Cyber Dark Impact (502)

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New info from DM Comet, which credits Latest Weekly Jump (vol. 32) and http://www.geocities.co.jp/AnimeComic/7202/ocgnew.htm


Pictures can be found here:

http://dmcomet.hkserverz.com/index.php?showtopic=1314&st=75

And now, the partial spoiler:

Cover Card:
CDIP-JP035
Armed Black Dragon - Cyber Dark Dragon
Dark/Machine - Fusion/8/1000/1000
[Cyber Dark Horn] + [Cyber Dark Edge] + [Cyber Dark Keel]
This card cannot be special summon other than by Fusion Summon. When this card is successfully Fusion Summoned, you can choose a Dragon sub-type monster from your Graveyard and equipped on this card, and increase this card's attack strength by that attack strength. Increase this card's attack strength by 100 for each monster card in your Graveyard. When this card is destroy as result of battle, the equipped monster would be destroy instead.

OTHER:
CDIP-JP001
Cyber Dark Horn
Dark/Machine/4/800/800
When this card is successfully summoned, choose a Dragon sub-type monster with level 4 or lower from your Graveyard and equipped it on this card as an equipment card, and increase this card's attack strength by that attack strength. When this card attacks a monster in defense mode, and the attack strength is higher than the defense strength, do battle damages to opponent equal to the difference. When this card is destroy as result of battle, destroyed the equipped monster instead.

CDIP-JP002
Cyber Dark Edge
Dark/Machine/4/800/800
When this card is successfully summoned, choose a Dragon sub-type monster with level 3 or lower from your Graveyard and equipped it on this card as an equipment card, and increase this card's attack strength by that attack strength. This card can attack opponent directly. If so, halved this card's attack strength during Damage Calculation. When this card is destroy as result of battle, destroyed the equipped monster instead.

CDIP-JP003
Cyber Dark Keel
Dark/Machine/4/800/800
When this card is successfully summoned, choose a Dragon sub-type monster with level 2 or lower from your Graveyard and equipped it on this card as an equipment card, and increase this card's attack strength by that attack strength. When this card battles with an opponent's monster, do 300 damages to opponent. When this card is destroy as result of battle, destroyed the equipped monster instead.

CDIP-JP004
Cyber Orc
Earth/Machine/5/1900/1200
Discard this card from your hand to Graveyard. When a [Cyber Orc] on your field would be destroy as result of battle, the destruction is negate once, and increase the attack strength by 2000. This effect can also be used during opponent's turn.

CDIP-JP005
Cyber Esp
Fire/Machine/4/1200/1800
When this card is in face-up attack mode on your field, you can confirm card(s) set by opponent.

CDIP-JP006
Allure Queen LV3
Dark/Spellcaster/3/500/500
Once during your main phase of your turn you can choose a monster card from your field or hand as an equipment card and equipped on this card. When this card with equipped card equipped by this way and it would be destroy as result of battle, negate that destruction. At the end phase of your turn this effect is activate, you may send this card to Graveyard to special summon a [Allure Queen LV5] from your hand or deck.

CDIP-JP007
Allure Queen LV5
Dark/Spellcaster/5/1000/1000
When special summon by effect of [Allure Queen LV3], once per turn during your main phase you can choose a monster card from opponent's Graveyard, and equipped it on this card as an equipment card. This card's attack and defense strength would become the attack and defense strength of the monster equipped on this card. At the end phase of your turn an opponent's monster is destroy as result of battle, you can send this card to Graveyard to special summon an [Allure Queen LV7] from your hand or deck.
Rare

CDIP-JP008
Allure Queen LV7
Dark/Spellcaster/7/1500/1500
When special summon by effect of [Allure Queen LV5], once during your turn during Main Phase you may choose a monster on opponent's field and equipped it to this card as an equipment card (This effect can only have up to one monster equipped). When this card would be destroy in battle, destroy the equipped monster instead.
Ultra/Ultimate Rare

CDIP-JP009
Dark Lucius LV4
Dark/Demon/4/1000/300
Negate the effect of opponent's monster(s) destroy by this card as result of battle. When this card destroy a monster as result of battle, during your Standby Phase of your next turn, you can send this card to Graveyard to special summon a [Dark Lucius LV6] from hand or deck.

