Well, its been about a week since the last post, and I reckon it was about time I did somoething about that. Today's review will be on UDE's newest attempt to make a totally original card after the six samurai general which so many of you know. Sadly, not a machine, but hey, I have to change the pace once in awhile, huh.
アメリカ版「FORCE OF THE BREAKER」プロモカード
FOTB-ENSP1「Volcanic Rocket(ヴォルカニック・ロケット)」星4 炎 炎族 1900/1400このカードが召喚・反転召喚・特殊召喚に成功した時、自分のデッキまたは墓地から「ブレイズ・キャノン」1枚を手札に加える。
Source from http://www.geocities.co.jp/AnimeComic/7202/ocgnew.htm
Direct Translation:
American Version [FORCE OF THE BREAKER] Promo Card
FOTB-ENSP1 [Volcanic Rocket(Volcanic.Rocket) 4 star Fire/Fire 1900/1400
When this card is successfully summoned, reversed summoned or special summoned, add 1 card named [Blaze Cannon] from your grave or deck to your hand.
No loves and hates for this round for me, cause its not a machine type. Thats probably my only hate, haha. Art is also not released yet, so not much that I can comment on that.
Stats, great stats. The first fire sub type 1900 attack monster if I'm not mistaken? This little baby will add abit of fire power into the blaze cannon decks which are being played here and there. 1400 ass will also let it pass through safely gadgets trying to hit through. (Note: Above comment on the defense was made in metagame style. With attack like that, you will prob always put it in attack mode anyway, unless something major happens)
Effect, quite imbalance in my opinion. The effect actually lets it find the blaze cannon regardless the situation, so long as you are not dumb enough to set it down, and let the opponent attack it. Also, being able to add from both your grave or deck? This is quite the only card which allows it? How many cards are there in this game which actually lets you add cards to your hand, both from grave AND deck? Even the widely imbalanced E-Hero Airman only adds from deck. (However, it does have a second effect after all, so out of topic, heh)
With the fire bullets at the moment, theres already quite abit of free hand that you can obtain, just by paying 500lp. With this little baby, you can get even MORE free hand, and make use of those little bullets which you loving pay your lp for. The only thing with playing this thing is you have to play a somewhat dedicated deck to the theme at least.
Fortunately, this card does not allow you to search for the trident as well. It only allows you to search for blaze cannon, so no speed summoning for volcanic devil yet. But, as said, really quite strong enough.
Card rating? Art is not available yet, but for the stats and effects alone? I will give it quite a 9/10. Where that final 1 point just going for the unable to search for trident bit. I will only give 10/10 to totally imbalance cards.
Wednesday, April 18, 2007
Monday, April 9, 2007
More TAEV stuff
I'm just gonna skip the Rainbow Dragon seeing that its well.... not that good (aka crap)... Crap coz I'm stubborn and im not gonna add Eagle/Turtle into my Gem beast deck lol =(
Ok fine maybe it has an OTK potential but well, you need to have at least 4 Gem Beast in play + the others in grave and some form of m/t removal for it to work. Too much trouble, at least for me... In a non OTK point of view, also not that strong.... next turn gonna eat all the monster removal...
More interested in the 2 following cards.
TAEV-JP033
Frost and Flame Twin Dragon 「氷炎の双 (フロストアンドフレイム・ツインドラゴン)」
WATER/Dragon/6/2300/2000
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing 2 WATER and 1 FIRE monsters in your graveyard from play. Discard 1 card from your hand, destroy 1 monster on the field. This effect can only be used once per turn.
TAEV-JP034
Desert Twister 「デザート・ツイスター」
WIND/Demon/6/2300/2000
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing 2 WIND and 1 EARTH monsters in your graveyard from play. Discard 1 card from your hand, destroy 1 Magic or Trap card on the field. This effect can only be used once per turn.
I like how they are special summonable just like Sorcerer and of course with more balanced effect. Finally something useful to add to my MPT deck XD. Well Fire monster is easy, just use volcanic bullet. Gonna have problem with water lol, I don't wanna add Grizzly Mother into my MPT =( and removing Frog is no no.
Konami is evil, they know earth monsters are everywhere, now I have to think of a wind monster to add in too (depending on whichever I'm gonna use.)
Ok fine maybe it has an OTK potential but well, you need to have at least 4 Gem Beast in play + the others in grave and some form of m/t removal for it to work. Too much trouble, at least for me... In a non OTK point of view, also not that strong.... next turn gonna eat all the monster removal...
More interested in the 2 following cards.
TAEV-JP033
Frost and Flame Twin Dragon 「氷炎の双 (フロストアンドフレイム・ツインドラゴン)」
WATER/Dragon/6/2300/2000
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing 2 WATER and 1 FIRE monsters in your graveyard from play. Discard 1 card from your hand, destroy 1 monster on the field. This effect can only be used once per turn.
