Card Spotlight: Emergency Teleport
- Ryan Atlus
Emergency Teleport was released way back in 2008. It was one of the early all-stars that allowed for easy synchro summoning, seeing as some of the best tuners available were Psychic monsters. But that is not all it did. From boosting the consistency of your deck by grabbing starters to extending plays, E-Tele does it all!
The card we're talking about today is Emergency Teleport. It's a quick-play spell that summons a level 3 or lower Psychic monster from your deck, but it banishes the monster during the end phase. It does cost you some life, but it doesn't lock you into an archetype or carry any serious drawbacks, so it's seen plenty of play in a multitude of decks over the years.
The Mandatory Historic Overview
It's easy to see why Emergency Teleport made waves when it was first released. Back then, and during the first decade of Yu-Gi-Oh's history, summoning cards from the deck was relatively uncommon. The way it was most used involved tuner monsters like Krebons and Psychic Commander. It made it very easy to synchro summon very quickly as you normal summon + Emergency Teleport allowed for easy synchro monsters. The already dominant Dark Armed Dragon decks were eager to incorporate this strategy, which would be the prime use for Emergency Teleport for the next year or so to come. The raw strength was eventually curbed by the March 2009 Forbidden & Limited List, which limited Emergency Teleport.
Teleport would eventually be unrestricted, and YCS Toronto 2012 was going to be the event where this card could prove itself. Most duelists chose to forego this card, instead opting to play meta strategies which did not profit from it. However, one of the game's most legendary duelists proved that the card had competitive viability. Jeff Jones brought Grandsoil Psychics to the tables, a deck that was previously unseen and unheard of. In this deck, Teleport could bring out the classic Psychic tuners, but also a bunch of new toys, such as Psychic Jumper and Serene Psychic Witch. This deck functioned similarly to the Dark Armed Dragon decks, but with a different attribute being the common theme of the deck. It could also play the slow game pretty well, which allowed Jeff to surprise opponents.
|YCS Toronto – 2nd Place – Jeff Jones's Grandsoil Psychics|
|Monsters||Spells & Traps||Effect|
While other duelists incorporated Jeff's ideas into their own decks, none managed the same accomplishment that he did. The deck found some minor success later on, when players discovered it can bring out Re-Cover to easily summon Naturia Beast in decks that naturally played level 4 earth monsters, such as Madolche, Gadgets, and to a lesser degree Qliphort. Naturia Beast could single-handedly tackle matchups like opposing Qliphort players or Nekroz.
2015 was a big year for Emergency Teleport, with two decks able to abuse the old standby. The first was Ritual Beasts, which could unleash massive combos thanks to bringing out a single monster and going from there. I can't explain the full combo in this article – it would take a couple hours to explain it – but Emergency Teleport brought out cards like Ritual Beast Tamer Lara or Ritual Beast Tamer Elder commonly during the 15-minute combo that ends with a backrow full of Needle Ceiling.
The more iconic deck for teleport was Kozmo! This archetype consisted of low-level Psychic pilots that tag out to summon Machine spaceships. Although support for the archetype was scarce, the crowd favorite Kozmo Farmgirl was there from the start. This space fighter can add a Kozmo from your deck to your hand when she's able to do battle damage, so a surprise Emergency Teleport during the battle phase was usually a nasty surprise when your opponent had an empty field. Because the low-level Kozmo monsters banish themselves as a cost to activate their effects, they barely ever make it to the end phase, removing any substantial drawback to the card. One notable exception is Kozmo Tincan, whose effect you'd be able to trigger in the end phase to add a random Kozmo from your deck to your hand. If you were lucky, that effect would hit a monster, and you'd still be able to use Tincan's other effect to tag out before Teleport removes it.
All this success would eventually lead Emergency Teleport to the limited status once more where it still is today. Since then, it would still see some occasional play in decks that already had the targets for it, giving the decks an extra copy of any cheap Psychic monster.
The Mandatory Current-Format Review
Similarly to Kozmo, Virtual World main deck monsters are split up in two categories, one of them being low-level Psychics. The general idea of the deck is that you need a Virtual World card on the field to start making your plays, so being able to bring one out from the deck for free is never a bad thing! The deck has two targets for this card – Nyannyan and Lulu. From there, you can unleash the rest of your opening hand. It's not a huge surprise that Virtual World players don't mind top decking Emergency Teleport.
Clearly Konami is a big fan of the Virtual World/Kozmo concept because there is yet another archetype that consists of "low-level psychics, high-level whatever." The Myutant deck was an exclusive deck in the west, like Kozmo's TCG dominance. Myutant M-05 and Myutant ST-46 are the Teleport targets of choice here, and as their names suggest, they allow you to add Myutant monsters or spells/traps to your hand, respectively. Luckily, their effects can also trigger when they are special summoned, so bringing them out that way will still net you some card advantage!
Because of these new decks, I was very surprised to see Emergency Teleport was still on the latest Forbidden & Limited list that dropped in December. Were they waiting to release it until these decks have had their second waves of support, or do the creators recognize the massive potential Emergency Teleport has? Or did they just forget it? We may never know.
One little trick I have a soft spot for involves using this card to summon a hand trap from your deck. Ghost Ogre & Snow Rabbit might have fallen out of favor, but PSY-Framegear Gamma has been one of the best hand traps in the past few formats. The nice part about this is that your hand traps aren't necessarily bricks, but they turn your Teleport into a dangerous tool. These tuners let you go into Crystron Halqifibrax, and from there the world is your oyster. You can bring out extra copies of your hand traps to avoid drawing them while continuing to make bigger Link monsters.
A Variety of Rarities and Price Ranges
Emergency Teleport has seen five different printings. Its original release in Duelist Genesis was Ultra and Ultimate Rare. It had a Secret Rare print in the Legendary Collection 5D's Mega Pack, another Ultra print in High-Speed Riders, and its last print five years ago was a Gold Rare in Premium Gold: Infinite Gold. Because most of these prints are so old, the cheapest ones start around 10 €, which might not be a lot, but it's not exactly an easy pickup for newer players. Maybe we'll soon see a new printing in an OTS Pack? Seeing how current format decks employ the card, this is something to look for.
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