000. You can banish 1 Link Monster from your field or GY; destroy 1 card your opponent controls, also for the rest of this turn, you cannot banish monsters with that same Attribute to activate this effect of "Accesscode Talker".




                                                                          Tag(s):

                                                                          1 cardDecode Talker Heatsoul 1 cardDecode Talker Heatsoul
                                                                          Decode Talker Heatsoul
                                                                          FIRE
                                                                          Decode Talker Heatsoul
                                                                          • ATK:

                                                                          • 2300

                                                                          • LINK-3

                                                                          Link Arrow:

                                                                          Top

                                                                          Bottom-Left

                                                                          Bottom-Right


                                                                          2+ Cyberse monsters with different Attributes Gains 500 ATK for each monster it points to. (Quick Effect): You can pay 1000 LP; draw 1 card, then if your LP are 2000 or less, you can banish this card from the field, and if you do, Special Summon 1 Link-3 or lower Cyberse monster from your Extra Deck, except "Decode Talker Heatsoul". You can only use this effect of "Decode Talker Heatsoul" once per turn.


                                                                          1 cardHiita the Fire Charmer, Ablaze 1 cardHiita the Fire Charmer, Ablaze
                                                                          Hiita the Fire Charmer, Ablaze
                                                                          FIRE
                                                                          Hiita the Fire Charmer, Ablaze
                                                                          • ATK:

                                                                          • 1850

                                                                          • LINK-2

                                                                          Link Arrow:

                                                                          Bottom-Left

                                                                          Bottom-Right


                                                                          2 monsters, including a FIRE monster (This card is always treated as a "Familiar-Possessed" card.) You can target 1 FIRE monster in your opponent's GY; Special Summon it to your zone this card points to. If this Link Summoned card is destroyed by battle, or is destroyed by an opponent's card effect while in its owner's Monster Zone: You can add 1 FIRE monster with 1500 or less DEF from your Deck to your hand. You can only use each effect of "Hiita the Fire Charmer, Ablaze" once per turn.


                                                                          1 cardI:P Masquerena 1 cardI:P Masquerena
                                                                          I:P Masquerena
                                                                          DARK
                                                                          I:P Masquerena
                                                                          • ATK:

                                                                          • 800

                                                                          • LINK-2

                                                                          Link Arrow:

                                                                          Bottom-Left

                                                                          Bottom-Right


                                                                          2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.


                                                                          1 cardIsolde, Two Tales of the Noble Knights
                                                                          1 cardIsolde, Two Tales of the Noble Knights
                                                                          Isolde, Two Tales of the Noble Knights
                                                                          LIGHT
                                                                          Isolde, Two Tales of the Noble Knights
                                                                          • ATK:

                                                                          • 1600

                                                                          • LINK-2

                                                                          Link Arrow:

                                                                          Bottom-Left

                                                                          Bottom-Right


                                                                          2 Warrior monsters If this card is Link Summoned: You can add 1 Warrior monster from your Deck to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with that name, nor activate their monster effects. You can send any number of Equip Spells with different names from your Deck to the GY; Special Summon 1 Warrior monster from your Deck, whose Level equals the number of cards sent to the GY. You can only use each effect of "Isolde, Two Tales of the Noble Knights" once per turn.


                                                                          1 cardKnightmare Phoenix 1 cardKnightmare Phoenix
                                                                          Knightmare Phoenix
                                                                          FIRE
                                                                          Knightmare Phoenix
                                                                          • ATK:

                                                                          • 1900

                                                                          • LINK-2

                                                                          Link Arrow:

                                                                          Top

                                                                          Right


                                                                          2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.


                                                                          1 cardKnightmare Unicorn 1 cardKnightmare Unicorn
                                                                          Knightmare Unicorn
                                                                          DARK
                                                                          Knightmare Unicorn
                                                                          • ATK:

                                                                          • 2200

                                                                          • LINK-3

                                                                          Link Arrow:

                                                                          Left

                                                                          Right

                                                                          Bottom


                                                                          2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.


