Alright, being on holiday means really no excuse for me not to blog, so decided to do another article today on some upcoming new cards. Just gonna use the card names, so for more info, go check out shriek.twoday.net alright?
Absolute Powerforce
Drill Synchron
- Well, dmcomet says when this card deals damage, shriek says when any monster on the field deals damage, so not sure which is right, but either way strong! (Obviously it being a machine makes it cooler) When it is on the field, gives everyone trample, that much is confirmed. And if going by shriek, all monster gains full parshius drawing effect! Just play with something that swarms like deformers, etc, and you got crazy leet card advantage immediately.
Battle Fader
- This is a cool effect similar to gorz, as long as you are not worried about it being a small or big monster. So it just immediately ends battle phase, not bad against GB which normally tries to hit to get out GB fish and kill gorz, yes?
Shretsudder
- I assume name is more like Shredder, but translation is really shretsudder. This card is really quite made for me, but good for any viper deck as well. Just summon and throw viper, pick off any level 4 and below monster on the field and kill it. Better then earth smash etc, since you can choose whichever dies, and of course for any machine-based deck (Jinzo Reborn / Antique Gear etc), your big machines lets you kill just about any monster you want. Kinda like contagious virus yah?
Holy Light
- Ultimate side deck against BF decks at the moment! You can even straight away put it out in attack mode and dont care of your opponent, since opponent dark monsters cannot attack. Also, if crazy enough you can just smash into someone's monster and honest, and yours still lives. Then, no normal summon / sp summoning = no dark arm, no Shura and summon gale black rose etc. Since as i last recall 90% of grave BF is dark, this card rox. Just have a holy barrier or something ready against the random none dark monster.
Drill Warrior
- Ok, usually i dont care much about the usual yuusei synchros, but this is really quite not bad for control decks. It gives you direct atk of 1.2k atk, then lets it disappear to out of game by discarding 1 card, and when returning to field take back 1 monster card. Some stupid loop like, discard the new demon roar tuner for it to disappear, demon roar tuner in defense mode to block attacks which dies, then when this thing comes back add back to hand the tuner? Sounds like fun actually. Of course being a drill/quick synchron only monster sux but... Drill synchron is powerful!
Demon Chain
- Maybe some people think there are better cards worth their time, but i think this is a good card. Best against GB-Gyazarus maybe? If fighting GB and he summons Gyazarus to destroy at least 2 cards, might as well protect the cards by using this trap to negate effect, and cant attack as well? Quite the best 2 effect for 1 trap card against GB imo.
Demon Roar God Beast Unicore
- Why review 1 dt7 card? Well, its the 2nd 4 star synchro, which uses demon roar tuner (Agreeing with baha, Cerberal is omg strong). Boosts 2300 atk with even stronger effect then Arms Aid * 100.
Assuming you have more cards in hand then your opponent, just set to the right amount as opponent, and summon this. Makes it that 1 turn immune to bottomless, holy barrier etc that opp can think off. Furthermore, even if they draw 1 more new card next turn, if they play any of that card, hand size returns to same as yours, new card is negated as well. So just copy cat your opp! If he covers one card, cover 1 card straight away once its your turn and no funny business happens. He keeps it in hand? Dont use anything! Everything is negated and its cool stuff~ Seriously the strongest synchro at the moment. Only thing i can think of is something like opp covers thunder break/icarus or similar trap, and uses it during your draw phase while you have 1 extra card then him. Of course, if you open your own cards which chains to same amount of hand, then they can kiss their butt goodbye for their efforts.
Well, thats about it for my long review. Have to head back to Singapore tomorrow, so time to make full use of the place here.. Time to hit the pool, woohoo~
Showing posts with label Card Review. Show all posts
Showing posts with label Card Review. Show all posts
Saturday, September 19, 2009
Sunday, August 23, 2009
Latest Machine post~
Hello guys, promised that I will give a post on the latest machine promo so here it is! First the effect..
VJMP-JP045
Cyber Eltanin (サイバー・エルタニン)
Light/Machine/10/?/?
This card cannot be Normal Summoned. This card cannot be special summon outside of by removing all Light Attribute/Machine Type monster from your field and your Graveyard from the game. This card's attack and defense strength is equal to number of monsters removed from game when this card is special summoned x500. When this card is successfully special summoned, send all face-up monsters on the field outside of this card to Graveyard.
So whats so interesting about this card? Well it uses light machine as fodder so the usual suspects such as Cydra, Lord british / viper, T45 come to mind. The more unusual ones are Hyper synchron, Genex Neutron, maybe even cyber vary, and tuning supporter for those are still playing that deck.
Personally tested out the card yesterday, and I think it is pretty safe to say... 80% of the time your cyber eltanin will only be a 500atk/def small fry. My deck had a total of 8 light machines when I tested it out yesterday, but either I didnt draw cyber eltanin, or had only 1 light machine, so rather sad. 1 good thing about this card is once you get the first light machine in the grave, its easy to use even if you somehow have baha's god luck of drawing all 3 copies.
SO, combos for the card? Tried a few ideas yesterday including stuff like...
1. Cyber Eltanin + Calculator = Clear field + 3600 atk calculator. If your hand has honest, cyber eltanin can put attack mode dont care also. Why worry about traps? If played properly, your cyber eltanin usually earns you 1/2 cards easy.
2. Cyber Eltanin + Illusion Summoner = Clear field + Cyber Twin / any fusion monster! Well, this is the weird combo i tried out yesterday. Just cover illusion summoner, protect it with some threatening roar / enemy controller etc. Next turn time for some fun!
3. Cyber Eltanin + Return from DD = Clear field + monster swarm. Well, at least thats the idea, but as I like to play speed decks, as earlier mentioned, in early turns you will only remove 1 monster, so not much point. Or at least usually not much. Yesterday I 1st turn let opp kill my face up lord british though I had honest. Next turn summo Eltanin, hurricane and chain return from dd for lord british, normal summon calculator + honest in hand = extreme pain!
