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Night Beam and Mystical Space Typhoon

June 6th, 2012

Mystical Space Typhoon is one of the most popular Spell Cards of all time.  It’s simple, Chainable, and it’s good at what it does.  By clearing the way for your biggest moves, it gives you the freedom to push for the win, ensuring that your opponent’s face-downs won’t stop you when it’s time to take your shot.  It’s a classic.

But now, Galactic Overlord has brought us an alternative: a deceptively similar Spell called Night Beam.  While Night Beam and Mystical Space Typhoon may look a lot alike, they’re two very different cards, with very different uses.


Space Typhoon is a Quick-Play Spell Card, making it extremely flexible.  You can Set it to bluff a defense, and then use it as needed on your turn or your opponent’s.  You can activate it in response to an effect that would destroy it, quickly eliminating an opposing card, while wasting the effect of the first card that started the Chain.  Typhoon can target an opponent’s card or one of your own, and it can take out a face-up or a face-down Spell or Trap.  You can even flip it in your opponent’s End Phase to preempt a newly-Set Trap Card that would be Chainable on a later turn, like Compulsory Evacuation Device or Reckless Greed.

Night Beam – Normal Spell

Target 1 Set Spell/Trap Card your opponent controls; destroy that target.  Your opponent cannot activate the targeted card in response to this card’s activation.

Night Beam is different.  It’s a Normal Spell instead of a Quick-Play, which looks like a disadvantage at first glance.  It can only target Set Spell and Trap Cards, not face-ups.  But in return, your opponent can’t Chain whatever you target to the activation of Night Beam.  It plays around the biggest weakness of Mystical Space Typhoon, and that makes it relevant in a lot of interesting ways in the current Advanced Format.

What Does Night Beam Stop?


In order to understand why you might want to play Night Beam, you need to know what it’s good against: namely anything Chainable.  Cards like these are probably the most important right now:

One of the best cards to target with Night Beam is actually Mystical Space Typhoon.  It’s a common scenario: you have a face-down Spell or Trap, so your opponent Sets Typhoon.  Next turn, you activate your Typhoon from your hand, targeting your opponent’s copy; they Chain it, targeting your Set card; and your lose two cards to their one.  It’s a rough situation that we’ve probably all been in.

But say you’re in that situation and have Night Beam instead of Typhoon.  You Night Beam the opponent’s Set Typhoon, and suddenly they aren’t feeling quite so clever: they can’t Chain Typhoon, so it just gets destroyed.  You keep your Set Spell or Trap, you make an attack or two, and wind up taking control of the field with a Set card to back you up.  Night Beam beats Mystical Space Typhoon when they go card-for-card.

With the Fast Effect rules in mind, Chainable Traps have become more popular.  Compulsory Evacuation Device has been played at the top tables of recent YCS tournaments, and themed cards like Hero Blast are more powerful than ever before.  If you try to Space Typhoon either of those cards with a monster on the field, your opponent will Chain their Trap and get a big leg up on you.  Night Beam wouldn’t allow that: you’d continue with your aggressive plans and be able to make a bigger attack.

Finally, Night Beam is awesome against cards like Hope for Escape, Waboku, and Threatening Roar, which are key in the new breed of stall strategies.  Decks like Final Countdown, Chain Burn, and even Exodia have made a resurgence lately, thanks to the extra draw power of Cardcar D.  These Decks survive for turn after turn, setting stuff like Waboku and Threatening Roar that keep you from dealing Battle Damage.  If you try to Heavy Storm or Typhoon your way through, your opponent’ll just Chain and fend you off anyways.  With Night Beam, you destroy the stall Trap and get a chance at dishing out some serious hurt.  Your opponent can activate a Trap Card like that earlier in your turn, but then they have to take the risk of wasting that Trap when you didn’t plan to attack.  Since few Duelists anticipate Night Beam, you almost always get to stop at least one card with it.

Where Does Night Beam Help the Most?


Good question.  In my opinion, Night Beam is most useful in three kinds of Decks:

First up, it’s good in really aggressive Decks that just want to throw out a bunch of monsters and attack.  A strategy like Chaos Dragons can power through stuff like Compulsory or Waboku and win following a flurry of Special Summons.  YCS Philadelphia runner-up Andrew Martin remarked that after losing to Final Countdown with Chaos Dragons, he’d Side Deck Night Beam for stall match-ups.

In addition, if your deck is easily hurt by Chained Mystical Space Typhoons, Night Beam can be a great pick.  Anything with a Field Spell it doesn’t want to see destroyed – think Dark World, Gravekeepers, or certain Zombie variants – could play Night Beam successfully.

Finally, Night Beam really shines in anything centered on Destiny Hero – Diamond Dude. Diamond Dude lets you use the effects of Normal Spell cards for free, but most Diamond Dude strategies haven’t run Mystical Space Typhoon in the past, because Typhoon doesn’t work with the Dude’s ability.

In an era where Chainable Spells and Traps are receiving more attention, Night Beam starts to look pretty useful!  Combined with the rise of stall strategies, it’s a good tech pick that can really catch your opponents off guard.  Try it out yourself, and see if it works for you.