YGO Card Reviews & Tips

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Here's another fun card. And it's a card I was wondering what it took so long to come out in USA. I mean, it is a card used in anime with Dummy human (possessed by Marik) vs Yugi where Marik was using Slifer The Sky Dragon. (Osiris.) Anyway, let's see what it does. Nightmare's Steelcage Normal Spell This card remains face-up on the field for 2 of your opponent's turns. No monsters can attack. Destroy this card during your opponent's 2nd End Phase after this card was activated. So basically, for 2 turns, both you and your for cannot attack so it's a stall. But, it's really JUST 2 turns. And both you and your foe can't attack. Meaning it's really existing for burn/stall deck use. And for those cards, they already got Gravity...
Now I'm gunna probably do all the buggy ones and the IMO better support then the Cyber Dragons supports, the Ancient Gear supports. Seriously, the best additions among the "types" introduced in this SOI are the new great bugs. Now insects don't SUCK. And please mods, just because I said bugs don't suck, don't close this topic. It's not a lie! BELIEVE IT! [/Naruto] IMO, this is defiantely not the best bug in the town, but it's sure is an interesting addition. NOTE: Again, from dmcomet SOI-JP022 Ooarikuikuiari ("Anteatereatingant in english") Earth/Insect/5/2000/500 This card cannot be Normal Summon. This card cannot be special summon other than by sending two Magic/Trap cards on your field to Graveyard. Instead of this card...
Now I rate the most anticipated and "everybody must get" card in the whole Spellcaster Structure deck, Magical Dimension. The best card in the Spellcaster Structure is no question Breaker. (If I were to rate Breaker, I would have given a 10.5 out of 10. It loses a .5 rating for 11 out of 10 cause Breaker needs to be normal summoned to get it's counter for his s/t busting effect.) But that one, people already had it cause it was released a long time ago unless they couldn't afford the ultra rare status card. Anyway, back to topic. let's see the card. Magical Dimension Quick-Play Spell You can only activate this card while there is a face-up Spellcaster-Type monster(s) on your side of the field. Tribute 1 monster on your side of...
SD6-EN002 Mythical Beast Cerberus EDIT: Ah crap, It's SD6-EN002. Sorry for the error. Well, here's one new puppy added in the Spellcaster deck. A new monster, yay. And it's a lvl 4 so it's actually useable unlike Dark Eradicator Warlock. Let's see it's effect. Mythical Beast Cerberus Effect Monster Spellcaster / LIGHT / 4 Stars ATK: 1400 DEF: 1400 Each time you or your opponent activates 1 Spell Card, put 1 Spell Counter on this card. Increase the ATK of this card by 500 points for each Spell Counter on this card. At the end of the Battle Phase of the turn this card battles, remove all Spell Counters from this card. Now for one, thing, this card NEEDS support. I mean, look at it. You have to use spell cards to increase it's...
I noticed in a Shonen Jump advertisement for The Spellcaster's Structure deck that A card with the same picture as my favorite Spellcaster support card in Nightmare Troubadour was pictured. Dimension Magic, or Magical Dimension as it's apparently being called now is a quick play card, Here's it's effect as it is written in Nightmare Troubadour (Which should be more or less the same as it will be in the english game) I find this a really potent card, especially for decks heavy on spellcasters, since it just says you offer one monster on the field, it doesn't nessesarily have to be the spellcaster that you have on the field to activate it's effect. And it's second effect means that you can destroy something of your opponent's in the...
Anyway, I'll start by rating some cards. Let's start with Mystic Box. Mystic Box Normal Spell Select 1 monster on each side of the field. Destroy the selected opponent's monster and Shift control of your selected monster to your opponent. Gee, you select 1 monster on each side. And then you destroy 1 monster and give your own to your foe. And your given monster is a permanent one, until it get destroyed, which then it goes to my graveyard. Now hmm... where did I seen a card like this? Oh that's right, it was Creature Swap. And guess what, that card was abused that it's now semi-limited to 2 per deck. Can this card become too powerful like Creature Swap? Let's find out. Now first, this card have almost all the plus gains of...
What to say about this card that hasn't been said already... often. It's almost a staple for Machine decks. It's also the 1st Union Monster that protects the monster it is equipped to from being destroyed, regardless how it is destroyed. (Note, it has no effect on tributing, removed from play, sent to the graveyard, or remove from the field. Only "destroy"). It also gives the monster a nice 500 ATK/DEF boost. Yes, the most useful combo is with "Limiter Remover", since the machine won't be destroyed at the end phase and retain a nice ATK boost afterwards. It's easy to bring several out to the field with "Machine Duplication". And it makes "Jinzo" even more of a beast to deal with (a 2900 attacker that needs 2 hits to be killed)...
Today we bring you the trap cards that were chosen for this deck. Here's a list: The Call of the Haunted and Torrential Tribute are found in basically every deck these days, so it's natural that they're there. I think that this deck chose to run three Sakuretsu Armors to ensure his field advantage. The Dust Tornados are obviously good and popular Spell/Trap destruction, and it's rather useful to have them. So there it is. Tune in tomorrow for the next part. Until then. :D
Level Limit Area - A, EEN-EN060 Level Limit Area "“ A (Continuous Trap Card) As long as this card remains face-up on the field, all Level 3 or lower monsters are switched to attack mode and their positions cannot be changed. Rulings: I'm sure there are some, but, uh, not in the TCG. Wow that was a lot of commas. Rolling on with pre-EEN week we have LLAA. I'm still unsure whether this is a useful card or not. I mean, personally, I think it's sub-par at best, but that's just my opinion. Think of it critically "“ With Scapegoat limited, there aren't really any more uses to this card that I can see are needed. Let's contrast it with LLAB: Level Limit Area "“ B is used in almost every burn, stall, and weenie rush deck ever made. This...
The line-up we're looking at from Oskar_Darktide's_Warrior_Aggro_Deck features your basic Spell staples in Book of Moon, Mystical Space Typhoon, etc. And the Warrior-deck staple Reinforcement of the Army is a must in this deck with so many options to choose from. The Warrior Returning Alive isn't just for Marauding Captain swarm combos. Bring back an Exiled Force to use it's effect again. Enemy Controller, Snatch Steal, and Scapegoat make for effective field control and help maintain presence. Most of these Spells are self-explanatory. In fact,this is the type of Spell lineup all Warrior decks should strive for.
Ok, the first part of the support for the deck we'll be looking are the monsters. Its a nice lineup of monsters as well. Command Knights- This card is a must in warrior decks and since this deck plans on being constantly on the offensive, it'll need good warriors like these that boost up the power of its fellow warriors and themseleves. This deck has no other method of power up its monsters so the Command Knights are crucial since the strongest monsters it has are Goblin Attack Forces which do have a respectable 2300 ATK but a deplorable O DEF which they switch to after attacking. Not to mention that two Command Knights without any other monster you side of the field means an attack lock. Goblin Attack Force- The strongest LV4...
In this thread, I will talk about the LON-card named Bait Doll. It is a Normal Spell Card, with the following text: Force the activation of 1 face-down Trap Card. If the timing of the activation of the Trap Card is incorrect, negate the effect and destroy it. If it is not a Trap Card, it is returned to its original position. After this card is activated, it is placed into the Deck (not the Graveyard). Then shuffle the Deck. There aren't as much rulings as with other cards, but they are still a bit much: If "Bait Doll" is activated and targets an "Imperial Order" the opponent may chain the "Imperial Order" which will negate the effect of "Bait Doll" and it will not be returned to your Deck. Or the opponent can allow "Bait Doll" to...
Dark Magician Normal Monster (Spellcaster / DARK / 7 Stars / ATK 2500 / DEF 2100) The ultimate wizard in terms of attack and defense. Welcome to a new and different kind of week here. This week we're going to look at everything you can do with "Dark Magician" and to start, we're going to look at the card itself. While it may not be a staple card these days, "Dark Magician" still is one of the signature cards of the game. Being 2 tributes isn't great, but at 2500 ATK, he at least exceeds the "Jinzo" line and can do well against most monsters. He's a Normal Monster so he needs support from other cards to truly be functional However, as the week goes on, you will get to see all the varied things you can do with him and how such a...