However, thats quite the extent of things at the moment. End point is, there isnt really that many light machines to play with at the moment. Hyper Synchron / Genex Neutron / Reflect bounder are some of the other good ones if you just play beatdown, but compared to a pure light beatdown with rai-ou and stuff, its just not as strong at the moment. (Not to mention my conflicting ideas of keeping illusion summoner alive versus clear field advantage with Eltanin made me keep thinking to use my traps or not, LOL) The only other obvious idea to think of will be using XYZ, just that I dont like it, cause it tends to be much slower and as usual i like speed decks. Anybody interested to be the next tester?
VJMP-JP045
Cyber Eltanin (サイバー・エルタニン)
Light/Machine/10/?/?
This card cannot be Normal Summoned. This card cannot be special summon outside of by removing all Light Attribute/Machine Type monster from your field and your Graveyard from the game. This card's attack and defense strength is equal to number of monsters removed from game when this card is special summoned x500. When this card is successfully special summoned, send all face-up monsters on the field outside of this card to Graveyard.
So whats so interesting about this card? Well it uses light machine as fodder so the usual suspects such as Cydra, Lord british / viper, T45 come to mind. The more unusual ones are Hyper synchron, Genex Neutron, maybe even cyber vary, and tuning supporter for those are still playing that deck.
Personally tested out the card yesterday, and I think it is pretty safe to say... 80% of the time your cyber eltanin will only be a 500atk/def small fry. My deck had a total of 8 light machines when I tested it out yesterday, but either I didnt draw cyber eltanin, or had only 1 light machine, so rather sad. 1 good thing about this card is once you get the first light machine in the grave, its easy to use even if you somehow have baha's god luck of drawing all 3 copies.
SO, combos for the card? Tried a few ideas yesterday including stuff like...
1. Cyber Eltanin + Calculator = Clear field + 3600 atk calculator. If your hand has honest, cyber eltanin can put attack mode dont care also. Why worry about traps? If played properly, your cyber eltanin usually earns you 1/2 cards easy.
2. Cyber Eltanin + Illusion Summoner = Clear field + Cyber Twin / any fusion monster! Well, this is the weird combo i tried out yesterday. Just cover illusion summoner, protect it with some threatening roar / enemy controller etc. Next turn time for some fun!
3. Cyber Eltanin + Return from DD = Clear field + monster swarm. Well, at least thats the idea, but as I like to play speed decks, as earlier mentioned, in early turns you will only remove 1 monster, so not much point. Or at least usually not much. Yesterday I 1st turn let opp kill my face up lord british though I had honest. Next turn summo Eltanin, hurricane and chain return from dd for lord british, normal summon calculator + honest in hand = extreme pain!
However, thats quite the extent of things at the moment. End point is, there isnt really that many light machines to play with at the moment. Hyper Synchron / Genex Neutron / Reflect bounder are some of the other good ones if you just play beatdown, but compared to a pure light beatdown with rai-ou and stuff, its just not as strong at the moment. (Not to mention my conflicting ideas of keeping illusion summoner alive versus clear field advantage with Eltanin made me keep thinking to use my traps or not, LOL) The only other obvious idea to think of will be using XYZ, just that I dont like it, cause it tends to be much slower and as usual i like speed decks. Anybody interested to be the next tester?
Thursday, November 13, 2008
Crimson crisis ~ The True crisis??
Alright, I bought it last saturday, just got 1 box for myself to save trouble on finding any cards since I have less time to play nowadays. Here are my box foils!
3D Death Kaiser Dragon/Buster - My first foil, I see then like eh???
Arcanite Magician/Buster
Hyper Psycho Gunner/Buster
Silver Barrier Silver Force
Dark Dive Bomber
Giant Battleship Big Core MKII
Psycho Sword
Super Natural Healing - Why no dimensional fortress weapon, nuu~ Someone sell me 3...
Why the true crisis? Well, when I looked at my foils, the 3 ultras were heh? Then my 3 foils also mainly only dark dive bomber was good. But after looking at the final rarity list, hey, I dont know what other good foils are there anyway. Kinda makes me regret getting a box, but, if I bought 30 packs and only got commons/rares I would be pretty pissed too, so....
Anyway, still a few notable cards in the pack, but as mentioned, all normal/rare stuff, so...
Turret Warrior
- Makes for nice big warriors on the field with the right deck. Prob wont see much play though
Debris Dragon
- Junk synchro combi play with tuning supporter part 2? Have not seen a successful deck creation on that deck though. Other then that.... Nah... 500atk? Not much stuff.
Trap Eater
- Cool card, will find its way into my side deck, and probably a few others as well
Twin Breaker
- Quite an imbal warrior actually. Mini cyber twin with extra effect plus its a 4star warrior. Benkai deck return, anyone?
Black feather series
- Effects quite cool, anyone who saw the right episode of 5DS will know what I mean, so its nice that no change to the anime effect, but still not enough stuff. Looks like the harpy deck of original YGO series to me... The "looks nice, but never will see competition play cause not enough support cards" Even fun deck also too hard to build, and will need to splash alot of random cards in till it looks weird
Reactor series
- Similar thoughts as black feather series... Sad....
Buster mode series
- Sounds like black paladin, looks cool, but see competition play? Nah.....
Black bomber
- Comes with dimensional fortress weapon in the set people, get it now! With COSR, summon this, draw free card, and get synchro summon of DDB, so technically, you get a free DDB for cost of a normal summon, pretty good deal IMO.
Life Coordinator
- Nice kuribo side deck against burn decks, plus it destroys as well. Good for those big store few turns 1 shot burn a few k cards, no?
Gladial Beast Samnite
- Who cares about first effect, its rescue cat playable! So its rescue cat summon, call out 2 of these, sp summon 2 whatever, contact fusion, blah blah bleh
Dimensional Fortress Weapon
- Interesting method to slow down those DAD and lightlord decks, no?
Cross Sword Hunter
- Quite a strong card, but dont think Insect decks are gonna go up anytime soon
Dark Dive Bomber
- After all the promotional ads by Baha, need I say more?
Star Blast
- Strong card for high level decks. Lets you use for both as cost down, or to control synchro level, not bad?
Psycho Sword
- Calvin will play this card. Quite strong IMO, solves the psychic monsters are small issue. 3.2k attack Clevonce anyone?
Telekinesis Collector
- Anyone seen Calvin's jumper anyone? LOL Another cool card for him. Calvin, throw away the Aport lah. Too situational already, heh
Gladial Beast's Primal Strength
- Splashable just to play 1 copy, to put all those beastari, or 1 copy of the fish you guys play
Triangle Area
- Cool stuff. Destroy opponent 1 card, summon 1 of your own. 2 for 1? Gotta play an Alien deck though...
