Dragoroar
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Banish 1 EARTH, 1 WATER, 1 FIRE, and 1 WIND monster from your Graveyard; shuffle 1 card on the field into the Deck.
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Can Be Found In: World Superstars (WSUP-EN038)
When creating a Deck is most likely that all monsters will share the same Attribute, either due being an archetype or sharing the same theme or sinergy with their stats and effects. While is not difficult at all to have a diverse Attribute pool in a build it might not have any big interactions with each others, as quite often each Attribute will follow particular mechanics to work along with. However, some cards will encourage to play as many Attributes as possible in a single Deck, and while might seem a bit tricky to handle is really not that hard once we get the hang of it.
"Dragoroar" is a quite expensive Spell Card for the effect that provides, yet has some uses to become quite effective in several circumstances. "Dragoroar" requires the bansihing of four monsters belonging to EARTH, FIRE, WIND, and WATER Attributes respectively. As a result "Dragoroar" will let us shuffle a card on the field back to the user's Deck, a quite simple ability for the cost that requires. However, while far from perfect "Dragoroar" not only has a requeriment quite simple to achieve, but also certain advantages when compared to many other cards with similar abilities.
Is most likely that "Dragoroar" will only have a solid use in mid to late game, but there are plenty of options to speed up the process to make its use as fast as possible. In most cases it will be achieved by milling effects, as cards like Lightsworn monsters or "That Grass of Looks Greener" disposes of as many cards as possible to the point that will surely dispose of the four Attributes required. To further assure the monsters needed, the mere summon of "Dark Doriado" will allow us to rearrange our Deck so the first cards are the monsters we want to draw and/or mill. While overall this might force us to play arround certain monsters there are archetypes with a diverse Attribute pool without conflicting with the setup of "Dragoroar", like Sylvan monsters excavating and milling their members or Duston working arround "House Duston" to gather all the monsters needed immediately.
"Dragoroar" might not seem much compared to other removal effects specially due its costy activation, but in return has some small yet powerful benefits over the competition. First of all is the fact that is a Quick-Play Spell, not only ready to be Set to answer against the opponent's turn but also quickly be used during ours if any problem comes out of nowhere or simply chain it against any potential threats. Another important advantage is the fact that "Dragoroar" doesn't target the card we want to shuffle to their Deck, completely avoiding all sorts of protective countermeasures such as "Safe Zone" or "Leo, the Keeper of the Sacred Tree". The activation of "Dragoroar" might be expensive but can prepare the use of other cards that will easily bring them back to the field, ranging from "D.D.R. - Different Dimension Reincarnation" and "Elemental HERO Voltic" bringing back a target to monsters like "Dotscaper" and "Giant Rex" summoning themselves once are banished.
Is undoubtly that "Dragoroar" is far from being a perfect removal effect. Its easy to prepare but nonetheless expensive cost makes it either a dead card or an effect we can only depend on in later turns, becoming the main reason why alternatives like "Phoenix Wing Wind Blast" and other methods to get rid of opponent's cards will take over as more reliable during any scenario. On the other hand "Dragoroar" compensates its late availability with several small yet noticeable benefits , going from its chainable nature during any turn as a Quick-Play Spell to ignoring protection against targetting effects. Last there's the tools we can work arround banished cards, as due its heavy cost we can get further benefits by the monsters we used to activate this card. Overall "Dragoroar" might not have any chance to stand out compared to the many cheaper alternatives to quickly deal with any problem, but is one of those cards that needs to point out its several advantages to give it a try.
+ Shuffles a card on the field back to the owner's Deck
+ Chainable activation during any turn
+ Ignores protection against targetting effects
+ Solid support arround its cost as well the cards we will have banished
- Very expensive activation for such simple effect
- Easily overshadowed by many cheaper alternatives