                                                                          1 cardLinkuriboh
                                                                          1 cardLinkuriboh
                                                                          Linkuriboh
                                                                          DARK
                                                                          Linkuriboh
                                                                          • ATK:

                                                                          • 300

                                                                          • LINK-1

                                                                          Link Arrow:

                                                                          Bottom


                                                                          1 Level 1 Monster When an opponent's monster declares an attack: You can Tribute this card; change that opponent's monster's ATK to 0, until the end of this turn. If this card is in your GY (Quick Effect): You can Tribute 1 Level 1 monster; Special Summon this card. You can only use this effect of "Linkuriboh" once per turn.


                                                                          1 cardRelinquished Anima 1 cardRelinquished Anima
                                                                          Relinquished Anima
                                                                          DARK
                                                                          Relinquished Anima
                                                                          • ATK:

                                                                          • 0

                                                                          • LINK-1

                                                                          Link Arrow:

                                                                          Top


                                                                          1 Level 1 monster, except a Token You can target 1 face-up monster this card points to; equip that face-up monster to this card (max. 1). You can only use this effect of "Relinquished Anima" once per turn. This card gains ATK equal to that equipped monster's.


                                                                          1 cardSalamangreat Almiraj 1 cardSalamangreat Almiraj
                                                                          Salamangreat Almiraj
                                                                          FIRE
                                                                          Salamangreat Almiraj
                                                                          • ATK:

                                                                          • 0

                                                                          • LINK-1

                                                                          Link Arrow:

                                                                          Bottom-Right


                                                                          1 Normal Summoned monster with 1000 or less ATK (Quick Effect): You can Tribute this card, then target 1 monster you control; it cannot be destroyed by your opponent's card effects this turn. When a Normal Summoned monster you control is destroyed by battle, while this card is in your GY: You can Special Summon this card. You can only use this effect of "Salamangreat Almiraj" once per turn.


                                                                          2 cardSalamangreat Sunlight Wolf 2 cardSalamangreat Sunlight Wolf
                                                                          Salamangreat Sunlight Wolf
                                                                          FIRE
                                                                          Salamangreat Sunlight Wolf
                                                                          • ATK:

                                                                          • 1800

                                                                          • LINK-2

                                                                          Link Arrow:

                                                                          Top

                                                                          Bottom


                                                                          2 FIRE Effect Monsters If a monster(s) is Normal or Special Summoned to the zone(s) this card points to (except during the Damage Step): You can add 1 FIRE monster from your GY to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with the added monster's name. During your Main Phase, if you control this card that was Link Summoned using "Salamangreat Sunlight Wolf" as material: You can add 1 "Salamangreat" Spell/Trap from your GY to your hand. You can only use each effect of "Salamangreat Sunlight Wolf" once per turn.


                                                                          1 cardUnderworld Goddess of the Closed World 1 cardUnderworld Goddess of the Closed World
                                                                          Underworld Goddess of the Closed World
                                                                          LIGHT
                                                                          Underworld Goddess of the Closed World
                                                                          • ATK:

                                                                          • 3000

                                                                          • LINK-5

                                                                          Link Arrow:

                                                                          Top

                                                                          Top-Right

                                                                          Right

                                                                          Bottom

                                                                          Bottom-Right


                                                                          4+ Effect Monsters You can also use 1 monster your opponent controls as material to Link Summon this card. If this card is Link Summoned: You can negate the effects of all face-up monsters your opponent currently controls. This Link Summoned card is unaffected by your opponent's activated effects, unless they target this card. Once per turn, when your opponent activates a card or effect that Special Summons a monster(s) from the GY (Quick Effect): You can negate the activation.


                                                                          1 cardNumber 41: Bagooska the Terribly Tired Tapir 1 cardNumber 41: Bagooska the Terribly Tired Tapir
                                                                          Number 41: Bagooska the Terribly Tired Tapir
                                                                          EARTH
                                                                          Number 41: Bagooska the Terribly Tired Tapir
                                                                          • ATK:

                                                                          • 2100

                                                                          • DEF:

                                                                          • 2000


                                                                          2 Level 4 monsters Once per turn, during your Standby Phase, detach 1 material from this card. If you cannot, destroy it. This Attack Position card cannot be destroyed by your opponent's card effects. Your opponent cannot target this Attack Position card with card effects. While this card is in face-up Defense Position, change all face-up monsters on the field to Defense Position, also negate the activated effects of monsters that were in Defense Position when that effect was activated.