Ivy Shackle
- This is nice for the plant decks. No need for DNA surgery, plus when this card goes you draw a card. Not bad. Only limited to during your turn, but hey, as long as you dont play the insect barrier crap....
Thorn Wall
- Mirror wall for plant decks? Throw away those reactive armors!
Planetary Polluting Virus
- Raigeki for Alien decks with free alien counters, not bad I would say. Combiine this with Alien Revenger!
And now, the question everyone is asking, where are the deformer cards? Well, time to do a special on them! Well, at least the stronger cards in this set. And here they are!
Deformer Bodon
- This card will turn out to be the key card of all deformer deck wannabes. Just change this to defense mode, and everything on your field cant die of battle. Turn to attack mode, and suddenly all your cards have a "This card can directly attack opponent" effect. Have a Deformer Radio on the field? Opponent takes 3100 direct attack dmg. Also have another deformer radio cassette on the field? Opponent takes 7100 direct attack dmg now! So yes, this card is pretty strong, and is the main morale that will let you guys see me with a deformer deck the next time
Deformer Pacchin
- Use with Deformer mobilphone for free card destruction. Just mobilephone effect get this card, sac mobilephone away, and hey, free destruction effect. I will prob splash 1 of this in my deck over the deformer clock.
Deformer Field
- Another very good card for deformers. Use with enemy controllers for quick counter gaining on the field. Gadget driver is cool too, but only adds 1 counter to it no matter how many deformers change mode, please note. If the opponent tries to do a, declare attack, then cyclone to make your cards smaller, just summon Deformer Bodon/Radio! Note: Like Gear City, this card works with magical silk hats too
Situation 1. You declare attack, opp uses cyclone on the field
- Summon Deformer Radio, attack still goes back up by 800 for all deformers
Situation 2. Opp declare attack, opp use cyclone on the field
- Deformer Radio is also good, but if not big enough, just put a Bodon in defense, eat abit of damage and get on with life
Deformer Barrier
- Final deformer card which I think is not bad. Any M/T that destroys deformers, negate and search out a deformer, so thats a free negation effect. Good against those mirror force when you plan to do that mass direct attack
And that ends my special on Deformers! Woohoo, gonna start building the deformer deck probably this evening, cool stuff
3D Death Kaiser Dragon/Buster - My first foil, I see then like eh???
Arcanite Magician/Buster
Hyper Psycho Gunner/Buster
Silver Barrier Silver Force
Dark Dive Bomber
Giant Battleship Big Core MKII
Psycho Sword
Super Natural Healing - Why no dimensional fortress weapon, nuu~ Someone sell me 3...
Why the true crisis? Well, when I looked at my foils, the 3 ultras were heh? Then my 3 foils also mainly only dark dive bomber was good. But after looking at the final rarity list, hey, I dont know what other good foils are there anyway. Kinda makes me regret getting a box, but, if I bought 30 packs and only got commons/rares I would be pretty pissed too, so....
Anyway, still a few notable cards in the pack, but as mentioned, all normal/rare stuff, so...
Turret Warrior
- Makes for nice big warriors on the field with the right deck. Prob wont see much play though
Debris Dragon
- Junk synchro combi play with tuning supporter part 2? Have not seen a successful deck creation on that deck though. Other then that.... Nah... 500atk? Not much stuff.
Trap Eater
- Cool card, will find its way into my side deck, and probably a few others as well
Twin Breaker
- Quite an imbal warrior actually. Mini cyber twin with extra effect plus its a 4star warrior. Benkai deck return, anyone?
Black feather series
- Effects quite cool, anyone who saw the right episode of 5DS will know what I mean, so its nice that no change to the anime effect, but still not enough stuff. Looks like the harpy deck of original YGO series to me... The "looks nice, but never will see competition play cause not enough support cards" Even fun deck also too hard to build, and will need to splash alot of random cards in till it looks weird
Reactor series
- Similar thoughts as black feather series... Sad....
Buster mode series
- Sounds like black paladin, looks cool, but see competition play? Nah.....
Black bomber
- Comes with dimensional fortress weapon in the set people, get it now! With COSR, summon this, draw free card, and get synchro summon of DDB, so technically, you get a free DDB for cost of a normal summon, pretty good deal IMO.
Life Coordinator
- Nice kuribo side deck against burn decks, plus it destroys as well. Good for those big store few turns 1 shot burn a few k cards, no?
Gladial Beast Samnite
- Who cares about first effect, its rescue cat playable! So its rescue cat summon, call out 2 of these, sp summon 2 whatever, contact fusion, blah blah bleh
Dimensional Fortress Weapon
- Interesting method to slow down those DAD and lightlord decks, no?
Cross Sword Hunter
- Quite a strong card, but dont think Insect decks are gonna go up anytime soon
Dark Dive Bomber
- After all the promotional ads by Baha, need I say more?
Star Blast
- Strong card for high level decks. Lets you use for both as cost down, or to control synchro level, not bad?
Psycho Sword
- Calvin will play this card. Quite strong IMO, solves the psychic monsters are small issue. 3.2k attack Clevonce anyone?
Telekinesis Collector
- Anyone seen Calvin's jumper anyone? LOL Another cool card for him. Calvin, throw away the Aport lah. Too situational already, heh
Gladial Beast's Primal Strength
- Splashable just to play 1 copy, to put all those beastari, or 1 copy of the fish you guys play
Triangle Area
- Cool stuff. Destroy opponent 1 card, summon 1 of your own. 2 for 1? Gotta play an Alien deck though...
Ivy Shackle
- This is nice for the plant decks. No need for DNA surgery, plus when this card goes you draw a card. Not bad. Only limited to during your turn, but hey, as long as you dont play the insect barrier crap....
Thorn Wall
- Mirror wall for plant decks? Throw away those reactive armors!
Planetary Polluting Virus
- Raigeki for Alien decks with free alien counters, not bad I would say. Combiine this with Alien Revenger!
And now, the question everyone is asking, where are the deformer cards? Well, time to do a special on them! Well, at least the stronger cards in this set. And here they are!
