Konami has revealed a few more new cards, right before the 2025 World Champion Series. This time, we’re looking at a new world premiere card that’s to be a part of the 2025 Mega-Pack Tin and another Power of Fellows retrain.
World Premiere:
Dragon Gate
2 Level 6 monsters
Once per turn, you can also Xyz Summon "Dragon Gate" by using 1 Rank 3 or lower Xyz Monster you control (transfer its materials). Cannot be used as material for an Xyz Summon the turn it was Xyz Summoned. Once per turn: You can activate this effect; for the rest of this turn, this card can attack all monsters your opponent controls, once each, also detach any number of materials from this card, and if you do, it gains 1000 ATK for each card type (Monster, Spell or Trap) detached, and if it does, any monsters your opponent currently controls lose that much ATK.
Konami has long established certain expectations regarding card releases. It’s either meta-defining or not. Dragon Gate falls more into the latter. That said, it doesn’t necessarily mean it’s not unusable.
While Dragon Gate does ask for generic Level-6 materials, it can be cheated with any Rank-3 or lower XYZ monster. This allows specialized archetypes like Materiactor, Paleozoic, Purrely, or even Goblin Biker to take advantage of this monster for a potential game closer.
Unfortunately, Dragon Gate lacks any form of protection. The card lacks any form of interruption, as well. This is made up for by the one thing it does really well.
With the above-mentioned archetypes, it would be easy enough to boost Dragon Gate to a 3,100 attack range while subtracting 2,000 from any attack position monster from the opponent’s side of the board. This could potentially lead to a OTK (One-Turn Kill) if enough bodies are on the field since Dragon Gate can attack all monsters.
In the right archetype Dragon Gate could appear as a tech option to unexpectedly close games where your board breaking abilities otherwise pair well into the opponent.
Power of Fellows Retrain:
Supersonic Chick
Level 1 Earth
Winged/Beast/Effect Monster
You can only use the effect of this card's name once per turn.
(1) If a Tuner(s) is sent to your GY (even during the Damage Step): You can Special Summon this card from your GY (it it was there when the monster was sent) or hand (even if not) (but banish it when it leaves the field), then, if “Junk Warrior” or another monster that mentions it is on the field, you can change all monsters your opponent controls with 1900 or more ATK to Defense Position, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Synchro Monsters.
A retrain to the original Sonic Chick, Supersonic Chick shows a more modern influence for its design package.
Gone is the battle destruction from the original card. Now, this little bird can special summon itself from either the hand or the graveyard as long as a Tuner monster is sent to the graveyard.
Even with this alone, Supersonic Chick is a natural addition to any synchro-focused deck that needs that odd Level-1 material. The fact that Supersonic Chick doesn’t discriminate for its special summon condition lets it piggyback off a lot of common happenings in a standard game of Yu-Gi-Oh! (e.g. using a Tuner hand trap like Ash Blossom & Joyous Spring).
As for Supersonic Chick’s more esoteric effect of changing battle positions, it’s a nice little effect when played in flavor and could potentially facilitate a potential OTK if used appropriately. Nitro Warrior comes to mind as a card that benefits from this position-changing effect.
The special summon lock does force a player using Supersonic Chick to sequence accordingly if they’re using non-Synchro card types, but if you happen to specifically focus on Synchro monsters, then this is a non-issue.
While the overall design for Supersonic Chick is meant to be played with the Power of Fellows structure deck and the Junk archetype, it can certainly find a use in other decks because of how generically compatible it can be.
Master Duel Updates: New Secret Pack, WCS Celebratory Pack, and Ban List Changes