Mandatory reminder that ACE in German is ASS. With that out of the way, let's take a look at Rescue-Ace.
Rescue-ACE is a series of both firefighters (FIRE Warrior) and their vehicles (FIRE Machine) trying to save some sort of city of some sort of fire (what, did you expect Visa to come and merge with Turbulence for Mecha Visa? Not all Yu-Gi-Oh lore is deep).
The Firefighers Air Lifter, Impulse and Monitor have two effects. For their second effect they can tribute themselves from hand or field when your opponent activates a monster effect on the field to Special Summon a Rescue-Ace monster from a given location:
- Rescue-ACE Air Lifter: Special Summons a Rescue-ACE monster from hand.
- Rescue-ACE Monitor: Special Summons a Rescue-ACE monster from the GY.
- Rescue-ACE Impulse: Special summons a Machine Rescue-ACE monster from your Deck.
The first effect that matters most (and pretty much the only one that matters) is Air Lifter but I'll list them all:
- Rescue-ACE Air Lifter: Adds a Rescue-ACE Spell from Deck when Normal or Special Summoned
- Rescue-ACE Monitor: Adds a Rescue-ACE Trap from Deck when Normal or Special Summoned
- Rescue-ACE Impulse: Ignition effect to prevent both players from activating the effect of your opponent' monster with the hightes ATK.
The Machines can be split into two categories, I'll call them the Support and the Boss Monsters.
The Supports each have two trigger effects. The first one Special Summons them from hand if a Rescue-ACE monster has been Normal or Special Summoned. Their second effect triggers once your opponent performs a certain action:
- Rescue-ACE Fire Attacker: Special Summons a Level 4 or lower Rescue-ACE monster from your hand, Deck or GY if your opponent Special Summons a monster to their field
- Rescue-ACE Fire Engine: Draws 2 and discards 1 card if your opponent adds one or more cards to their hand expect by drawing them.
Now onto the Boss Monsters. They both have effect to Special Summon themselves from hand by banishing Rescue-ACE cards (note: cards, not monsters). Their other effects are quite different from one another so I'll simply go over both cards in full:
- Rescue-ACE Preventer: Banishes 1 card to Special Summon itself. If you control another Rescue-ACE monster you can Quick Effect target an opponent's monster to flip it face-down (It's Book of Moon). If it's sent to the GY you can Special Summon a banished Rescue-ACE monster that's not Level 8 (as of right now this means any but Preventer).
- Rescue-ACE Turbulence: Banishes 2 cards to Special Summon itself. As an ignition effect you can set up to 4 Rescue-ACE Quick-Play Spells and/or Normal Traps directly from your Deck. Yes you read that right, four. F-O-U-R! Also, if another card you control leaves the field by an opponent's card effect you can target 1 card on the field and destroy it.
Now, if you know anything about Rescue-ACE or when it comes to firefighters in general you know that we're still missing an important piece of the puzzle when it comes to fighting fires: Rescue-ACE Hydrant
There are four things to know about Rescue-ACE Hydrant:
It adds a Rescue-ACE monster from your Deck to your hand besides Hydrant
It allows you to activate 1 Rescue-ACE Quick-Play Spell or Trap Card the turn it was set by the effect of a Rescue-ACE card (note: card, not monster)
While you control another Rescue-ACE monster besides Hydrant, your opponent cannot target Rescue-ACE Hydrant for attacks or with card effects
Controlling Hydrant will power up some of your Rescue-ACE Spell and Trap Cards.
Are you still with me? Before we go over combos and playstyle we'll quickly go over the Spell and Trap cards. Don't worry. This won't take as long.
(Imagine a Freeze Frame in the style of The Emperor's New Groove)
Well actually, before we go over the Spells and Traps I want to talk the name Rescue-ACE first. R.A.C.E. is an acronym for firefighers which stands for Rescue, Alert, Contain, Extinguish and it describes the steps in which you are supposed to fight a fire. First you make sure everyone's save, then you alert the firefighter department. Next you contain the fire first before you try to extinguish it. Rescue-ACE is a play on that acronym as so are all the Spells and Traps.
(Freeze Frame over)
The Field Spell, Rescue-ACE HQ grants your Rescue-ACE monster 500 ATK/DEF while your opponent controls a monster. You also get an additional Normal Summon of a Rescue-ACE monster. Then, and this is the most important effect, you can shuffle 4 of your banished Rescue-ACE cards and/or Rescue-ACE cards that are in your GYn into your Deck to draw 1 card. This creates a strong resource loop with Turbulence while also drawing you a card in the process.
All other Rescue-ACE Spell and Trap cards state that they are always considered Rescue-ACE cards. So they do work with Preventer and Turbulence. I'll start by going over the original 4 Quick-Play Spells and Traps (which are names after the previously mentioned acronym):
- RESCUE!