Deformer Bodon
- This card will turn out to be the key card of all deformer deck wannabes. Just change this to defense mode, and everything on your field cant die of battle. Turn to attack mode, and suddenly all your cards have a "This card can directly attack opponent" effect. Have a Deformer Radio on the field? Opponent takes 3100 direct attack dmg. Also have another deformer radio cassette on the field? Opponent takes 7100 direct attack dmg now! So yes, this card is pretty strong, and is the main morale that will let you guys see me with a deformer deck the next time
Deformer Pacchin
- Use with Deformer mobilphone for free card destruction. Just mobilephone effect get this card, sac mobilephone away, and hey, free destruction effect. I will prob splash 1 of this in my deck over the deformer clock.
Deformer Field
- Another very good card for deformers. Use with enemy controllers for quick counter gaining on the field. Gadget driver is cool too, but only adds 1 counter to it no matter how many deformers change mode, please note. If the opponent tries to do a, declare attack, then cyclone to make your cards smaller, just summon Deformer Bodon/Radio! Note: Like Gear City, this card works with magical silk hats too
Situation 1. You declare attack, opp uses cyclone on the field
- Summon Deformer Radio, attack still goes back up by 800 for all deformers
Situation 2. Opp declare attack, opp use cyclone on the field
- Deformer Radio is also good, but if not big enough, just put a Bodon in defense, eat abit of damage and get on with life
Deformer Barrier
- Final deformer card which I think is not bad. Any M/T that destroys deformers, negate and search out a deformer, so thats a free negation effect. Good against those mirror force when you plan to do that mass direct attack
And that ends my special on Deformers! Woohoo, gonna start building the deformer deck probably this evening, cool stuff
Friday, January 18, 2008
Latest Cards Review!
Alright people, as some of you will have seen by now, there are more spoilers appearing for the next pack and a big bunch at that. For the full card effects, head over to dmcomet yah? Just gonna post a few of the more notable ones yah with some comments and ideas.
LODT-JP003?Miracle Flipper (ミラクル・フリッパー)Light/?/2/?/?
When [Miracle Flipper] is on the field, this card cannot be summoned, reverse summoned, or special summoned. When this card is face-up on the field, opponent cannot attack your other monsters. When this card is destroy as result of battle, special summon this card to opponent's field. When this card is destroy by Magic, Trap, or effect of effect monster, destroy a monster on opponent's field.
- This card is another of the infinite stall cards, after platoon commander. Similar stall tactic and works well together also. Just summon platoon commander out, sp summon miracle flipper, and infinite stall is done!
Further more, this card will even punish your opp if he attempts to destroy your combo, by destroying their monsters which will probably have slowly gathered on the field while you were stalling. Quite strong and notable imo.
Lightlord Beast - Wolff (ライトロード・ビースト ウォルフ)Light/Beast-Warrior/4/2100/300
This card cannot be Normal Summoned. When this card is sent to Graveyard from the deck, special summon this card to your field.
- This card... TOOooooooooooooo STRONG! Too many methods to abuse it even in a none light lord deck. Fancy using a magical merchant to summon out 3 and add a m/t to your hand at the same time? Or maybe just use a reasoning or monster gate to get out even more monsters. Further more, it has 2100 attack, quite almost the highest you can get for basics. Def something OTK players can consider getting 3. Im getting 3 for myself for sure.
Lightlord Hunter - Raiku (ライトロード・ハンター ライコウ)Light/Beast/2/200/100
Reverse: You can destroy a card on the field. Send the top 3 cards from your deck to Graveyard. - Very good card imo. You can destroy any card of your choice on the field, yet get to reduce deck size, fits lightlord's tactics very well.
LODT-JP02XJudgment Dragoon (裁きの龍(ジャッジメント・ドラグーン))Light/Dragon/8/3000/?
This card cannot be Normal Summoned. This card cannot be special summon outside of when there are 4 or more types of [Lightlord] monsters in your Gravyeard. Pay ??? lifepoints, destroy all cards on the field outside of this card. When this card is face-up on your field, during each of your End Phase send the top 4 cards on the deck to Graveyard.
- Repeat after me. CED.... Ok fine, its more like a demise for its effect, but seriously, most people will just think CED. Too easy to summon out if you're playing the appropriate deck, and at 0 cost. Just note, lightlord deck seems very easy to deck out, and sending 4 every turn is starting to get dangerous, LOL
LODT-JP02XDark Valkyria (ダーク・ヴァルキリア)Dark/Angel - Dual/4/1800/1050
When this card is face-up on the field or in Graveyard, treat this card as a Normal monster. When this card is face-up on the field and as treated as a Normal Summon you re-summon this card, this card becomes an effect monster and gains the following effect.- When this card is face-up on the fied, once you can put a Magic Counter on this card. For each Magic Counter on this card, increase this card's attack strength by 300. Also, remove a Magic Counter from this card, destroy a monster on the field.
- 1 of the best dual monsters so far imo. Just use an early burial on it, then dual summon it. Add counter, then sac the counter to destroy a monster, 1800 is good enough to kill off another monster. Talk about 1 for 3??
Battery Man - Button Type (電池メン-ボタン型)Light/Thunder/1/500/100
Reverse: Special Summon a [Battery Man] monster with level 4 or lower from your deck, your Graveyard, and RFG zone. Also, when this reversed card is sent to Graveyard as result of destroy in battle, draw a card from your deck.
- 2 tactics to play for this monster. Either you use it as a OTK method to summon out your old battery whichever it is, the add 1k attack for each battery thingy then reckless summoning. Or simply use it for free card advantage. Just draw 1 card and still have another wall on field.
Battery Man - Industrial Use (電池メン-業務用)Light/Thunder/8/2600/0
This card cannot be Normal Summoned. This card can only be initially special summoned by removing 2 [Battery Man] monsters from your Graveyard from the game. Remove a Thunder type monster from your Graveyard from the game, destroy a monster and a Magic/Trap card on the field. This effect can only be activate once per turn.
- Battery man seriously gaining some seriously ground in this pack. Just remove from game 3 battery from the grave and earn 3 cards. Another 1 for 3 card here seriously. It can even be sp summoned by any method, just that you have to sp summon it out the 1st time first.