                                                                          1 cardTornado Dragon 1 cardTornado Dragon
                                                                          Tornado Dragon
                                                                          WIND
                                                                          Tornado Dragon
                                                                          • ATK:

                                                                          • 2100

                                                                          • DEF:

                                                                          • 2000


                                                                          2 Level 4 monsters Once per turn (Quick Effect): You can detach 1 material from this card, then target 1 Spell/Trap on the field; destroy it.


                                                                           

                                                                          RESCUE! and ALERT! (Core deck)

                                                                          RESCUE! RESCUE!
                                                                          RESCUE!
                                                                          Spell Quick
                                                                          RESCUE!

                                                                            (This card is always treated as a "Rescue-ACE" card.) Target 1 "Rescue-ACE" monster in your GY, or if you control "Rescue-ACE Hydrant", you can target 1 monster in your opponent's GY instead; Special Summon it to your field. You can only activate 1 "RESCUE!" per turn.


                                                                            ALERT! ALERT!
                                                                            ALERT!
                                                                            Spell Quick
                                                                            ALERT!

                                                                              (This card is always treated as a "Rescue-ACE" card.) Add 1 "Rescue-ACE" monster from your GY to your hand, or if you control "Rescue-ACE Hydrant", you can add 1 "Rescue-ACE" monster from your Deck to your hand instead. You can only activate 1 "ALERT!" per turn.


                                                                              Number of ALERT! and RESCUE! has changed down to make room for EMERGENCY! . These cards can be returned face-down from the grave with REINFORCE! , as well as HQ will be able to return them to the deck to maintain the deck's resources.

                                                                              Rescue-ACE Fire Engine and Rescue-ACE Monitor (Core deck)

                                                                              Rescue-ACE Fire Engine Rescue-ACE Fire Engine
                                                                              Rescue-ACE Fire Engine
                                                                              FIRE 7
                                                                              Rescue-ACE Fire Engine
                                                                              • ATK:

                                                                              • 2500

                                                                              • DEF:

                                                                              • 2500


                                                                              If a "Rescue-ACE" monster(s) is Normal or Special Summoned to your field, except "Rescue-ACE Fire Engine" (except during the Damage Step): You can Special Summon this card from your hand. If a monster(s) is Special Summoned to your opponent's field (except during the Damage Step): You can Special Summon 1 Level 4 or lower "Rescue-ACE" monster from your hand, Deck, or GY. You can only use each effect of "Rescue-ACE Fire Engine" once per turn.


                                                                              Rescue-ACE Monitor Rescue-ACE Monitor
                                                                              Rescue-ACE Monitor
                                                                              FIRE 4
                                                                              Rescue-ACE Monitor
                                                                              • ATK:

                                                                              • 1800

                                                                              • DEF:

                                                                              • 1800


                                                                              If this card is Normal or Special Summoned: You can add 1 "Rescue-ACE" Trap from your Deck to your hand. When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or face-up field, then target 1 "Rescue-ACE" monster in your GY, except "Rescue-ACE Monitor"; Special Summon it. You can only use each effect of "Rescue-ACE Monitor" once per turn.


                                                                              Monitor is no longer necessary for the deck because you don't need to search traps anymore, and the revival effect is also relatively passive. All Monitor duties will be reassigned to Turbulence and Preventer .

                                                                              Fire Engine now only needs to play 1 card in the deck to give a slot to Preventer .

                                                                              Pot of Extravagance and Pot of Prosperity (Extra deck)

                                                                              Pot of Extravagance
                                                                              Pot of Extravagance
                                                                              Pot of Extravagance
                                                                              Spell Normal
                                                                              Pot of Extravagance

                                                                                At the start of your Main Phase 1: Banish 3 or 6 random face-down cards from your Extra Deck, face-down; draw 1 card for every 3 cards banished. For the rest of this turn after this card resolves, you cannot draw any cards by card effects.