TAEV-JP034
Desert Twister 「デザート・ツイスター」
WIND/Demon/6/2300/2000
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing 2 WIND and 1 EARTH monsters in your graveyard from play. Discard 1 card from your hand, destroy 1 Magic or Trap card on the field. This effect can only be used once per turn.
I like how they are special summonable just like Sorcerer and of course with more balanced effect. Finally something useful to add to my MPT deck XD. Well Fire monster is easy, just use volcanic bullet. Gonna have problem with water lol, I don't wanna add Grizzly Mother into my MPT =( and removing Frog is no no.
Konami is evil, they know earth monsters are everywhere, now I have to think of a wind monster to add in too (depending on whichever I'm gonna use.)
Monday, April 2, 2007
[Card Review] Card Gunner
Weee, my turn to post my card review. I am such a copy cat, ain't I? I just straight away do what bahamut does, muhahahaha.
As for MY first card review, obviously, it is going to be on my one and only favourite monster type in the game. Machines!
I have picked card gunner, as it seems to be gaining quite abit of attention in the UDE side, though in my opinion, its for all the wrong reasons. Anywayz, here is my bit on this little mechanical menace.
DP03-JP009
Card Gunner
Earth/Machine/3/400/400
You can send up to top 3 cards on your deck into Graveyard. For each card send to Graveyard, increase this card's attack strength by 500 until End Phase. This effect can only be activate once per turn. When this card is destroy and send to Graveyard, draw a card from your deck.
*Translation done by DMComet*
Love:
- Nice art
- Great stats
- Imbalance effect
- Its a machine!
Hate:
- Effect only lasts till only end phase, and only on own field
- Hydrogeddon unfriendly
- Besides these, whats there to hate?
Gotta love this card. In my entire history of playing Yu Gi Oh, this is probably the first and only card so far which I have actually went to get the picture before hand, and print out the picture as a proxy. Usually, I dont even bother till the card is released.
I do not play it the way UDE people play it, which seriously besides for the card drawing effect when destroyed, quite no other reason for them to play it at all. Except for the bazoo and return from dd deck which makes this card very suitable for the deck. All the rest of the people are playing it just like a dekoichi, a fighter which will allow them to draw one. Hence, people spam 3. Will you guys think beyond using a card just for the draw 1 advantage???
Anywayz, on my side, here is how i look at it. Effect, combined with its stats is terrific. Why do I say that? Cause of my current favourite combo.
Card Gunner + Machine Duplication Technique.
What is machine duplication technique? Here is the effect.
RDS-JP041
Machine Duplication Technique
Magic - Normal
Choose a Machine type monster with attack strength 500 or less on your field to activate. You can special summon up to 2 cards with the same name from your deck.
*Translation done by DMComet*
This combo is god imbalance. Why? Its stats allows for it to be used by machine duplication, a card which I have been thinking on methods to use it since it was released, though sadly there were no cards which I can spam it with directly. Machine duplication allows you to special summon the remainder card gunner from your deck. However, what can 3 400 attack monsters do? Alot when they transform into 1900 attack fighting machines.
Another crazy card that works with these lean mean fighting machines, is of course, limit break, otherwise known as limitter removal. It transforms your field from 3 1900 attack monsters, to 3 3800 attack game breaking monsters. Easy an OTK in any standard game. A big bonus is also that even if your OTK fails, you get to draw 3 cards in the end phase from card gunner's demise!
Card gunner also works great against a favourite card in the current japanese metagame. Death Calibur Knight. Let's do this bahamut style, where the opponent has a DCK on the field, and I have a card gunner.
Chain 1: Player 1 activates Card Gunner's effect to flip 3 cards to increase attack
Chain 2: DCK automatically activates to negate and destroy Card Gunner's increase attack efect
Resolve Chain 2: Negate Card Gunner and destroy Card Gunner
Resolve Chain 1: Card Gunner no longer on field, nothing happens.
******************
New Chain 1: Card Gunner's destruction activates draw effect
New Chain 2: You earn 1 draw, while Card Gunner exchanged fire with DCK. Card Advantage!
So you see? This is a totally great card, which allows you to filter deck (Though sometimes you filter stuff you wanna keep), and give card advantage, and provide massive fighting power. Though sadly it only lasts till end of the turn only. So if you have 3 card gunner on the field. Opponent can summon Cyber Dragon and Hydrogeddon. And suddenly, you take 2100 + 1200 + 1200 + 1200, making 5700 damage, all for 3 cards. The pain......... But, hydrogeddon is seldom used in Japanese metagame anymore anyway, so no worries with that matter.