Iregaeru (イレガエル)Water/Aqua/1/100/2000
Sacrifice a monster on your field. Choose a [Gaeru] ("Frog") monster from your deck and special summon it to your field. When this card is face-up on the field, [Gaeru] ("Frog") monsters cannot be destory as result of battle.
- Note that this card actually conveniently includes itself. That makes it a nice cannot be killed wall, with the ability to search out your favourite froggy even by itself. Not bad?
LODT-JP04XDragoon D-ENDDark/Warrior/10/3000/3000
[Destiny Hero Bloo-D] + [Destiny Hero Dogmaguy]
This card can only be Fusion Summoned by the above cards. Once per turn you can destroy a monster on opponent's field and dealt damage to opponent equal to that monster's attack strength. You cannot have Battle PHase the turn this effect was used. When this card is in Graveyard during your Standby Phase, you can remove a [Destiny Hero] card from Graveyard from the game to special summon this card.
- Finally, the actual effect. This is quitea strong fusion seriously. It can actually be sp summoned by any method, namely franken, your illusion summoner, metamorphesis, etc. Just that you wun get to sp summon it out after that. But hey, you get to kill off 1 opponent monster and deal damage at the same time. Why not? And if you did properly fusion it out, even better. Kinda makes it an infinite free returning monster actually. And my final card review next.....
LODT-JP04XAntique Gear Ultimate Golem (古代の機械究極巨人)Earth/Machine/10/4400/3400
[Antique Gear Golem] + [Antique Gear] monsters x2
This card cannot be special summon outside of by Fusion summon. When this card attacks monster in defense moe, and that defense strength is lower than this attack strength, deal battle damage to opponent equal to the difference. When this card attacks, opponent cannot activate Magic/Trap card until the end of Damage STep. When this card is destroy, special summon an [Antique Gear Golem] from your Graveyard ignoring all summoning requirements.
- LOL, confirm most zai fusion machine so far. Relatively easy to fusion out. If you even use sub fusion, you can use that and another 2 antique gear monsters and it appears. If you power bond it some more, just think 8800 trampler which is not scared of any holy barrier, dimensional prison, etc. And if it gets tidal wave or anything funny, at least you still get to call out your antique gear golem and console yourself with 3k instead? Something I will consider playing in the future.
Alright, this post is getting kinda long, so I shall stop it at here. There are actually quite a few more notable cards, but mostly for specific decks so it shall stop here. Quite a few decks actually get boosts from here, and couple of good themes may be considered after this pack. Namely, Lightlord and Batteryman seem very very competitive. Not that I will form them lah, since non machine, LOL. Till next time noobs and pros!
LODT-JP003?Miracle Flipper (ミラクル・フリッパー)Light/?/2/?/?
When [Miracle Flipper] is on the field, this card cannot be summoned, reverse summoned, or special summoned. When this card is face-up on the field, opponent cannot attack your other monsters. When this card is destroy as result of battle, special summon this card to opponent's field. When this card is destroy by Magic, Trap, or effect of effect monster, destroy a monster on opponent's field.
- This card is another of the infinite stall cards, after platoon commander. Similar stall tactic and works well together also. Just summon platoon commander out, sp summon miracle flipper, and infinite stall is done!
Further more, this card will even punish your opp if he attempts to destroy your combo, by destroying their monsters which will probably have slowly gathered on the field while you were stalling. Quite strong and notable imo.
Lightlord Beast - Wolff (ライトロード・ビースト ウォルフ)Light/Beast-Warrior/4/2100/300
This card cannot be Normal Summoned. When this card is sent to Graveyard from the deck, special summon this card to your field.
- This card... TOOooooooooooooo STRONG! Too many methods to abuse it even in a none light lord deck. Fancy using a magical merchant to summon out 3 and add a m/t to your hand at the same time? Or maybe just use a reasoning or monster gate to get out even more monsters. Further more, it has 2100 attack, quite almost the highest you can get for basics. Def something OTK players can consider getting 3. Im getting 3 for myself for sure.
Lightlord Hunter - Raiku (ライトロード・ハンター ライコウ)Light/Beast/2/200/100
Reverse: You can destroy a card on the field. Send the top 3 cards from your deck to Graveyard. - Very good card imo. You can destroy any card of your choice on the field, yet get to reduce deck size, fits lightlord's tactics very well.
LODT-JP02XJudgment Dragoon (裁きの龍(ジャッジメント・ドラグーン))Light/Dragon/8/3000/?
This card cannot be Normal Summoned. This card cannot be special summon outside of when there are 4 or more types of [Lightlord] monsters in your Gravyeard. Pay ??? lifepoints, destroy all cards on the field outside of this card. When this card is face-up on your field, during each of your End Phase send the top 4 cards on the deck to Graveyard.
- Repeat after me. CED.... Ok fine, its more like a demise for its effect, but seriously, most people will just think CED. Too easy to summon out if you're playing the appropriate deck, and at 0 cost. Just note, lightlord deck seems very easy to deck out, and sending 4 every turn is starting to get dangerous, LOL
LODT-JP02XDark Valkyria (ダーク・ヴァルキリア)Dark/Angel - Dual/4/1800/1050
When this card is face-up on the field or in Graveyard, treat this card as a Normal monster. When this card is face-up on the field and as treated as a Normal Summon you re-summon this card, this card becomes an effect monster and gains the following effect.- When this card is face-up on the fied, once you can put a Magic Counter on this card. For each Magic Counter on this card, increase this card's attack strength by 300. Also, remove a Magic Counter from this card, destroy a monster on the field.
- 1 of the best dual monsters so far imo. Just use an early burial on it, then dual summon it. Add counter, then sac the counter to destroy a monster, 1800 is good enough to kill off another monster. Talk about 1 for 3??
Battery Man - Button Type (電池メン-ボタン型)Light/Thunder/1/500/100
Reverse: Special Summon a [Battery Man] monster with level 4 or lower from your deck, your Graveyard, and RFG zone. Also, when this reversed card is sent to Graveyard as result of destroy in battle, draw a card from your deck.
- 2 tactics to play for this monster. Either you use it as a OTK method to summon out your old battery whichever it is, the add 1k attack for each battery thingy then reckless summoning. Or simply use it for free card advantage. Just draw 1 card and still have another wall on field.