- Special Summons a Rescue-ACE monster from your GY
- If you control Rescue-ACE Hydrant: You can Special Summon a monster from your opponent's GY instead
- ALERT!
- Adds a Rescue-ACE monster from your GY to your hand
- If you control Rescue-ACE Hydrant: You can add Rescue-ACE monster from your Deck to your hand instead.
- CONTAIN!
- Targets an opponent's Effect Monster to negate it's effect and prevent it from attacking for this turn.
- If you control Rescue-ACE Hydrant: That monster cannot be used as material for a Fusion, Synchro, Xyz or Link Summon
- EXTINGUISH!
- Targets an opponent's Effect Monster to destroy it
- If you control Rescue-ACE Hydrant: Your opponent cannot activate the effect of the destroyed monster and monsters with the same original name for the rest of this turn.
The new support does not rely on Hydrant for bonus effects but both have instead an effect that activates in the GY. To keep it simple: Spell sets Trap. Trap sets Spell. More on that in a second.
- EMERGENCY!
- Special Summons a Rescue-ACE monster from your Deck (yes, even your Boss Monsters. They have no summon restriction) and then tributes a Rescue-ACE monster from your hand or field.
- While this sounds like a downside to balance out a Summon from Deck this can set up your GY for Preventer and Turbulence and dodge Effect Veiler or Infinite Impermanence (if the monster Veiler or Imperm targets is no longer on the field at the point of resolution the targets effect won't get negated since it is no longer there). This helps with ensuring that Turbulence resolves properly.
- Banishes itself from the GY to Set a Rescue-ACE Trap Card from your GY.
- REINFORCE!
- Targets a Rescue-ACE monster to make it unaffected by your opponent's monster effects, protect it from being destroyed by battle once and have it gain 1500 ATK/DEF until the end of the turn.
- Banished itself from the GY to Set a Rescue-ACE Spell Card from your GY.
The Extra Deck
This one will be quick. You can easily spam your board with Rescue-ACE monsters. The ED is mostly a toolbox. The ones that are neccessary are Salamangreat Almiraj and Linkuriboh since they link away your Hydrant. I also like I:P into Unicorn as well as Hitta and Phoenix to play under Gozen Match and Qliphort Genius to play under Rivalry. Remember, you need cards in the GY to banish and Preventer needs to be sent in order to special a banished Rescue-ACE monster so you want decent Link monsters. Everything else is up to you. I like a little Zeus package as well as more strong link options like Avramax or Geonator to outplay your opponent in ways they won't expect.
The Combo
Not every hand is linear but the best 1-card combo comes from Air Lifter so I'll guide you through that one:
- NS Air Lifter, effect to add EMERGENCY!
- Activate EMERGENCY! to SS Hydrant and tribute Air Lifter
- Hydrant effect to add Turbulence
- Banish Air Lifter and EMERGENCY! to SS Turbulence
- Turbulence effect to Set CONTAIN!, EXTINGUISH!, RESCUE! and ALERT!
- Activate ALERT! to add Preventer from deck to hand
- Banish ALERT! to SS Preventer
- Link off Preventer and Turbulence into I:P Masquerena
- Preventer effect to SS the banished Air Lifter
- Board consists of: EXTINGUIS! (destroy), CONTAIN! (negate), RESCUE! (SS Preventer for flipping a monster face-down or stealing an opponent's monster from the GY) and I:P Masquerena (shuffle a card into the deck with Unicorn, more negates with Apollousa or removal with Underworld Goddess)
Different card choices to play with
Rescue-ACE Monitor: The worst one but Special Summoning a monster from the GY can be nice at times. Could be played as a one of since you can search and add so many times.
Gizmek Naganaki and Piri Reis Map can search/Special Summon Hydrant. You have enough copies already and they leave you the most vulnerable so I wouldn't recommend it.
Since your don't need most of your ED you can play Ghost Reaper and build your ED anti-meta.
For the same reason you can play Pot of Prosperity. If you're looking for more ways into Hydrant this is the most expensive but also the best option.
Since all your monsters are FIRE, Gozen Match is a strong tool against many decks. Depending on the meta this is worth maining. Underworld Goddess is one of my favorite Link Monsters. Works well in decks that spam a lot and since you play I:P, this one makes a lot of sense. Heck, I think I'm going to put it back into my deck the second I'm done with this.
Well, this is about it. The one thing this deck struggles against is Backrow decks, since every interruption this deck possesses targets Effect Monsters. Surprisingly enough, this deck performs quite well against stun decks. Gozen Match and Skill Drain aren't enough to stop a deck that can easily summon a 3000 ATK monster and uses Spells and Traps for most of their combos and interactions.