Okay, so I'm going to review dracossack here and seeing as I haven't reviewed a card on this website before, I'm going to follow the nice layout they have here anyway.
dracossack is a Rank 7 Xyz monster, Wind Attribute, Machine type monster with 2600 ATK and 2200 DEF. Its effect reads "2 Level 7 monsters Once per turn: You can detach 1 Xyz Material from this card; Special Summon 2 "Mecha Phantom Beast Tokens" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn: You can Tribute 1 "Mecha Phantom Beast" monster, then target 1 card on the field; destroy that target. This card cannot attack during the turn you activate this effect."
dracossack is one of the best Xyzs in the whole game for many reasons. Firstly it bolsters an ATK value of 2600, not only can this get over every rank 4 (not counting effects) and these are the most used Xyzs in the game (in my opinion anyway) and it can get over the vast majority of cards in this game. It also has a good 2200 DEF stat which will stop many things from being able to get over it.
The real reason it is good though is its effect. So for the cost of 1 Xyz material you get 2 (yes 2!) tokens with 0 ATK and DEF. Doesn't sound good? Well you are mistaken my friend. Coupled with the other effects of dracossack, these tokens are the backbone of what makes this card so good. Not only can dracossack not be destroyed period, so not by battle or card effects, it can also tribute one of them to pop a card on the field. The drawback of popping a card is that the dracossack can't attack, but this is very minimal in comparison to the fact you just tributed a 0 ATK and DEF token to destroy a card on the field. Pretty good trade off if you ask me.
This card is obviously only usable in a deck with the option to go for a rank 7, but there is a lot of decks that can do this. Just to name a few we have - Mecha Phantom Beasts, any deck running Machina Fortress, Karakuri and any deck incorporating them e.g. Geargia Karakuri, any deck that can summon multiple Dragon Rulers in one turn and pretty much deck that can summon multiple level 7 synchros. There are a lot that I haven't mentioned here, mostly because I forgot about them, but trust me when I say a whole lot of decks can go into this card.
If you have this card and a token on the field you can almost (and I stress almost) attack your opponent without fear of anything bad happening to you whatsoever. It's also a one card MST/one of those cards like fissure, up to 4! times. The tokens themselves can be used for a synchro summon.
Another great thing, is say someone fiendish chains the draco, or uses skill drain, you can use draco's destruction effect by tributing itself and you still get to pop a card as neither of them would be affecting the draco anymore. Also, if someone uses a mass destruction card, say dark hole, the tokens are destroyed, but draco itself stays on the field.
Strategies and game play:
Well like I said before, this card is a jack of many trades, being able to protect itself as well as destroy cards on the field.
Normally people will go out of there way to try and destroy this card, so they will practically ignore any other threat you put on the board, because of what this card can do with the tokens.
It also allows you to destroy some backrow before smashing in for the game winning Battle Phase.
Combos with other cards:
This card being a machine, comboed with its protection ability and the fact that this card is so easy to make in machine decks makes it a perfect target for limiter removal. If you use limiter removal before summoning the tokens you not only get to smash your opponent for massive damage (and most likely win), but if you don't you are still left with a draco and 2 tokens, so your opponent is in a real tight spot if this happens.
Like I said before the tokens are level 3, so you can do some good combo plays with this in a synchro deck. Just as an example, you can do a pretty snazzy OTK in a plant deck with gigaplant, supervise, lonefire, dandy, power tool dragon, M7 and this card.
Ways to counteract it:
The best way to get rid of dracossack is before it can summon its tokens to protect itself, so on summon. Anything like bottomless, torrential, warning or black horn of heaven will stop it right in its tracks.
Another way us the send the card from the field without destroying it. The most common way would be to banish the card with a d prison.
You can also nullify it (partially) with a card that stops it attacking, say a fiendish chain. Although beware it can still tribute itself to pop a card if chained.
Another great 1 card counter is reptilianne vaskii. What vaskii does is your tribute 2 0 ATK monster from anywhere on the field, AKA the tokens and once per turn you can destroy one card on the field, AKA the dracossack with no tokens to protect itself anymore. She also has an ATK stat the same as draco (2600), so you can get a big hit in after you've gotten over that dracossack.
Another way is to use this great side deck card called poisonous winds, this is only really useful if you are up against harpies as you can stop them special summoning full stop and as long as you keep the field spell off the board, you have pretty much won the game right there. You can also use a copy of system down to banish the draco. You could even side a cyber dragon and fuse for a chimeratech fortress dragon (note you can't synchro with the tokens as they disappear and aren't sent to the grave like the card says on it).
- Can protect itself with tokens
- Can pop cards with the tokens
- 2600 ATK
- 2200 DEF
- Not too hard to summon
- Easy out to a skill drain/fiendish chain just gives you a free pop
- Can be easily stopped on summon
- Still prone do a d prison
- Can be turned against you by giving your opponent a chimeratech fortress dragon
The card is available pretty much everywhere (I think).
The only downside is that it is hard to get and is very expensive. This is because of the fact that it was printed in Lord of the Tachyon Galaxy an in secret rare. Furthermore, it hasn't had a reprint yet.
Artwork and aesthetics:
Come on, it's a massive plane, with another plane on top of it and with some mechanical dragon coming out of the front of it! What more could you want? Also on a side note have you seen that dracossack mat, pretty sick if you ask me.
Overall I'm going to give this card a 9/10. 90% of the weaknesses it has is a weakness pretty much any other monster in the game has (unless they have something to stop that). And it has a variety of different strengths and is a vastly versatile card.
Thank you for reading anyone who didn't think Tl;dr, as this is my first time trying to review a card it probably isn't all too good, but I hope you learned something. Also, sorry if I spelt (e.g. that word there) anything differently to you, it's because I'm from the Uk and not America. I probably made some spelling/grammar errors too, as I only briefly checked it to look for spelling errors.