Battery Man - Industrial Use (電池メン-業務用)Light/Thunder/8/2600/0
This card cannot be Normal Summoned. This card can only be initially special summoned by removing 2 [Battery Man] monsters from your Graveyard from the game. Remove a Thunder type monster from your Graveyard from the game, destroy a monster and a Magic/Trap card on the field. This effect can only be activate once per turn.
- Battery man seriously gaining some seriously ground in this pack. Just remove from game 3 battery from the grave and earn 3 cards. Another 1 for 3 card here seriously. It can even be sp summoned by any method, just that you have to sp summon it out the 1st time first.
Iregaeru (イレガエル)Water/Aqua/1/100/2000
Sacrifice a monster on your field. Choose a [Gaeru] ("Frog") monster from your deck and special summon it to your field. When this card is face-up on the field, [Gaeru] ("Frog") monsters cannot be destory as result of battle.
- Note that this card actually conveniently includes itself. That makes it a nice cannot be killed wall, with the ability to search out your favourite froggy even by itself. Not bad?
LODT-JP04XDragoon D-ENDDark/Warrior/10/3000/3000
[Destiny Hero Bloo-D] + [Destiny Hero Dogmaguy]
This card can only be Fusion Summoned by the above cards. Once per turn you can destroy a monster on opponent's field and dealt damage to opponent equal to that monster's attack strength. You cannot have Battle PHase the turn this effect was used. When this card is in Graveyard during your Standby Phase, you can remove a [Destiny Hero] card from Graveyard from the game to special summon this card.
- Finally, the actual effect. This is quitea strong fusion seriously. It can actually be sp summoned by any method, namely franken, your illusion summoner, metamorphesis, etc. Just that you wun get to sp summon it out after that. But hey, you get to kill off 1 opponent monster and deal damage at the same time. Why not? And if you did properly fusion it out, even better. Kinda makes it an infinite free returning monster actually. And my final card review next.....
LODT-JP04XAntique Gear Ultimate Golem (古代の機械究極巨人)Earth/Machine/10/4400/3400
[Antique Gear Golem] + [Antique Gear] monsters x2
This card cannot be special summon outside of by Fusion summon. When this card attacks monster in defense moe, and that defense strength is lower than this attack strength, deal battle damage to opponent equal to the difference. When this card attacks, opponent cannot activate Magic/Trap card until the end of Damage STep. When this card is destroy, special summon an [Antique Gear Golem] from your Graveyard ignoring all summoning requirements.
- LOL, confirm most zai fusion machine so far. Relatively easy to fusion out. If you even use sub fusion, you can use that and another 2 antique gear monsters and it appears. If you power bond it some more, just think 8800 trampler which is not scared of any holy barrier, dimensional prison, etc. And if it gets tidal wave or anything funny, at least you still get to call out your antique gear golem and console yourself with 3k instead? Something I will consider playing in the future.
Alright, this post is getting kinda long, so I shall stop it at here. There are actually quite a few more notable cards, but mostly for specific decks so it shall stop here. Quite a few decks actually get boosts from here, and couple of good themes may be considered after this pack. Namely, Lightlord and Batteryman seem very very competitive. Not that I will form them lah, since non machine, LOL. Till next time noobs and pros!
Friday, November 2, 2007
TCG only cards info!
Well, the world of YGO has been abit slow the last couple of weeks, there hasnt been much updates, save for the release of the duelist pack, which has not really made an impact on the dueling world so far, save for some guys testing hell brat here and there. Thats quite the first reason for my lack of updates. Second reason is I've really been busy. Some of you know the reason as busy with work lah. The real reason, well........ Haha, if you know, shut up! If you dun, I dun care. Anywayz, I'm gonna try and do a few updates here and there as info is released, so the blog isnt totally dead at least.
Anyway, here are a couple of updates on TCG only cards, cause OCG is pretty quiet at the moment.
Water / Reptile / Effect
Level 4
ATK 1500/DEF 600
When Skreech is destroyed in battle and sent to the Graveyard, select two Water monsters from your deck and send them to the Graveyard.
- Hmmmm, whats the use of this card. For one, everybody's favourite frog can get sent in, without using foolish burial. Since TCG doesnt have foolish burial, this card is the best they get for now i guess. Not that strong a card, but hey, it gets their frog in, so, maybe some TCG players will be seen trying this out? Oh well, next!
Test Tiger
Beast / Earth
Level 3
ATK 600/DEF 300
If you control a “Gladiator Beast” monster, you may Special Summon this card. You may Tribute “Test Tiger” to return a "Gladiator Beast" monster you control to your Deck, then Special Summon a "Gladiator Beast" from your Deck. The new monster is treated like it was Special Summoned by the effect of a “Gladiator Beast.”
- A card for supporting the Gladial beast series. Quite interesting actually. With this card, secutor actually becomes not bad. You can pretty much normal summon 1 gladial beast, special summon test tiger, then switch for secutor, so that if you attack, you have 2 gladial beasts on the field after the battle phase. Though you cant get alexander out with this, but there are some interesting stuff you can choose, such as the ones to destroy m/t or monsters, or just the double striker, so.... quite a good trade off? But only useful for people playing gladial beasts, so... NEXT!
Dragon Ice
Water / Dragon
Level 5
ATK 1800/ DEF 2200
When your opponent special summons, you can discard a card to special summon this card from your hand or Graveyard. There can only be 1 face-up “Dragon Ice” monster on the field at a time.
- Again, the reason why I write these updates are usually triggered by 1 card, and this is it. On the side, you would think, this card is pretty normal, nothing so imbalanced about it. It helps you throw your frog and stuff into grave, making it no cost, and thats it? Well, there's more to it actually. Note the word, DISCARD. It doesnt show send. Doesnt that remind you of dark world? When your opponent actually revives a frog, or anything for that matter, summon a cyber dragon etc, you can just discard gold/silver, revive the dragon ice, and revive back the gold/silver as well. Even better? What if you had card of safe return on the field? From having 1 card of safe return on the field and only 1 dead gold in hand, if he special summons anything, it suddenly changes into having dragon ice, as well as gold on the field, while you draw 2 cards. Quite imbal ah? From 2 dead resource to 5 in just 1 move?