                                                                                Tag(s):

                                                                                Pot of Prosperity
                                                                                Pot of Prosperity
                                                                                Pot of Prosperity
                                                                                Spell Normal
                                                                                Pot of Prosperity

                                                                                  Banish 3 or 6 cards of your choice from your Extra Deck, face-down; for the rest of this turn after this card resolves, any damage your opponent takes is halved, also excavate cards from the top of your Deck equal to the number of cards banished, add 1 excavated card to your hand, place the rest on the bottom of your Deck in any order. You can only activate 1 "Pot of Prosperity" per turn. You cannot draw cards by card effects the turn you activate this card.




                                                                                  Tag(s):

                                                                                  Rescue-ACE, after this support, can take advantage of the extra deck more than before. Removing random cards from the extra deck can affect the deck's combo, so Pot of Prosperity will replace it. location for Pot of Extravagance to perform the resource mining task.

                                                                                  Ghost Belle & Haunted Mansion, Nibiru, the Primal Being and Effect Veiler (Hand trap)

                                                                                  Ghost Belle & Haunted Mansion Ghost Belle & Haunted Mansion
                                                                                  Ghost Belle & Haunted Mansion
                                                                                  EARTH 3
                                                                                  Ghost Belle & Haunted Mansion
                                                                                  • ATK:

                                                                                  • 0

                                                                                  • DEF:

                                                                                  • 1800


                                                                                  When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that activation. ● Add a card(s) from the GY to the hand, Deck, and/or Extra Deck. ● Special Summon a Monster Card(s) from the GY. ● Banish a card(s) from the GY. You can only use this effect of "Ghost Belle & Haunted Mansion" once per turn.


                                                                                  Nibiru, the Primal Being Nibiru, the Primal Being
                                                                                  Nibiru, the Primal Being
                                                                                  LIGHT 11
                                                                                  Nibiru, the Primal Being
                                                                                  • ATK:

                                                                                  • 3000

                                                                                  • DEF:

                                                                                  • 600


                                                                                  During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.


                                                                                  Effect Veiler Effect Veiler
                                                                                  Effect Veiler
                                                                                  LIGHT 1
                                                                                  Effect Veiler
                                                                                  • ATK:

                                                                                  • 0

                                                                                  • DEF:

                                                                                  • 0


                                                                                  During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls; negate the effects of that face-up monster your opponent controls, until the end of this turn.


                                                                                  The deck can increase the number of hand traps quite a bit, thanks to the Heatsoul combo, which gives you the opportunity to pull more cards from the deck.

                                                                                  The deck's ability to regain advantage when losing dice has also been slightly increased

                                                                                  Rescue-ACE Preventer Rescue-ACE Preventer
                                                                                  Rescue-ACE Preventer
                                                                                  FIRE 8
                                                                                  Rescue-ACE Preventer
                                                                                  • ATK:

                                                                                  • 2800

                                                                                  • DEF:

                                                                                  • 2800


                                                                                  You can banish 1 "Rescue-ACE" card from your GY; Special Summon this card from your hand. If you control another "Rescue-ACE" monster (Quick Effect): You can target 1 Effect Monster your opponent controls; change it to face-down Defense Position. If this card is sent to the GY: You can target 1 of your banished "Rescue-ACE" monsters, except a Level 8 monster; Special Summon it. You can only use each effect of "Rescue-ACE Preventer" once per turn.


                                                                                  Rescue-ACE Fire Attacker Rescue-ACE Fire Attacker
                                                                                  Rescue-ACE Fire Attacker
                                                                                  FIRE 6
                                                                                  Rescue-ACE Fire Attacker
                                                                                  • ATK:

                                                                                  • 2200

                                                                                  • DEF:

                                                                                  • 2200


                                                                                  If a "Rescue-ACE" monster(s) is Normal or Special Summoned to your field, except "Rescue-ACE Fire Attacker" (except during the Damage Step): You can Special Summon this card from your hand. If a card(s) is added to your opponent's hand, except by drawing it (except during the Damage Step): You can draw 2 cards, then discard 1 card. You can only use each effect of "Rescue-ACE Fire Attacker" once per turn.