CDIP-JP010
Dark Lucius LV6
Dark/Demon/6/1700/600
When special summon by effect of [Dark Lucius LV6], negate any effect of monster(s) this card destroy as result of battle. During the Standby Phase of your next turn when this effect negates the effect of an opponent's monster, you can send this card to Graveyard to special summon a [Dark Lucius LV8] from your hand or deck.
Rare

CDIP-JP011
Dark Lucius LV8
Dark/Demon/8/2800/900
When special summon by the effect of [Dark Lucius LV6], negate any effect of monsters this card destroy as result of battle, and removed them from game.
Ultra/Ultimate Rare

The "NEW SYSTEM": Chain Number matters
Chain Strike
Magic - Quickplay
Deal an amount of damage to opponent equals to the chain number of this card *400. When there's a same
name card on the same chain at the end of chain, this card cannot be activate.

Miracle Reborn
Magic - Quickplay
This card can only be activate after Chain 4. Choose a monster card from a Graveyard, and special summon
it onto your field. When there's a same name card on the same chain at the end of chain, this card
cannot be activate.

Chain Healing
Trap - Normal
Increase your lifepoint by 600. When this card is activate during chain 2 or 3, shuffle this card into
your deck. If activate during chain 4 or later, return this card into your hand.

Accumulated Happiness
Trap - Normal
This card can only be activate after Chain 4. Draw two cards from your deck. When there's a same name
card on the same chain at the end of chain, this card cannot be activate.
----------------------------------------------------------

My thoughts, based on the spoiler:

Armed Black Dragon - Cyber Dark Dragon can be insanely powerful, ATK-wise. Future Fusion and Overload Fusion make it possible.

The new Cyber Dark monsters require Dragons in the graveyard. This calls for a Machine/Dragon deck which makes deckbuilding more of a critical process to make such a deck work.

If the text on the new level monsters is accurate, then I'm deeply disappointed. Depending upon the fact that they have to be special summoned by their lower levels to get their effects is already a bad thing. Having generally weak stats in the first place makes them highly unplayable. There is a reason why Horus is so good. Sadly, Allure and Lucius are not.

The Chain cards are ok. The thing is, you've got to burn your resources like crazy and either draw back 2 cards, or revive a monster at best. While these effects are good, the horrendously bad part is that they require themselves to be activated on Chain Link 5 or later. Unless you've got a lockdown/stall deck, AND you have the appropirate cards to make it all work (multiple quickplays), AND you or your opponent don't activate any counter traps in the chain, then that is the only way I can see that these cards (the two with the best effects) can be pulled off.

So, so far, according to this spoiler, I'm deeply disappointed. They gave us another monster to abuse FF/OF, but create bad LV monsters and a horrendously, near to impossible Chain mechanic decktype that in most cases, just won't work, or isn't worth running.

However, I'd like to remain as optimistic as possible and see what else Konami has decided to place in the new set, or a corrected spoiler before I will pass full judgment again.
 
I agree with your thoughts on the Chain link cards. Although the mechanic is interesting, they seem WAY too situational and costly. More uses for Future Fusion / Overload Fusion is good (hopefully they don't go banning either of those or Chimeratech or ABD - CDD).

I also agree how the Cyber Dark monsters make Deck building more specific. Hopefully this trend continues and gives rise to making other cards playable.
 
I can't believe they're gunna release all of those Cyber Dark monsters. I mean, unless your fighting against a Dragon deck, it's useless. I mean, if it was Warriors or Machines or Spellcasters, (The current popular types in CC decks) then maybe for a sidedeck... but we're not seeing a single dragon monster in any of the CC decks right now.

I mean, overload fusion already makes it a machine build, but with those cards, you need machines AND Dragons, kinda hard to use Overload Fusion with.


CDIP-JP005
Cyber Esp
Fire/Machine/4/1200/1800
When this card is in face-up attack mode on your field, you can confirm card(s) set by opponent.

Don't we already have Patroid for this?
 
Accumulated Happiness
Trap - Normal
This card can only be activate after Chain 4. Draw two cards from your deck. When there's a same name
card on the same chain at the end of chain, this card cannot be activate.

this is the best card so far

BUT for BURN players ONLY

now we can burn LP and still refresh our hand

the rest so far sucks so deeeply that i cant even breath

COME ON KONAMI!

mix machines and dragons in the same deck??

what hell are you thinking???

the level monsters are stupid too

relinquished >>>>>>>>>> alure queen

worse alure queen resembles otohine!!!!!!!!!!!

IF YOU DONT MAKE CARDS BETTER THAN THIS I WILL NOT BUY!

ARE YOU LISTEN KEVIN AND CURTIS??

SPREAD THE MESSAGE!!

WOLTARR
 
woltarr said:
COME ON KONAMI!

mix machines and dragons in the same deck??

what hell are you thinking???

the level monsters are stupid too

relinquished >>>>>>>>>> alure queen

worse alure queen resembles otohine!!!!!!!!!!!

IF YOU DONT MAKE CARDS BETTER THAN THIS I WILL NOT BUY!

ARE YOU LISTEN KEVIN AND CURTIS??

SPREAD THE MESSAGE!!

WOLTARR
I'm sure that told them.


I don't think the Cyber Dark cards are too bad, actually. Okay, it takes a bit of working, but I rather think they could just be splashed into a Dragon Deck rather than building a Hybrid just for the sake of that Fusion Monster.

I agree, though, that the LV monsters are pretty pathetic, as are the Chain cards. The way I see it, they're practically useless, because how often do chains go on long enough to make these cards viable?

I agree with practically everyone else. So far, this isn't a good set of cards.
 
Maruno said:
I'm sure that told them.

Indeed. ^^

Well, there are some potential dragon cards that no one uses, but I don't guess they will get the final push because of the new monsters.

On the other hand, there are quite a lot of good ways to fusion summon with Dragon and Machine - Type Monsters, maybe there's a good way to be able to do some neat fusion tricks with a new deck.

soul :cool:
 
Yeah, all these chain cards are good for burns that have alot of chainability. Heck, even Cyber-STein decks can benefit since they have 3x Poisons and Secret Barrels.
 
drzero7 said:
Yeah, all these chain cards are good for burns that have alot of chainability. Heck, even Cyber-STein decks can benefit since they have 3x Poisons and Secret Barrels.

as long as you dont chain CARDS WITH SAME NAME......

woltarr
 
actually most of you guys havent noticed or problably never really paid enough attention to detail but. check this out,

what happens when you summon Breaker the Magical Warrior?

Breaker Is chain link 1 on the chain, then what ever card the opponent uses, lets say bottomless trap hole [chain Link 2], all you would need here is a MST [Chain LInk 3] to break another of the opponent's cards or the one you wanted then use Chain Strike as [chain link 4] and then Accumulated Happyness [Chain LInk 5]

that would give the 5 link that people would need, or heck if the opponent respond's to you typhoon with Call of the Haunted or your self add call of the haunted you can easily waste enough cards and gain enough cards to make a potential endulgin advantage.

the cards them selves take alot of abuse about chains which is something I was talking about a while back [search for the thread if you wish] i know DJ is probably thinking, Hey! i remember when we talked about how long a chain can go in Yugi.

and i stated it didnt go long and he said it can, well here goes the support he probably can abuse with that.

Interesting non the less. the Chain Strike card is one of the better ones, especially for burn.

if you can rack up a sick chain and have this at point 8 or 10 you can deal some nasty damage especially at 10 cause think about it thats 4000 burn. but its preaty hard to make a chain that huge, you would need like Multiple trigger effects in order for that to happen.
 
The problem with the Chain Link cards is the resource spending. For instance, Accumulated Happiness needs to be the 5th link in the chain - no earlier than that will do. So you have to use enough resources to get that far (granted, your opponent may help in this matter), and the card itself... all to net you a draw of 2.

As I said before, it's an interesting concept. I just don't feel the trouble is worth the reward.
 
the best way is having sick trigger abilities beign put on the chain link from the get go.

like if you smack 2 sangan's togerther the chain link's will automatically start you at 3, so you just need to add 2 more cards [ which most likely you have had set] and then activate this.

the first problem with the chain cards except for Chain Strike is that they are all situational, the situation needs to happen in order for them to work. and if it doesnt....

you know what actually what this reminds me of are the "you can no longer play plottwist" from Vs.

were if you used no plottwists that turn you can get some crazy effect but then after you can no longer activate them. or if you do they[the havent played plot twist] fizzle out.
 
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