Well, with all of the Spiral support that’s been revealed (as of the time of this article) it seems like I’ll need a new topic. Being a fan of the battle focused and very straight forward Dinomist series, I’ll be going through them starting with the new support card revealed alongside Spiral in Maximum Crisis. Meet, Dinomist Howling!
The image quality is horrendous, I know. It’ll look awesome cleaned up. Two Dinomist monsters just belting out some T-Rex, Jurassic Park, Godzilla type screams. Aww yeah. Epic. But does the effect live up to the hype?
When this card is activated: You can place up to 2 “Dinomist” Pendulum Monsters from your Deck in your Pendulum Zones, and if you do, you cannot Pendulum Summon monsters until the end of the next turn, except “Dinomist” monsters (even if this card leaves the field). Once per turn, if this card is already face-up: You can Tribute 1 “Dinomist” monster, then target 1 card your opponent controls; return it to the hand.
Holy crap!! Ok, this is awesome! Dinomist needed this card a while ago! Holy smokes that’s good stuff. Addressing consistency and additional field removal options?! Ok let’s break it down..
When this card is activated: You can place up to 2 “Dinomist” Pendulum Monsters from your Deck in your Pendulum Zones, and if you do, you cannot Pendulum Summon monsters until the end of the next turn, except “Dinomist” monsters (even if this card leaves the field).
Now I tried the hybrid versions of Dinomist and while I won’t deny they can be very effective, I do (for it’s childlike simplicity) enjoy pure Dinomist. The problem was that without a great opening hand it could stall. A lot. Maybe not outright brick, but definitely stall. Lots of Dinomist players use(d) the Dracoslayer engine to get their pendulums going. And I can understand why, you need your scales. Especially in Dinomist!
Scales are crucial to Dinomist because, yes it makes your board presence but it’s also your protection. Your 3 and 6 scales defend from
- Destruction by battle or card effect of a Dinomist monster(s) (scale 3)
- Negate card effects that target a Dinomist card(s) (scale 6)
And this is consistent across the archetype. Now I want to save something that I can talk about tomorrow so I won’t stick on this but..
This card will allow you to set your scales right out of the deck. That is a powerful effect by itself and in another archetype it could be completely broken. It limits your special summons to the Dinomist archetype, but again, running the pure build doesn’t make this a huge problem. Furthermore, even if you don’t run a pure build, the pros really outweigh the cons (in my opinion).
Too many times I’ve found myself sacrificing a Dinomist that I wanted on the field, but for the sake of the team, had to put in a pendulum zone. Say you have a hand with Stego, Spinos, and two Dinomist Rex. Stego takes 3, no question, but you need a 6. You don’t want to “waste” a Rex in a pendulum zone, but you can’t “not make that play”. But you still feel like you’re losing on the deal because it’s suboptimal. Rex is an attacker, he should be attacking.
Howling allows you to grab those pieces right out of the deck and make whatever play you want! This card is massive boost for your steam-engine dinos.
Once per turn, if this card is already face-up: You can Tribute 1 “Dinomist” monster, then target 1 card your opponent controls; return it to the hand.
Spin! Everyone likes spin. So Castel the Skyblaster Musketeer was (and still kinda is) a very relevant card for a very long time. He was a 2K body that with two generic materials could “Book of Moon” twice or “Compulse” once. It made him a force as most didn’t bother with the first effect but kept that second effect in the pocket for just the right moment.
But Howling says “to heck with that!” and becomes a continuous once per turn Compulsory that is really only limited by your own resources.
We have a card that makes plays and breaks plays. What more could you possibly ask for?