Anywayz, this card review has become god like kinda length, so I shall not talk more on it. You guys should have figured out the smaller details here and there with regards to the power this little card has. And similar to bahamut, I shall not rate this card, cause I obviously love it.
As for MY first card review, obviously, it is going to be on my one and only favourite monster type in the game. Machines!
I have picked card gunner, as it seems to be gaining quite abit of attention in the UDE side, though in my opinion, its for all the wrong reasons. Anywayz, here is my bit on this little mechanical menace.
DP03-JP009
Card Gunner
Earth/Machine/3/400/400
You can send up to top 3 cards on your deck into Graveyard. For each card send to Graveyard, increase this card's attack strength by 500 until End Phase. This effect can only be activate once per turn. When this card is destroy and send to Graveyard, draw a card from your deck.
*Translation done by DMComet*
Love:
- Nice art
- Great stats
- Imbalance effect
- Its a machine!
Hate:
- Effect only lasts till only end phase, and only on own field
- Hydrogeddon unfriendly
- Besides these, whats there to hate?
Gotta love this card. In my entire history of playing Yu Gi Oh, this is probably the first and only card so far which I have actually went to get the picture before hand, and print out the picture as a proxy. Usually, I dont even bother till the card is released.
I do not play it the way UDE people play it, which seriously besides for the card drawing effect when destroyed, quite no other reason for them to play it at all. Except for the bazoo and return from dd deck which makes this card very suitable for the deck. All the rest of the people are playing it just like a dekoichi, a fighter which will allow them to draw one. Hence, people spam 3. Will you guys think beyond using a card just for the draw 1 advantage???
Anywayz, on my side, here is how i look at it. Effect, combined with its stats is terrific. Why do I say that? Cause of my current favourite combo.
Card Gunner + Machine Duplication Technique.
What is machine duplication technique? Here is the effect.
RDS-JP041
Machine Duplication Technique
Magic - Normal
Choose a Machine type monster with attack strength 500 or less on your field to activate. You can special summon up to 2 cards with the same name from your deck.
*Translation done by DMComet*
This combo is god imbalance. Why? Its stats allows for it to be used by machine duplication, a card which I have been thinking on methods to use it since it was released, though sadly there were no cards which I can spam it with directly. Machine duplication allows you to special summon the remainder card gunner from your deck. However, what can 3 400 attack monsters do? Alot when they transform into 1900 attack fighting machines.
Another crazy card that works with these lean mean fighting machines, is of course, limit break, otherwise known as limitter removal. It transforms your field from 3 1900 attack monsters, to 3 3800 attack game breaking monsters. Easy an OTK in any standard game. A big bonus is also that even if your OTK fails, you get to draw 3 cards in the end phase from card gunner's demise!
Card gunner also works great against a favourite card in the current japanese metagame. Death Calibur Knight. Let's do this bahamut style, where the opponent has a DCK on the field, and I have a card gunner.
Chain 1: Player 1 activates Card Gunner's effect to flip 3 cards to increase attack
Chain 2: DCK automatically activates to negate and destroy Card Gunner's increase attack efect
Resolve Chain 2: Negate Card Gunner and destroy Card Gunner
Resolve Chain 1: Card Gunner no longer on field, nothing happens.
******************
New Chain 1: Card Gunner's destruction activates draw effect
New Chain 2: You earn 1 draw, while Card Gunner exchanged fire with DCK. Card Advantage!
So you see? This is a totally great card, which allows you to filter deck (Though sometimes you filter stuff you wanna keep), and give card advantage, and provide massive fighting power. Though sadly it only lasts till end of the turn only. So if you have 3 card gunner on the field. Opponent can summon Cyber Dragon and Hydrogeddon. And suddenly, you take 2100 + 1200 + 1200 + 1200, making 5700 damage, all for 3 cards. The pain......... But, hydrogeddon is seldom used in Japanese metagame anymore anyway, so no worries with that matter.
Anywayz, this card review has become god like kinda length, so I shall not talk more on it. You guys should have figured out the smaller details here and there with regards to the power this little card has. And similar to bahamut, I shall not rate this card, cause I obviously love it.
[Card Review] Light and Darkness Dragon
Disclaimer: As usual I would post stuff that others (and myself) might consider rubbish. When you are bored, this is something you can read. If you don't like, then don't read. Simple =D
And for my first card review, it would be the card that everyone love and hate.

YG01-JP001
Light and Darkness Dragon
Light/Dragon/8/2800/2400
This card cannot be special summon. This card's attribute is also treated as "Dark". When this card is face-up on the field, negate all activation of effect of effect monsters, Magic, and Trap cards. Each time this effect negate an activation, decrease this card's attack and defense strength by 500. When this card is destroy and sent to Graveyard, choose a monster in your Graveyard to activate. Destroy all cards on your field, then special summon the chosen monster from Graveyard to your field.
