Cyber Phoenix: EOJ-EN009

Hello again. Yes, me again and another card rating. And I'm gunna rate 1 of the 2 cards I want the freaking most out of this whole Enemy of Justice. This card is a HUGE STEP of machine AND fire support. And especially Fire monsters have been denied of a good effect.

Let's read it's effect.

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Cyber Phoenix
Fire/Machine/4/1200/1600

While this card is in face-up Attack Position, negate the effects of any Spell or Trap Card that targets 1 Machine-Type monster on your side of the field. When this face-up card attacks or becomes attacked, if it is destroyed as a result of battle and sent to the Graveyard, you can draw 1 card.




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First, let's see it's stats. It's 1200ATK and 1600DEF... not that great in my book. These days, monsters have to be at least 1400ATK to make it worth attacking. (With few exceptions. Like the almighty Spirit Reaper, Sangan, Newdoria, MSlv2 against face-downs, etc.)

So let's see it's effect. And there's two effects. The first effect, is that while this card is in face-up attack position, it'll negate all spells or traps that targets.

This is BIG. It negates ALOT of crapload of effects. This alot of protection if your running a machine deck. It means while this card is in face-up attack position, it'll negate popular cards like



Book of Moon
Enemy Controller
Sakuretsu Armor
Brain Control
Snatch Steal

etc.



Basically, pretty much all quick-play effects are negated with the exception of cards like Scapegoat or the like. While the effect is only during when Cyber Phoenix is in face-up attack position, it'll negate Book of Moon and Enemy Controller so there's almost no way your foe can change Cyber Phoenix position unless it was a monster effect that switches positions. (But people who uses them are RARE to almost none. I mean, when was the last time you saw something like Aqua Spirit or B.E.S. Crystal Core?) Not just that, it'll protect against anything that steals your monster with exception of your face-down monsters that's been stolen by Creature Swap or something. (But that same Creature Swap cannot target any face-up machine monsters) Throw in Jinzo with Cyber Phoenix and it'll also negate Mirror Force, Bottomless Trap Hole, Widespread Ruin, and Torrential Tribute to boot. Yeah, and we all know that when someone plays Jinzo, your foe will likely try to Book of Moon it (Sometimes, combine that with NoC) or Enemy Controller or Snatch it or something. your foe can protect themselves when you got Jinzo + Cyber Phoenix is Scapegoat, all other Quick-play cards are meaningless. I gotta say, in a Machine deck, this card is pretty much a must. And heck, since Cyber Phoenix is 1600DEF and Jinzo is 1500DEF, Cyber Phoenix will protect Jinzo from being Smashed. (Thank god Dark Hole is out of the question)

EDIT: Oh yeah. there is ONE popular battle position switching monster alot of people use and CC material, Tsukuyomi. Yeah, definately Tsukuyomi will be bad thing against Cyber Phoenix. Flipping Cyber Phoenix into face-down Defense position will make Cyber Phoenix totally pointless. And even if it does have 1600DEF, (So that Tsukuyomi itself can't kill Cyber Phoenix) some other big ATK stat monster can now easily attack the face-down monster and do not trigger Cyber Phoenix draw effect.


Let's look at it's 2nd effect, which is also kickass. Basically, when this card is destroyed as a result of battle on your turn or your foe's turn and send to the graveyard, you draw a card. So when it dies, it replaces itself by a card in your hand. This is like Mimic LV3 or something. And this is also big. Since destroying this make you draw a card, FINALLY we have some fire monster WORTH searching with UFO Turtle. The reason why Tomatos are so popular is that if you smack that, it'll pull stuff like Spirit Reaper, Sangan, Newdoria, etc. which all you do not really want to attack it ANYWAY. Even Mother Grizzly is decent with Yomi Ship and Treeborn Frog. Giant Rat got stuff like Exiled Force and maybe even Blockman. Shining Angel got DDWL, I guess that Kamakiri bug got Twin-Headed Behemoth... and now FINALLY UFO Turtle got something too.




One thing to note is that since it says, "You CAN draw 1 card", it's an optional effect. But the fact that since it's effect is triggered when send to the graveyard as a result of battle, it's activated duing Damage Step. And there's not that much s/t out there that can be activated during damage step anyway to stop it's draw effect. So the drawing of 1 card is pretty much garenteed.




So Cyber Phoenix negates all target s/t (At least to itself if you don't have any other Machine monsters) and you draw a card when it's destroyed as a result of battle. This card literally screaming at the top of it's lungs, "SMASHING GROUND THIS PLEASE!" Yeah, it's weakness is Smashing Ground. (And the high 1600DEF boost that "Smashing Ground support". The fact that it have to be in face-up ATK position to negate targetting s/t makes DEF stats pointless and yet it have 1600DEF... Meh) But I dare say that Smashing Ground is practically the only weakness, with exception of Mirror Force or Torrential Tribute. But using Mirror Force or Torrential on a 1200ATK monster does kinda seem like a waste. (unless they're swarming it with Cyber Dragon, which is ANOTHER machine BTW. ^^) Another alternative is Exiled Force, but we like to save that for more annoying monsters like big attacking tribute monsters or Spirit Reapers instead, not on a 1200ATK weenie. Other then Exiled, we got other targetted monster effects that can get rid of this like Newdoria, (just don't suicide Newdoria INTO Cyber Phoenix. They both have equal 1200ATK so Cyber Phoenix will hit the graveyard first before Newdoria effect activates.) or Chaos Sorcerer (Chaos Sorcerer pretty much solves almost any face-up monster probs with exception of RftDD decks.) or that Blowback Dragon if you get lucky. But monster effects that destroys monsters are rare. (What, your gunna ram DDWL into Cyber Phoenix and then remove both from play just to negate it's effect?)



Too bad this card doesn't negate face-down cards being targetted, i.e. NoC, even if it's a machine cause you don't know what it is unless it's flipped. (I'm of course, talking about Dekoichi, best flipping machine ever.)




Final thought. This card supports both fire and Machine decks. Can support some common Machines already in metagame CC material like Cyber Dragon, Jinzo, flipped Dekoichi, and even Blowback Dragon. Can support in Fire burn decks that needs alot of cards. So it's great all around. Is this card Cookie Cutter material? Nah, I don't think so. (At least not yet IMO) But can it be, perhaps. It does have a chance if more Machines makes it to CC level. (And I already mentioned some that made the cut of making Metagame appearence)



In the end, I give it a




8 out of 10



Not CC. But kickass support of both Machine themed and Fire themed decks. And Fire themed decks needed the much needed support. And if your gunna run this, IMO definately pack some UFO Turtle.
 
Hardly needs to go is themed for a FIRE Deck. It just so happens to be a FIRE Attribute. He does not belong in a FIRE Deck. He belongs in a Cyber Dragon themed Deck. Plus, people are going to have to be retarded not to run at least 1 if you are running 2-3 Cyber Dragons already.
 
Any reason why you wouldn't want the negation or the ability to draw in a Fire Deck? Seems to me he offers one more way to prevent your UFO Turtle from being destroyed by anything else but battle. Since he's Machine, he grants that ability to himself as well. Plus, Fire has no draw support other then, what, Molten Zombie? With the seemingly gratuitous addition of Dekoichi in every single deck back when Pot of Greed got banned, I don't see any reason this guy cannot find a place within a Fire themed build.
 
Yeah, the power of "YOU CAN DRAW 1 CARD" is HUGE. I mean, why ya think Dekoichi is so popular. Cyber Phoenix is pretty much the only Fire Monster that have the draw power option. Combine UFO Turtle and Cyber Phoenix in a burn Fire deck, and your pretty much forcing your foe to waste their Smashing Ground to keep your other burn effect fire monsters from getting smashed. It pretty much supports itself in a Fire Deck. And insanely supports the overall machine deck. I mean, try equipping Cyber Phoenix with HMSP. Now the foe can't even smash this thing not to mention 1700ATK which is good enough to kill things.

I WILL rate Victory Viper XX03. The only thing that's keeping me from doing it is a question I don't know. Like if I decide to activate it's 3rd effect (summon a token) does the token ATK stat the original Victory Viper XX03, or the "current" Attack stat. Like say you activated Limiter Removal to make it 2400ATK, or Rush Recklessly to make it 1900ATK or equipped HMSP to make it 1700ATK. Does the token get the original 1200ATK stat of Victory Viper XX03, or the new modified ATK stat when the token is special summoned.

I really hope it's the latter. (as in, the token ATK stat is the current modified ATK of Victory Viper XX03) Cause if it's the latter, then United We Stand + Victory Viper XX03 will be insane. (The first token will be 2000ATK cause of UWS + Victory Viper XX03. Then the 2nd token it'll create will be 2800ATK, the 3rd will be 3600ATK, the 4th will be 4400ATK, etc.)
 
Because a FIRE DECK has no Machines out of UFO Turtle and just exactly who are you gong to fetch with UFO Turtle outside of UFO Turtle and Solar Flare Dragon? It is a FIRE Attribute, but does not mean it was meant in a FIRE Deck. Personally, no one is going to care though about the DRAW 1. They will see it as not gaining anything since you lose a monster in order to draw. Yet is that not similiar to how Deko is played? Nobody bothers for negation anymore. I still like this card because it is a step in the right direction. I just wish Mathametician would come out so I can use that as my Draw Card monster.
 
What do you fetch with UFO Turtle? Yes, another UFO Turtle and Solar Flare Dragon. And Ultimate Baseball Kid, and Command Knight, Fire Princess, Little Chimera, Infernalqueen Archfiend, Nubian Guard, The Thing in the Crater, A-Team: Trap Disposal Unit (which is also a Machine), fox fire, and burning beast to name a few. And the additonal option to save a UFO Turtle from destruction outide of battle is worthwhile, along with the extra draw. Why pretend like your monsters aren't going to be destryed by battle? This 1 for 1 concept is dramtized. Your going to run into death by battle no matter what you do, make the death worth it.
 
And out of them, which is commonly played in a FIRE Deck?

Seriously no one runs A-Trap or Nubian Guard and Burning Beast? Are you serious? The only good thing about UFO Turtle + Cyber Phoenix is the fact that it is a good trade off monster to summon by its effect. Other than that, how likely are you going to have Cyber Phoenix and UFO Turtle out at the same time for it to protect it? UFO Turtle was meant to die.
 
UFO Turtle is only meant to die by battle, which Cyber Phoenix helps do. And hwo often will they be on the fild together? Often enough. Just because no one runs the negation, doesn't mean it's a bad idea.
 
It is not a bad idea, but UFO Turtle is going to be dying faster than you are able to summon Cyber Phoenix. It is a flawed logic. You only have 1 other Machine-Type in your Deck. How often is that negation going to work? That is like me expecting my Water Dragon's FIRE effect to work most of the time. It is a good idea to use UFO Turtle with Cyber Phoenix, being a realist the only thing I see happening is it being used a good monster to get from UFO Turtle that offers a possible draw.

However, this goes back to what I said before: No one bothers to negate anymore what their opponent does. Funny too, because I been dueling on YVD recently when I use Nobleman of Extermination they are cursing up a storm saying how cheap that is. Using cards no one expects is something that can and possibly work for you. I still like Cyber Phoenix, but I rather just use it in the Deck it was meant to be in.
 
I'll probably end up giving him a shot, if I get my hands on some, in my own Fire Deck. One of the things the deck falls prey to is targting removal. Those pesky Sakuretsu's always come at the wrong time, especially when I'm trying to suicide my Turtle. There's not a lot of options for Fire nowadays, which is why you don't see a lot of the common Fire Cards played at all. It is a step towards more flexablity, and hopefully well see more from it. I'm still inclined to say that Fire has not been exploited to it's fullest potential.
 
I dont remember Creature swap being a Targetable ability.

I also dont remember Cyber Phoenix say that the machine creatures are Unaffected by spells or Traps.

Questions?? possibly.

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fellas before you go into a wrestling match do i need to remind you to chill down a bit?
 
Because it has not. FIRE still sucks. No real way to say it any other way. Konami needs to give duelist a reason to play FIRE Decks AND actually make those LV5+ FIRE Vanillia monsters playable.
 
Overlooked that. Creature Swap is not targeting, so face-up, face-down, Cuber Phoenix still swtiches.

I personally think it has been "under-explored", if that's even a word. Looking at the Fire Monsters from previous sets has led me to think there is more to it when what we're currentl seeing.
 
Oh wait. Your right. Creature Swap doesn't target. Meh, but then again, who the heck uses Creature Swap except for specific themed deck. Not to mention since Cyber Phoenix is a graveyard effect, if my foe steals my Cyber Phoenix, I can still ram it with my own monster and I get to draw a card.
 
I'll end up trying out the lone copy of Cyber Phoenix I traded for. Anything that replaces itself is good in my book. However, let's not forget that dreaded "can" in the text. Missing the timing anyone?
 
Jathro said:
I'll end up trying out the lone copy of Cyber Phoenix I traded for. Anything that replaces itself is good in my book. However, let's not forget that dreaded "can" in the text. Missing the timing anyone?

The "can" has no bearing on the matter. How do you miss the timing when it is destroyed as a result of battle? It is only there just incase your last card in your Deck would be drawn if you were forced to use its effect for example. Just impossible to miss timing in that situation.
 
Yeah, almost impossible to interrupt something that's activated during Damage step.

What really screws this card when I "play-tested" with a fake card is Tsukuyomi. Yeah, that kills all the purpose and there's nothing you can do about it.
 
I should have read this thread sooner......

TISO FIRE does not suck. Fire kicks so much ass its just unreal. its just most people dont like the slow burn that its best used for. If youre running the right kind of burn deck then you are sure as hell gonna be using some form of stall thus allowing UFO turtle to remain on the field long enough to summon cyber phoenix or summon cyber first and then UFO. It is good cos im sick of losing my UFO turtles to *** magic cards that get rid of him without giving me my free monster. I HATE those cards.
 
Digital Jedi said:
What do you fetch with UFO Turtle? Yes, another UFO Turtle and Solar Flare Dragon. And Ultimate Baseball Kid, and Command Knight, Fire Princess, Little Chimera, Infernalqueen Archfiend, Nubian Guard, The Thing in the Crater, A-Team: Trap Disposal Unit (which is also a Machine), fox fire, and burning beast to name a few. And the additonal option to save a UFO Turtle from destruction outide of battle is worthwhile, along with the extra draw. Why pretend like your monsters aren't going to be destryed by battle? This 1 for 1 concept is dramtized. Your going to run into death by battle no matter what you do, make the death worth it.

I have been running Tenkabito Shien recently, and somewhat enjoying it. That said, I am still trying to get my woodborg inpachi deck to work consistantly, and cyber phoenix will help with protecting it.
 
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