Home > Special > Building the Battle Pack – Part 6: Slot 2 cards revealed!

Building the Battle Pack – Part 6: Slot 2 cards revealed!

May 19th, 2012

With this weekend’s Battle Pack:Epic Dawn Sealed Pack events at the Yu-Gi-Oh! Championship Series in Philadelphia, it’s finally time to unveil the contents of this highly anticipated set – and here’s part 2!

As we’ve explained before, each Battle Pack is engineered with 1 card each from 4 card pools. The fifth card – the Starfoil – can be from any of the 4 pools, making it a genuine wild card.

Up next: card slot 2! These are mostly Spell and Trap Cards, but you can find a few monsters in this slot, too. Slot 2 cards are mostly cards that eliminate the opponent’s cards, either directly, or by swinging the result of battle. Plus there are a few other tricks in here, too.

The number of Spells & Traps you’re likely to have in Sealed Pack play is deliberately small. This is because it is unlikely that you will face mass-removal cards like Heavy Storm, Giant Trunade, or Harpie’s Feather Duster.

As a result, Spells & Traps that are played in Sealed Pack play… generally work! Instead of getting negated or destroyed a lot of the time, their effects usually go through.

Additionally, the power curve of all Battle Pack cards is much closer together than in regular constructed play. Therefore, if your opponent has a Set Spell/Trap Card… you’d better be careful. Because it’s likely to cause some significant damage to your strategy.

Because of these reasons, the number of Spells & Traps you CAN get is deliberately small. But every one you DO get matters.

SPOILER ALERT – IF YOU ARE WAITING FOR THE OFFICIAL RELEASE, AND WANT TO BE SURPRISED BY WHAT YOU GET IN YOUR PACKS WHEN THAT DAY COMES – READ NO FURTHER!!!

Card slot 2 card pool:
Greenkappa
Penguin Soldier
(one of the most dangerous cards on this list – especially if it survives long enough to bounce itself, too)
Mysterious Guard (this is a good example of a card that is self-sufficient by itself, but if you DO pull off a combo with it, it’s twice as good. you’re rewarded for good gameplay and (for 30-card variants) good deck construction  — look for similar cards elsewhere in Battle Pack: Epic Dawn)
Exiled Force
Old Vindictive Magician
Breaker the Magical Warrior
Grave Squirmer
Ryko, Lightsworn Hunter
(Ryko is the only Lightsworn card in the set, and works just fine as an individual card)
Snowman Eater
Fissure
(remember that Fissure does not target and can, for example, destroy Obelisk)
Tribute to the Doomed
Axe of Despair
Mystical Space Typhoon
Horn of the Unicorn
(this card’s effect can be a blessing or a curse – remember to just keep it in your hand if you’re in dire need of drawing fresh cards from your deck)
Offerings to the Doomed
Bait Doll
(it was hired to amuse the Duelists… but it ended up changing their lives!)
Book of Moon (useful for attack, useful for defense, useful to re-use your own Flip Effects)
Autonomous Action Unit
Ante
(in a deck with lots of high-Level monsters, Ante lets you discard an opponent’s card and do 1000 damage in the bargain)
Big Bang Shot (while there are no indestructible monsters like Spirit Reaper in this set, piercing damage can still help get through a heavy defense strategy, or through cards like Gyroid)
Fiend’s Sanctuary
Different Dimension Gate
Enemy Controller
Monster Gate
Shield Crush
Fighting Spirit
(extra ATK and an extra life for your monster)
Forbidden Chalice (good on your opponent’s monsters or your own – or just to swing a battle 400 points either way)
Darkworld Shackles (see: Nightmare Wheel)
Forbidden Lance (see: Forbidden Chalice)
Infected Mail (take a close look at this card if you get it in your packs… some Duelists won’t know how to deal with this card in sealed play)
Ego Boost
Kunai with Chain
(remember that you can use either or both of its effects)
Dust Tornado
Windstorm of Etaqua
(stop the opponent’s attackers AND flip his monsters to their weaker battle positions)
Magic Drain
Magic Cylinder
Shadow Spell
Blast with Chain
Needle Ceiling
(save this for if your opponent comes in with a big push)
Reckless Greed
Nightmare Wheel
(see: Darkworld Shackles)
Spell Shield Type-8
Interdimensional Matter Transporter
Compulsory Evacuation Device
Prideful Roar
Half or Nothing
Skill Successor
(this Trap that gives you an attack boost on 2 separate occasions is very useful in sealed pack play)
Pixie Ring (take a close look at this card – it opens up a world of possibilities)
Changing Destiny
Fiendish Chain
Inverse Universe
(a literal game-changer)
Miracle’s Wake
Power Frame
Damage Gate
Liberty at Last!

You probably had to look up a few of these, since they’re not cards that see everyday use. But that’s the best thing about sealed pack play: you have to be creative, and come up with new strategies!

Greenkappa

Penguin Soldier

Mysterious Guard

Exiled Force

Old Vindictive Magician

Breaker the Magical Warrior

Grave Squirmer

Ryko, Lightsworn Hunter

Snowman Eater

Fissure

Tribute to the Doomed

Axe of Despair

Mystical Space Typhoon

Horn of the Unicorn

Offerings to the Doomed

Bait Doll

Book of Moon

Autonomous Action Unit

Ante

Big Bang Shot

Fiend’s Sanctuary

Different Dimension Gate

Enemy Controller

Monster Gate

Shield Crush

Fighting Spirit

Forbidden Chalice

Darkworld Shackles

Forbidden Lance

Infected Mail

Ego Boost

Kunai with Chain

Dust Tornado

Windstorm of Etaqua

Magic Drain

Magic Cylinder

Shadow Spell

Blast with Chain

Needle Ceiling

Reckless Greed

Nightmare Wheel

Spell Shield Type-8

Interdimensional Matter Transporter

Compulsory Evacuation Device

Prideful Roar

Half or Nothing

Skill Successor

Pixie Ring

Changing Destiny

Fiendish Chain

Inverse Universe

Miracle’s Wake

Power Frame

Damage Gate

Liberty at Last!

Written by:
Categories: Special Tags: