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1 | Rescue-ACE is a Fire Machine/Warrior archetype that revolves around mid range control and disrupting opponents plays. This spreadsheet will go over some combos and interactions in the deck. Nearly all combos are pretty self explanatory and you will find that they are fast to learn. If you feel there is anything else to add to this doc that I am missing please inform me. | Link to the guide | A huge thank you to members of the Rescue-ACE Discord, such as Ozzy and Narwhal, who have helped contribute to this sheet and document. I could not have done this without their help. If there are any other lines you think this sheet may be missing, or if you want to contribute a line we don't already have, feel free to message me at lordsour in Discord. | |
2 | Link to the Combo Sheet Post AGOV. (work in progress) | Link to the R-ACE Discord | As a general rule of thumb some combo lines may vary depending on what you set with turbulence, some adding an extra body or others that can let you tag into preventer on the opponent's turn. Use these combos as a baseline. Often times you will have to play with the hand you are given. | |
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4 | Pure Rescue-ACE | Note: This Part of the Sheet will Feature Generic Endboards like I:P. | ||
5 | One Card Combos | End Board | Replay | Notes |
6 | Air Lifter | Hydrant + Turbulance + Preventer | Replay | Uses set ALERT! on your turn, the very basics of any endboard, from here you can go into other combos like the ones listed below. |
7 | Air Lifter | Hydrant + i:p + Turb effect | Replay | Uses set ALERT! on your turn, also can optionally use preventer to get another body or save it for the opponent's turn to get another air lifter search. |
8 | 1.5 Card Combos | End Board | Replay | Notes |
9 | One for One + Any Monster | Hydrant + Turbulence + Preventer | Replay | Essensitially the same as opening air lifter and is the same as the bare bones line shown in the first combo in the sheet. |
10 | EMERGENCY! + Any Rescue-ACE | Hydrant + I:P Masquerena | Replay | Use EMERGENCY! on opp's turn for bonus interaction |
11 | Two Card Combos | End Board | Replay | Notes |
12 | Hydrant + HQ | Hydrant + Turbulence + Preventer + HQ | Replay | Same as just opening lifter with the addition of hq, |
13 | Hydrant + HQ | hydrant + I:p + Turb effect | Replay | The standard line but you get hq so you can instead search an emergency for turn 3 via air lifter. |
14 | Hydrant + Attacker/Engine | i:P Masquerena+Turbulance | Replay | Use Set EMERGENCY! to play on opp's turn |
15 | Hydrant + Rescue! | Turbulance+Link 2 | Replay | Niche, but still an option to make turb one way or another, alternatively you can set emergency and make sunlight wolf instead, ss and tribute it to ss hydrant from banished. |
16 | Turbulence + EMERGENCY! | Hydrant + I:P Masquerena + Turbulence + Preventer | Replay | Uses the RESCUE! you set on your turn to resummon Preventer. No banished monster for Preventer |
17 | Air Lifter + Attacker/Engine | Hydrant + Attacker/Engine + Turbulence + Preventer | Replay | Uses set ALERT! on your turn |
18 | Air Lifter + Attacker/Engine | Attacker/Engine + Preventer + I:P Masquerena | Replay | Uses set ALERT! on your turn. |
19 | Air Lifter + EMERGENCY! | Hydrant + Preventer + Turbulence + Link 2 | Replay | Uses set RESCUE! on your turn. |
20 | Air Lifter + Name | Hydrant + Puzzlomino + Rank 4 | Replay | Makes a generic rank 4 and could make stronger endboards depending on what you drew. |
21 | ||||
22 | Terahertz Lines | |||
23 | Combos (Using Little to No-engine) | End Board | Replay | Notes |
24 | Air Lifter + Preventer/Attacker/Engine | Terahertz + Turb effect + Hydrant + Machine R-ACE | Replay | Can also make a Preventer instead of attacker if you used Engine instead. |
25 | Air Lifter + Emergency/Alert/Rescue | Terahertz + Turb effect + Air Lifter + Preventer | Replay | Uses a second Preventer in your Deck and Special Summons Lifter on the opp's turn. |
26 | Combos (Using the Link Decoder ed) | End Board | Replay | Notes |
27 | Hydrant | 2 Material Apollousa + monster add back to hand | Replay | A 1 card apollousa option that adds a card back to hand. |
28 | Air Lifter | Terahertz + Turb effect + Monster add back to hand | Replay | Can revive hydrant on the opponent's turn with RESCUE! |
29 | Air Lifter + Any Monster | Terahertz + Turb effect + Monster add back to hand + Hydrant | Replay | Can revive lifter/preventer on the opponent's turn with RESCUE! |
30 | Air Lifter + Emergency/Alert/Rescue | Terahertz + Turb effect + Monster add back to hand | Replay | The difference with this combo is you can rescue lifter for a search, and then emergency preventer from hand for preventer from deck, and reborn hydrant from banish. |
31 | Combos (Using the G Golem ed) | End Board | Replay | Notes |
32 | Hydrant | 2 Material Apollousa | Replay | A 1 card apollousa if you only open hydrant. |
33 | Air Lifter | Terahertz + Turb effect | Replay | Reborn hydrant on the opponent's turn via RESCUE! |
34 | Air Lifter + Any Monster | Terahertz + Turb effect + Body on board | Replay | Reborn hydrant on the opponent's turn via RESCUE! |