Even better thing is metagame has either made a mistake, or they are bending the rules, cause apparently by the metagame article, you can actually summon out this dragon ice in the damage step, since it even states killer tomato as an example. What happened to atk/def modifiers cards only? Hmmm, ah well.
Anyway, thats about it for my review. They have so far included 2 more cards in the secret rares, which is Soultaker, and Necroface. 2 cards which we've had for awhile, but now they're finally getting it. Hmmmm........ Not sure if that affects anything, but, well.... Anyway, thats it for now. My next update, will come when I see a new update which has something that interests me I guess. Till then Kiddies!
Anyway, here are a couple of updates on TCG only cards, cause OCG is pretty quiet at the moment.
Water / Reptile / Effect
Level 4
ATK 1500/DEF 600
When Skreech is destroyed in battle and sent to the Graveyard, select two Water monsters from your deck and send them to the Graveyard.
- Hmmmm, whats the use of this card. For one, everybody's favourite frog can get sent in, without using foolish burial. Since TCG doesnt have foolish burial, this card is the best they get for now i guess. Not that strong a card, but hey, it gets their frog in, so, maybe some TCG players will be seen trying this out? Oh well, next!
Test Tiger
Beast / Earth
Level 3
ATK 600/DEF 300
If you control a “Gladiator Beast” monster, you may Special Summon this card. You may Tribute “Test Tiger” to return a "Gladiator Beast" monster you control to your Deck, then Special Summon a "Gladiator Beast" from your Deck. The new monster is treated like it was Special Summoned by the effect of a “Gladiator Beast.”
- A card for supporting the Gladial beast series. Quite interesting actually. With this card, secutor actually becomes not bad. You can pretty much normal summon 1 gladial beast, special summon test tiger, then switch for secutor, so that if you attack, you have 2 gladial beasts on the field after the battle phase. Though you cant get alexander out with this, but there are some interesting stuff you can choose, such as the ones to destroy m/t or monsters, or just the double striker, so.... quite a good trade off? But only useful for people playing gladial beasts, so... NEXT!
Dragon Ice
Water / Dragon
Level 5
ATK 1800/ DEF 2200
When your opponent special summons, you can discard a card to special summon this card from your hand or Graveyard. There can only be 1 face-up “Dragon Ice” monster on the field at a time.
- Again, the reason why I write these updates are usually triggered by 1 card, and this is it. On the side, you would think, this card is pretty normal, nothing so imbalanced about it. It helps you throw your frog and stuff into grave, making it no cost, and thats it? Well, there's more to it actually. Note the word, DISCARD. It doesnt show send. Doesnt that remind you of dark world? When your opponent actually revives a frog, or anything for that matter, summon a cyber dragon etc, you can just discard gold/silver, revive the dragon ice, and revive back the gold/silver as well. Even better? What if you had card of safe return on the field? From having 1 card of safe return on the field and only 1 dead gold in hand, if he special summons anything, it suddenly changes into having dragon ice, as well as gold on the field, while you draw 2 cards. Quite imbal ah? From 2 dead resource to 5 in just 1 move?
Even better thing is metagame has either made a mistake, or they are bending the rules, cause apparently by the metagame article, you can actually summon out this dragon ice in the damage step, since it even states killer tomato as an example. What happened to atk/def modifiers cards only? Hmmm, ah well.
Anyway, thats about it for my review. They have so far included 2 more cards in the secret rares, which is Soultaker, and Necroface. 2 cards which we've had for awhile, but now they're finally getting it. Hmmmm........ Not sure if that affects anything, but, well.... Anyway, thats it for now. My next update, will come when I see a new update which has something that interests me I guess. Till then Kiddies!
Thursday, August 2, 2007
UDE does it again!
Well, UDE has just made some new crazy cards which apparently some of the participants in the World Championship 2007 got. Not sure exactly who, but hey, not my place to say anything anyway. They are all none official duel playable, so don't get any big ideas of using them in the tournament, but hey. Slight note before you see them, these are all complimentary of Shriek's website, http://shriektcg.twoday.net/ This link even gives you the pictures to them, so why not take a look see? Meanwhile, here are the effects.
WCPS-EN700
Get Your Game on!
Continuous Spell Card
You can only play this card if you were present at the 2007 Yu-Gi-Oh! TRADING CARD GAME World Championship. The ATK of all your "Elemental Hero" and "Neo-Spacian" monsters on the field is doubled.
Hmmmm, 3800 Atk Blume?? Even a 1800 Ground mole sounds too imbalance. Then of course you have 3600 atk imbalance airman, 5k attack Neos that you can just oversoul and sp summon, 6k atk Chaos Neos, simply crazy. Its not even base attack, just think of Shining Flame Wingman? Phew, like, 6k+ at least of crazy attacking power? I know a certain dog will be happy if this thing ever hit real playing status.
WCPS-EN701
Chimaera, The Master of Beasts
LIGHT/Beast - Effect/9/3000/3000
This card cannot be special Summoned. This card must be Tribute Summoned by Tributing 3 Beast-Type monsters on your side of the field. If this card attacks your opponent's Life Points directly and makes them 0, the controller of this card wins the Match.
Ultra Rare
WCPS-EN702
Emperor of Lightning
LIGHT/Thunder - Effect/8/2600/2600
This card cannot be Special Summoned. This card must be Tribute Summoned by Tributing 3 Thunder-Type monsters on your side of the field. If this card attacks your opponent's Life Points directly and makes them 0, the controller of this card wins the Match.
Ultra Rare
WCPS-AE703
Testament of the Arcane Lords
LIGHT/Spellcaster - Effect/10/3000/3000
This card cannot be special Summoned. This card must be Tribute Summoned by Tributing 3 Spellcaster-Type monsters on your side of the field. If this card attacks your opponent's Life Points directly and makes them 0, the controller of this card wins the Match.
Super Rare
Yupz, Just like you guys see it, 3 victory dragon wannabees. They have an even bigger attack, 3k, making it easier for the win. Not only that, the first one is of course the most crazy one, as its a beast type. Just think Flying squirrel, Rescue cat, simply too many easy ways to get 3 beasts on the field. Quite crazy IMO, but hey. Non official duel playable, so who am I to complain? Except.....
WHY NO MACHINE TYPE!?!?!?!
WCPS-EN700
Get Your Game on!