                                                                                  Rescue-ACE Fire Engine Rescue-ACE Fire Engine
                                                                                  Rescue-ACE Fire Engine
                                                                                  FIRE 7
                                                                                  Rescue-ACE Fire Engine
                                                                                  • ATK:

                                                                                  • 2500

                                                                                  • DEF:

                                                                                  • 2500


                                                                                  If a "Rescue-ACE" monster(s) is Normal or Special Summoned to your field, except "Rescue-ACE Fire Engine" (except during the Damage Step): You can Special Summon this card from your hand. If a monster(s) is Special Summoned to your opponent's field (except during the Damage Step): You can Special Summon 1 Level 4 or lower "Rescue-ACE" monster from your hand, Deck, or GY. You can only use each effect of "Rescue-ACE Fire Engine" once per turn.


                                                                                  Rescue-ACE Impulse Rescue-ACE Impulse
                                                                                  Rescue-ACE Impulse
                                                                                  FIRE 3
                                                                                  Rescue-ACE Impulse
                                                                                  • ATK:

                                                                                  • 1500

                                                                                  • DEF:

                                                                                  • 1500


                                                                                  During your Main Phase: You can choose the 1 Effect Monster your opponent controls with the highest ATK (your choice, if tied), and neither player can activate that monster's effects on the field this turn. When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or face-up field; Special Summon 1 Machine "Rescue-ACE" monster from your Deck. You can only use each effect of "Rescue-ACE Impulse" once per turn.


                                                                                  Rescue-ACE Air Lifter
                                                                                  Rescue-ACE Air Lifter
                                                                                  Rescue-ACE Air Lifter
                                                                                  FIRE 4
                                                                                  Rescue-ACE Air Lifter
                                                                                  • ATK:

                                                                                  • 1700

                                                                                  • DEF:

                                                                                  • 1700


                                                                                  If this card is Normal or Special Summoned: You can add 1 "Rescue-ACE" Spell from your Deck to your hand. When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or face-up field; Special Summon 1 "Rescue-ACE" monster from your hand, except "Rescue-ACE Air Lifter". You can only use each effect of "Rescue-ACE Air Lifter" once per turn.


                                                                                  Rescue-ACE Warrior monsters themselves are also hand traps, with the introduction of Preventer , the deck can create a disruption during the opponent's turn with Rescue-ACE monsters. However, this is still your passive form because the nature of these monsters is to sit and wait for the opponent to act.

                                                                                   

                                                                                  A small combo to create disruption during your opponent's turn that can help you regain a bit of advantage when losing dice can be done by Impulse and Preventer . However, to do this, you will be completely dependent on your opponent, but regaining a little advantage is better than suffering when the next turn you will eat quite a lot of disruption from your opponent. Right.

                                                                                  Your opponent will help you by activating monster effects on the field twice and special summoning 1 monster. A simple thing when most combo decks or some current control decks require special summons as well as activating monster effects on the field.

                                                                                   

                                                                                  Cards in hand: 1 Impulse , 1 Preventer .

                                                                                  Order of enemy actions needed for combo:

                                                                                  => activate monster effect on the field for the first time.

                                                                                  => Special summon monsters.

                                                                                  => activate monster effects on the field a second time.

                                                                                  During the first monster effect activation, you activate Impulse 's effect in your hand, sacrificing this monster (cost) to summon Fire Engine from the deck.

                                                                                  When the opponent special summons a monster to the field, Fire Engine will meet the conditions to activate the effect, summoning Air Lifter from the deck to the field.

                                                                                  Air Lifter can activate the effect to get EMERGENCY! for the next turn.

                                                                                  On the second effect activation, you use Air Lifter 's effect on the field, sacrificing this monster (cost) to summon Preventer from your hand.

                                                                                  Preventer has met all the conditions to be able to set 1 opponent's monster, interrupting their combo.

                                                                                   

                                                                                  A small interaction you can perform during your opponent's turn grants 1 face-down of your opponent's monster during their turn and 1 EMERGENCY! to be able to combo in the next turn.

                                                                                  However, the ability to create interruptions like this during your opponent's turn is still very difficult if your opponent knows how to deal with Rescue-ACE.

                                                                                  Impulse and Air Lifter can only activate if the most recent action is a monster on the opponent's field that activates the effect, so if your opponent skillfully chains up the chain, they can block the effects of these two monsters very well. easy.

                                                                                  Monsters with trigger effects that can be activated when special summoned can bypass the effects of monsters summoned by the Fire Engine . When Impulse or Air Lifter are summoned to the field by Fire Engine , these monsters will not have the opportunity to use their quick effects in this situation.

                                                                                  This combo can also be performed by 2 monsters including 1 Impulse and 1 Fire Attacker or Fire Engine . With these 2 cards, if your opponent uses a monster effect on the field, you will be able to immediately get 1 face-down thanks to Preventer .

                                                                                   

                                                                                  Cards in hand: 1 Impulse , 1 Fire Attacker .

                                                                                  When your opponent activates a monster effect on the field, you can sacrifice Impulse from your hand (cost) to summon Preventer from your deck to the field.

                                                                                  Fire Attacker in your hand meets the trigger conditions. If there is a normal/special summon Rescue-ACE monster on your field, special summon Fire Attacker from your hand.

                                                                                  You will have 1 Fire Attacker on the field to filter the cards in your hand if your opponent takes an action to put a card in their hand (except drawing cards) and 1 Preventer ready to put 1 opponent's monster face down.

                                                                                   

                                                                                  Cards in hand: 1 Impulse , 1 Fire Engine .

                                                                                  With the same steps as in the above case, your field will have 1 Fire Engine and 1 Preventer . Fire Engine can activate the effect to summon Air Lifter from the deck (and add EMERGENCY! from the deck to the hand) if there is a monster summoned to the opponent's field.

                                                                                  The combination of Impulse and Fire Engine also produces the same results as the combination of Impulse and Preventer . However, combos with monsters like Fire Attacker and Fire Engine are very rare because during the deck building process, these two monsters are placed in the minimum necessary quantity, players will expect to see Rescue-ACEs with level 4 or lower rather than these monsters..

                                                                                   

                                                                                  This is what Rescue-ACE can do on its own when losing dice without relying on hand traps or break board cards. Although a deck can be played during the opponent's turn without any setup, the ability to pressure the opponent is really not worth mentioning if the deck does not win the turn first.

                                                                                  Infernoble Knight - Renaud, Isolde, Two Tales of the Noble Knights and Living Fossil (Engine)

                                                                                  Infernoble Knight - Renaud Infernoble Knight - Renaud
                                                                                  Infernoble Knight - Renaud
                                                                                  FIRE 1
                                                                                  Infernoble Knight - Renaud
                                                                                  • ATK:

                                                                                  • 500

                                                                                  • DEF:

                                                                                  • 500


                                                                                  If you control a FIRE Warrior monster, you can Special Summon this card (from your hand). If Summoned this way, treat this card as a Tuner. You can only Special Summon "Infernoble Knight - Renaud" once per turn this way. If this card is Special Summoned: You can target 1 of your FIRE Warrior monsters, or 1 of your Equip Spells, that is banished or in your GY, except "Infernoble Knight - Renaud"; add it to your hand. You can only use this effect of "Infernoble Knight - Renaud" once per turn.


                                                                                  Isolde, Two Tales of the Noble Knights
                                                                                  Isolde, Two Tales of the Noble Knights
                                                                                  Isolde, Two Tales of the Noble Knights
                                                                                  LIGHT
                                                                                  Isolde, Two Tales of the Noble Knights
                                                                                  • ATK:

                                                                                  • 1600

                                                                                  • LINK-2

                                                                                  Link Arrow:

                                                                                  Bottom-Left

                                                                                  Bottom-Right


                                                                                  2 Warrior monsters If this card is Link Summoned: You can add 1 Warrior monster from your Deck to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with that name, nor activate their monster effects. You can send any number of Equip Spells with different names from your Deck to the GY; Special Summon 1 Warrior monster from your Deck, whose Level equals the number of cards sent to the GY. You can only use each effect of "Isolde, Two Tales of the Noble Knights" once per turn.


                                                                                  Living Fossil Living Fossil
                                                                                  Living Fossil
                                                                                  Spell Equip
                                                                                  Living Fossil

                                                                                    Activate this card by targeting 1 Level 4 or lower monster in your GY; Special Summon it and equip it with this card, but banish it when it leaves the field (even if this card has left the field). When this card leaves the field, banish the equipped monster. The equipped monster loses 1000 ATK/DEF, also its effects are negated. You can only activate 1 "Living Fossil" per turn.