35 | Air Lifter + Emergency/Alert/Rescue | Terahertz + Turb effect | Replay | Rescue hydrant from gy and emergency preventer from deck, tribute it and reborn lifter from banish for followup search on turn 3. |
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37 | Regulus Lines (Generic R4 Toolbox) | |||
38 | Combos | End Board | Replay | Notes |
39 | Air Lifter + Name | Regulus + Apol + Turb effect | Replay | Uses the extra bodies to make a link monster, reborn lifter on your opponent's turn to get another lifter search. |
40 | ||||
41 | Mudragon Lines | Note: This is Making Mudragon BEFORE the Turbulence Summon. | ||
42 | Combos | End Board | Replay | Notes |
43 | Air Lifter + Emergency/Alert/Rescue | Mudragon + Turbulence | Replay | Can search the missing piece if need be. |
44 | Hydrant + Preventer/Turbulance | Mudragon + Turbulance | Replay | No hydrant in gy, so it might be best to set EMERGENCY! and tag into engine, and engine ss impulse, and use impulse to tag into preventer that way |
45 | ||||
46 | Heatsoul Lines | |||
47 | Combos | End Board | Replay | Notes |
48 | Hydrant | Heatsoul + Monster add back to hand | Replay | A one card heatsoul that uses almiraj and sunlight wolf, adding a card back to the hand for followup. Can be used without almiraj for no add back if you are constrained on ed space. |
49 | Air Lifter | Heatsoul + Air Lifter + Turb effect + Monster add back hand | Replay | Uses set ALERT! on your turn. |
50 | Hydrant + HQ | Heatsoul + air lifter + Turb effect + Monster add back to hand | Replay | The same as the others but you have hq, revive hydrant/preventer with rescue and use air lifter tribute effect to ss the other. |
51 | Hydrant + Alert! | Heatsoul + Air Lifter + Monster add back to hand | Replay | Uses set EMERGENCY! on your turn. Banishes Preventer |
52 | Hydrant + Preventer/Turbulence | Heatsoul + Turbulence | Replay | Stuck with nothing in gy so it's best to set EMERGENCY! and tag into preventer that way. |
53 | EMERGENCY! + Any Rescue-ACE | Heatsoul + Turb effect + Monster add back to hand | Replay | Use EMERGENCY! on opp's turn for bonus interaction, weaker than other lines in that you need to rescue hydrant back on field |
54 | One for One + Any Monster | Heatsoul + air lifter + Turb effect + Monster add back to hand | Replay | Pretty much the same as starting with lifter, you can rescue preventer and use air lifter to ss hydrant from hand or save hydrant for a future turn. |
55 | Air Lifter + Hydrant | Heatsoul + Preventer + Monster add back to hand | Replay | Uses set ALERT! on your turn set RESCUE! on opp's turn to revive hydrant. |
56 | Air Lifter + Any R-Ace | Heatsoul + Earlie pointing to Heatsoul + Turb Effect | Adds back something with Sunlightwolf gives you an additional monster negate | |
57 | Air Lifter + HQ/EMERGENCY! | Heatsoul + impulse in hand + HQ shuffle draw 1 | Replay | Uses set ALERT! on your turn., on the opponent's turn you can use impulse to ss a preventer from deck and then use rescue to revive hydrant |
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59 | Iblee/Echo Lock Lines | Note: Can be Done Without Puzzlomino and can be Swapped Out For Echo if the Meta Calls for It. | ||
60 | Combos | End Board | Replay | Notes |
61 | Hydrant | Iblee with a patrol counter on opp's field. | Replay | Nothing on your turn so this is a bust if they have linguribo or not. |
62 | Air Lifter | Hydrant + Turb effect + Iblee with a patrol counter on opp's field. | Replay | Plays around lightning storm, evenly, and gives the opponent iblee/click and echo with a patrol counter. |
63 | ||||
64 | Superheavy Samurai Lines | Note: This engine loses harder to droll | ||
65 | Combos | End Board | Replay | Notes |
66 | SHS Bike/Prodigy | Dempsey searching impulse/air lifter | Replay | Basic demonstration of how it links to the R-ACE part of the deck. (The extra body can be used to leave hydrant on field in some lines, we won't go over them but it is still an option) |
67 | SHS Bike/Prodigy | Synchro 8 (10 with bike) + 1-8 Pendulum scale. | Replay | Already opening a starter you can instead go for a synchro 8/10 with 1-8 scales. |
68 | ||||
69 | Playing around Handtraps and Blowouts | |||
70 | Playing around and through Ash Blossom. | Baiting it out with other gas in hand or simply hard drawing a way around it. | Replay | The issue with ash blossom is that if the opponent is smart it will still stop us no matter what, best we can do is open a starter+extender and hope they ash early, or chainblock it with a machine in hand. |
71 | Playing around and through Imperm/Veiler. | Making mudragon or using emergency/books/tribute to dodge. | Replay | If the opponent is attempting to hold it for turbulence we can try and save an emergency if possible or turbo out mudragon as soon as possible before resolving turbulence. |
72 | Playing around and through Nibiru | Making a negate early with other engines or playing under 5 summons. | Replay | This line is used to establish your standard board with the bonus of avoiding nibiru and can also be used to play around other board breakers as well by holding impulse. |
73 | Playing around and through Evenly Matched | Using reinforce to make evenly matched hurt slightly less. | Replay | This line you are forced to sacrifice backrow or turb but still manage to keep a somewhat strong board to deal with the opponent. |