*Translation done by DMComet*
Love:
- Nice cool looking art
- Nice imbalance effect
- Nice stats
- What's there to hate?
Hate:
- Hard to get rid of
- Irritating
- Of course the above only happens to certain decks
This is one of my favourite cards. Call it love at first sight. I like dragon cards, I like Blue Eyes White Dragon (oh well who doesn't) but most have shit effects or just totally crappy...
This one is god like. It caused a lot of problem then and now. Back then, it can cause infinite loops until they ruled that it can only activate the negation effect once per chain block. And some people are confused over "once per chain block" thinking that it's once per turn which is so totally completely different. No idea what I'm talking about? Go find out.
That aside, it's not exactly that hard to kill the dragon. Since it can only activate once per chain block, you can take advantage and use cards to kill it after it attempts to negate a card. Why did I say attempt? Coz it has to stay on the field in order to negate successfully. So let me show you an example.
Chain 1: Player 1 Activate Graceful Charity
Chain 2: Light and Darkness activates its effect attempting to negate the Graceful Charity
Chain 3: Activates Destruction Ring
Resolve Chain 3: Destruction Ring destroys the Dragon and deals damage
Resolve Chain 2: Since the dragon is not ont he field anymore, the negation effect doesnt resolve
Resolve Chain 1: You draw 3 cards and so on and be happy. (or do you?)
****************
New Chain 1: Light and Darkness activates and selects D-Hero Disk Guy from his grave.
Chain 2: You totally forgot about this and go "wtf!"
***************
Of course you can just Tribute summon any emperor and ram it. Which makes everyone's life easier without all the chaining rubbish.
And now comes the second effect, which is equally irritating. All that hard work trying to kill it and he gets to special summon another monster? Usually equally hard to kill such as Gorz, Shocker and worse still Disk Guy!!?? Giving him cards while you lose cards which can be quite a bitch.
How to solve this? Up to you... You can remove the possible monster that he wanna summon or you wanna make sure Dragon never enters grave or whatever you creative people can think of.
I'm biased with this card so it's best I dont give any rating =X
And for my first card review, it would be the card that everyone love and hate.

YG01-JP001
Light and Darkness Dragon
Light/Dragon/8/2800/2400
This card cannot be special summon. This card's attribute is also treated as "Dark". When this card is face-up on the field, negate all activation of effect of effect monsters, Magic, and Trap cards. Each time this effect negate an activation, decrease this card's attack and defense strength by 500. When this card is destroy and sent to Graveyard, choose a monster in your Graveyard to activate. Destroy all cards on your field, then special summon the chosen monster from Graveyard to your field.
*Translation done by DMComet*
Love:
- Nice cool looking art
- Nice imbalance effect
- Nice stats
- What's there to hate?
Hate:
- Hard to get rid of
- Irritating
- Of course the above only happens to certain decks
This is one of my favourite cards. Call it love at first sight. I like dragon cards, I like Blue Eyes White Dragon (oh well who doesn't) but most have shit effects or just totally crappy...
This one is god like. It caused a lot of problem then and now. Back then, it can cause infinite loops until they ruled that it can only activate the negation effect once per chain block. And some people are confused over "once per chain block" thinking that it's once per turn which is so totally completely different. No idea what I'm talking about? Go find out.
That aside, it's not exactly that hard to kill the dragon. Since it can only activate once per chain block, you can take advantage and use cards to kill it after it attempts to negate a card. Why did I say attempt? Coz it has to stay on the field in order to negate successfully. So let me show you an example.
Chain 1: Player 1 Activate Graceful Charity
Chain 2: Light and Darkness activates its effect attempting to negate the Graceful Charity
Chain 3: Activates Destruction Ring
Resolve Chain 3: Destruction Ring destroys the Dragon and deals damage
Resolve Chain 2: Since the dragon is not ont he field anymore, the negation effect doesnt resolve
Resolve Chain 1: You draw 3 cards and so on and be happy. (or do you?)
****************
New Chain 1: Light and Darkness activates and selects D-Hero Disk Guy from his grave.
Chain 2: You totally forgot about this and go "wtf!"
***************
Of course you can just Tribute summon any emperor and ram it. Which makes everyone's life easier without all the chaining rubbish.
And now comes the second effect, which is equally irritating. All that hard work trying to kill it and he gets to special summon another monster? Usually equally hard to kill such as Gorz, Shocker and worse still Disk Guy!!?? Giving him cards while you lose cards which can be quite a bitch.
How to solve this? Up to you... You can remove the possible monster that he wanna summon or you wanna make sure Dragon never enters grave or whatever you creative people can think of.
I'm biased with this card so it's best I dont give any rating =X
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