                                                                                    With the Isolde package, you can have 1 Impulse ready during your opponent's turn. Not only that, Isolde also gives you the ability to spam monsters in combos.

                                                                                    Small World Recipe

                                                                                    Small World Small World
                                                                                    Small World
                                                                                    Spell Normal
                                                                                    Small World

                                                                                      Reveal 1 monster in your hand, choose 1 monster from your Deck that has exactly 1 of the same Type, Attribute, Level, ATK or DEF, and banish the revealed monster from your hand face-down. Then add, from the Deck to your hand, 1 monster that has exactly 1 of the same Type, Attribute, Level, ATK or DEF as the monster chosen from your Deck, and banish the card chosen from the Deck face-down. You can only activate 1 "Small World" per turn.


                                                                                      Dogoran, the Mad Flame Kaiju Dogoran, the Mad Flame Kaiju
                                                                                      Dogoran, the Mad Flame Kaiju
                                                                                      FIRE 8
                                                                                      Dogoran, the Mad Flame Kaiju
                                                                                      • ATK:

                                                                                      • 3000

                                                                                      • DEF:

                                                                                      • 1200


                                                                                      You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. Once per turn: You can remove 3 Kaiju Counters from anywhere on the field; destroy all monsters your opponent controls. This card cannot attack the turn this effect is activated.


                                                                                      Lava Golem Lava Golem
                                                                                      Lava Golem
                                                                                      FIRE 8
                                                                                      Lava Golem
                                                                                      • ATK:

                                                                                      • 3000

                                                                                      • DEF:

                                                                                      • 2500


                                                                                      Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) to your opponent's field by Tributing 2 monsters they control. You cannot Normal Summon/Set the turn you Special Summon this card. Once per turn, during your Standby Phase: Take 1000 damage.


                                                                                      Ash Blossom & Joyous Spring Ash Blossom & Joyous Spring
                                                                                      Ash Blossom & Joyous Spring
                                                                                      FIRE 3
                                                                                      Ash Blossom & Joyous Spring
                                                                                      • ATK:

                                                                                      • 0

                                                                                      • DEF:

                                                                                      • 1800


                                                                                      When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.


                                                                                      Kurikara Divincarnate Kurikara Divincarnate
                                                                                      Kurikara Divincarnate
                                                                                      FIRE 1
                                                                                      Kurikara Divincarnate
                                                                                      • ATK:

                                                                                      • 1500

                                                                                      • DEF:

                                                                                      • 1500


                                                                                      Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing all face-up monsters on the field that activated their effects this turn in your opponent's Monster Zone. Gains 1500 ATK for each monster Tributed to Special Summon this card. During your End Phase: You can target 1 monster in your opponent's GY; Special Summon it to your field. You can only use this effect of "Kurikara Divincarnate" once per turn.


                                                                                      Small World is a card that allows you to get any monster from the deck, you need to exchange 1 monster in your hand and 1 monster in the deck to get the monster you want.

                                                                                      The effect of Small World is simply explained as follows:

                                                                                      First, you need to pay attention to the following characteristics of a monster:

                                                                                      1. Attribute (System).

                                                                                      2. Levels.

                                                                                      3. Type.

                                                                                      4. ATK.

                                                                                      5. DEF.

                                                                                      Show your opponent 1 monster in your hand ( monster 1 ).

                                                                                      Show your opponent 1 monster in the deck ( monster 2 ) with exactly 1 similar trait to monster 1 . Remove 1 face-down monster .

                                                                                      Add 1 monster from the deck to your hand with exactly 1 similar characteristic to monster 2 ( monster 3 ). Remove 2 face-down monsters .

                                                                                       

                                                                                      Small World 3 sets for Rescue-ACE:

                                                                                      Below are some examples of how to use Small World, the main purpose is to be able to get the two most necessary cards for the main combo: Hydrant and Air Lifter. The "bridge" cards in the deck will usually be Ash Blossom , Dogoran Kaiju , Lava Golem , which are common cards and can be taken advantage of if drawn to the hand.