This week we're doing Oskar Darktide's Warrior Aggro deck . We'll find out by Saturday if he's as confused of a duelist as he says he is. Since he is The Creator of the deck, I'll let him explain the key cards:
Today I have been assigned the task of reviewing the Spell support for the Boss Rush! deck. For those of you who don't know, here is a link to chaosruler's decklist: http://www.cogonline.net/threads.13892 Now...as you may notice, the line up is a bit...we'll say skewed. ALO and Terraforming are hardly support for Boss Rush! as a card, but I suppose they DO qualify as support for the deck. I think that those two aren't a neccesity in a deck like this (I'd prefer something along the lines of Soul Exchange and/or Brain Control to help buffer the tribute problem), but they do add a bit of flair to the already unique spell line up. I would just like to say, up front, that I think those two in the deck are a moderatly large mistake...
So far we've looked at the core cards, the monster support, the spell support, and the trap support. But what about those unique touches of originality? Or the cards that seem just a tad out of place, but work wonders? That's what we call the flair of the deck. Let's look at some examples. Here's the original deck thread. http://www.cogonline.net/threads.13892 A Rival Appears! As chaosruler put it, "A Rival Appears! was really some meta tech to make Cyber Dragons feel stupid." Not only that, but it works against Airknights, too. A Rival Appears! allows for some summoning on your opponent's turn and is a nice surprise. In this deck, getting out Crystal Core in this manner can really swing the advantage in your favor. Chaos Sorcerer or...
IOC-051 Spatial Collapse Continuous Trap Text You can only activate this card if both you and your opponent each have 5 or less cards on the field. The maximum number of cards that each player can have on the field is 5. Rulings If "Spatial Collapse" is activated, and an effect is chained so that a player has more than 5 cards on the field after "Spatial Collapse" resolves, the controller selects cards to send to the Graveyard to make the number 5. You can activate "Spatial Collapse" when you have 5 or less cards on the field and your opponent has 5 or less cards on the field. "Spatial Collapse" includes Tokens, too. While "Spatial Collapse" is active and you have 1 or more cards already on your side of the field...
Continuing Boss Rush week, we look at the trap cards that are designed to help the theses machine bosses. First up is A rival appears!. This deck has five LV6's, 4 LV4's, 3 LV3's (almost looks like a trend, don't it?), and a couple of LV8's, LV5's and LV2's. The trap itself is decent but here it'll be a life saver once Boss Rush is in play. Heck, I would think it be a good idea to use another one but hey if it works with just one, no problem then. That's really this card primary function. You need something to let get monsters out of your hand and this is one way. I'd rather go with A Hero emerges this one is better in the sense you'll put the monster you want on the field and it doens't have to be in response to an attack. Plenty...
Again, another great card. Both you and your opponent discard your hand and then both draw 5 cards. Granted, it's not good to give your opponent a lot of cards, this is great for disrupting them when you know they have something good, replenishing your own hand, as well as comboing with "Magical Thorn". It's also useful for when you set it, "Creature Swap" it, set everything else you have, and then attack it or activate "Swords of Revealing Light". You get a new hand, and they lose what they had. It's effect is similar to what "Card of Sanctity" should have been. It's also a speedy version of "Mirage of Nightmare". It's not a card meant for every deck (esp. being restricted to 1 again), but it can provide good control and...
Jar of Avarice EEN-037 Jar of Avarice Spell Choose 5 monsters in your Graveyard and shuffle them into your deck. Afterward, draw 2 cards from your deck. Translation by DMcomet. Everybody say thank you. Rulings? I think not. Today, as EEN week trods ponderously onwards, we come to Pot of Avarice. The "fixed" Pot of Greed. As soon as everyone (well, me at least) saw this in the EEN spoiler a while ago, they portented the imminent banning of everyone's favorite draw engine. And lo-and-behold...it was so. But does this bolbous, purple, dripping, horrendously ugly pot of sin truely live up to it's older brother's expectations? Let us see... Normal Spell? Yeah, that's good. Unaffected by ubiquitous Jinzo and Royal...
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