                                                                                       

                                                                                      (1) Ash Blossom => (2) Fire Attacker / Fire Engine / Preventer / Turbulence / Kurikara Divincarnate / Dogoran Kaiju / Lava Golem => (3) Air Lifter

                                                                                      You will show your opponent Ash Blossom (1) from your hand. There are many options from the deck (2) to help you get the Air Lifter from the deck to your hand (3).

                                                                                       

                                                                                      (1) Ash Blossom => (2) Air Lifter / Lava Golem / Dogoran Kaiju => (3) Hydrant

                                                                                       

                                                                                      (1) Impulse => (2) Lava Golem / Dogoran Kaiju => (3) Hydrant / Air Lifter

                                                                                      Other options

                                                                                      "Infernoble Arms - Durendal" "Infernoble Arms - Durendal"
                                                                                      "Infernoble Arms - Durendal"
                                                                                      Spell Equip
                                                                                      "Infernoble Arms - Durendal"

                                                                                        While this card is equipped to a monster: You can add 1 Level 5 or lower FIRE Warrior monster from your Deck to your hand, then destroy this card. If this card is sent to the GY because the equipped monster is sent to the GY: You can target 1 Level 5 or lower FIRE Warrior monster in your GY; Special Summon it, also you cannot Special Summon monsters for the rest of the turn, except Warrior monsters. You can only use 1 ""Infernoble Arms - Durendal"" effect per turn, and only once that turn.


                                                                                        Igknight Templar Igknight Templar
                                                                                        Igknight Templar
                                                                                        FIRE 47
                                                                                        Igknight Templar
                                                                                        • ATK:

                                                                                        • 1700

                                                                                        • DEF:

                                                                                        • 1300


                                                                                        [ Pendulum Effect ] If you have an "Igknight" card in your other Pendulum Zone: You can destroy both cards in your Pendulum Zones, and if you do, add 1 FIRE Warrior-Type monster from your Deck or Graveyard to your hand. [ Monster Effect ] ''An experienced Igknight warrior who fights for justice and despises the corrupt. He even questions his own weapon these days, due to his absolute quest for righteousness.''


                                                                                        Triple Tactics Talent Triple Tactics Talent
                                                                                        Triple Tactics Talent
                                                                                        Spell Normal
                                                                                        Triple Tactics Talent

                                                                                          If your opponent has activated a monster effect during your Main Phase this turn: Activate 1 of these effects; ● Draw 2 cards. ● Take control of 1 monster your opponent controls until the End Phase. ● Look at your opponent's hand, and choose 1 card from it to shuffle into the Deck. You can only activate 1 "Triple Tactics Talent" per turn.




                                                                                          Tag(s):

                                                                                          Lava Golem Lava Golem
                                                                                          Lava Golem
                                                                                          FIRE 8
                                                                                          Lava Golem
                                                                                          • ATK:

                                                                                          • 3000

                                                                                          • DEF:

                                                                                          • 2500


                                                                                          Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) to your opponent's field by Tributing 2 monsters they control. You cannot Normal Summon/Set the turn you Special Summon this card. Once per turn, during your Standby Phase: Take 1000 damage.


                                                                                          Donner, Dagger Fur Hire Donner, Dagger Fur Hire
                                                                                          Donner, Dagger Fur Hire
                                                                                          EARTH
                                                                                          Donner, Dagger Fur Hire
                                                                                          • ATK:

                                                                                          • 1600

                                                                                          • LINK-2

                                                                                          Link Arrow:

                                                                                          Bottom

                                                                                          Bottom-Right


                                                                                          2 monsters with different Types You can target 1 monster "Fur Hire" you control and 1 monster your opponent controls; destroy them. You can Tribute 1 monster; Special Summon 1 monster "Fur Hire" from your hand or GY with a different original name than the Tributed monster, then, if you Tributed a Link Monster to activate this effect, you can Special Summon 1 more such monster. You can only use 1 "Donner, Dagger Fur Hire" effect per turn, and only once that turn.


                                                                                           



                                                                                          Conclusion

                                                                                          Above are some changes of Rescue-ACE after this support. If you have any more good combos, you can share them with us. Thank you for your interest.




                                                                                          Companion unit:

                                                                                          - Yu-Gi-Oh! Guidance Vietnam





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