Continuous Spell Card
You can only play this card if you were present at the 2007 Yu-Gi-Oh! TRADING CARD GAME World Championship. The ATK of all your "Elemental Hero" and "Neo-Spacian" monsters on the field is doubled.
Hmmmm, 3800 Atk Blume?? Even a 1800 Ground mole sounds too imbalance. Then of course you have 3600 atk imbalance airman, 5k attack Neos that you can just oversoul and sp summon, 6k atk Chaos Neos, simply crazy. Its not even base attack, just think of Shining Flame Wingman? Phew, like, 6k+ at least of crazy attacking power? I know a certain dog will be happy if this thing ever hit real playing status.
WCPS-EN701
Chimaera, The Master of Beasts
LIGHT/Beast - Effect/9/3000/3000
This card cannot be special Summoned. This card must be Tribute Summoned by Tributing 3 Beast-Type monsters on your side of the field. If this card attacks your opponent's Life Points directly and makes them 0, the controller of this card wins the Match.
Ultra Rare
WCPS-EN702
Emperor of Lightning
LIGHT/Thunder - Effect/8/2600/2600
This card cannot be Special Summoned. This card must be Tribute Summoned by Tributing 3 Thunder-Type monsters on your side of the field. If this card attacks your opponent's Life Points directly and makes them 0, the controller of this card wins the Match.
Ultra Rare
WCPS-AE703
Testament of the Arcane Lords
LIGHT/Spellcaster - Effect/10/3000/3000
This card cannot be special Summoned. This card must be Tribute Summoned by Tributing 3 Spellcaster-Type monsters on your side of the field. If this card attacks your opponent's Life Points directly and makes them 0, the controller of this card wins the Match.
Super Rare
Yupz, Just like you guys see it, 3 victory dragon wannabees. They have an even bigger attack, 3k, making it easier for the win. Not only that, the first one is of course the most crazy one, as its a beast type. Just think Flying squirrel, Rescue cat, simply too many easy ways to get 3 beasts on the field. Quite crazy IMO, but hey. Non official duel playable, so who am I to complain? Except.....
WHY NO MACHINE TYPE!?!?!?!
Monday, May 21, 2007
[Card Review] Demonic Motor Ω
Well, ladies and germs, as I promised to baha, here is my usual god length review on a nice machine card.

LE10-JP007
Demonic Motor Ω (デモニック・モーター・Ω)
Dark/Machine/8/2800/2000
During your End Phase, special summon a [Motor Token] (Earth/Machine/1/200/200) to your field in attack position. Once per turn increases this card's attack strength by 1000. When this effect is used destroy this card at End Phase of that turn.
Ah, what a perfect card. LOL. It does not have the stupid unable to summon from deck thingy like Big Saturn, so it makes this card very monster gate spammable. In fact, it even summons a token on to your field, helping out with monster gate decks.
For the token, assuming it survives to your turn of course, there are also several things you can do with them. You can use the new forced rotation for normal monster with this baby, you can monster gate it away for even more machine fire power, you can use the new revival necklace to summon out more items. You can sac it away for monarchs *Gack* The only problem is that its in attack position so you'll have to think of some method to protect it I guess. If not, just leave it and pray. That's probably what I'll do, heh. Not in my idea to play protective stuff in my deck.
With regards to its second, and IMO better effect of course. It allows you to increase the attack by 1000, and it dies at the end of the turn. Sounds similar to the veteran players? Its old karate man returned with a new cool looking army tank! This is very nicely machine spammable as compared to Big Saturn, since you do not have to pay 1k LP and discard 1 hand for the effect to take place, even though it dies in the end phase. But hey, machines are all about that 1 turn anyway. Summon it, activate effect to 3800, attack and damage step 7600. Just the thing we need. Further, as per previous effect, it will die off, but you can use its effect to summon a token first before it dies.
Now, on to its stats. Its dark and bigger then 2500, playable with dddv and the new ddv for m/t? Not sure how much use is that. The important thing for me is that its 2800, just that nice bit bigger then Gorz even without using its effect. Quite good enough for me. And of course, being an 8 star allows you to use it with all the nice machine fusion monsters for metamorphesis.
Comparing it to the big saturn, well. I like this art more then big saturn for sure. And for summoning, it does not have the restrictions as per big saturn, making it more fun. Finally on to effect, well..... As you guys probably know by know, machine deck kills by some how clearing all obstacles, then going in for the big kill. If the otk fails, you're in trouble anyway, no matter what you do. (If you didn't know this, please fix a time for a duel with me.) With that, the effect of big saturn dealing d ring damage is useless, as it only applies to opponent destroying it. During your turn of an otk, assuming you've cleared all obstacles, that usually is not very useful. Then as compared to big saturn, you do not need any cost to up the attack on this tank as compared to big saturn. So yupz, you guessed it. I like this baby much better.
Well, havent really thought of any crazy combos for this thing save for the obvious limit break, so nothing much in the combo area. I'll think of something and keep you guys updated. Till then, ciaossu.
LE10-JP007
Demonic Motor Ω (デモニック・モーター・Ω)
Dark/Machine/8/2800/2000
During your End Phase, special summon a [Motor Token] (Earth/Machine/1/200/200) to your field in attack position. Once per turn increases this card's attack strength by 1000. When this effect is used destroy this card at End Phase of that turn.
Ah, what a perfect card. LOL. It does not have the stupid unable to summon from deck thingy like Big Saturn, so it makes this card very monster gate spammable. In fact, it even summons a token on to your field, helping out with monster gate decks.
For the token, assuming it survives to your turn of course, there are also several things you can do with them. You can use the new forced rotation for normal monster with this baby, you can monster gate it away for even more machine fire power, you can use the new revival necklace to summon out more items. You can sac it away for monarchs *Gack* The only problem is that its in attack position so you'll have to think of some method to protect it I guess. If not, just leave it and pray. That's probably what I'll do, heh. Not in my idea to play protective stuff in my deck.
With regards to its second, and IMO better effect of course. It allows you to increase the attack by 1000, and it dies at the end of the turn. Sounds similar to the veteran players? Its old karate man returned with a new cool looking army tank! This is very nicely machine spammable as compared to Big Saturn, since you do not have to pay 1k LP and discard 1 hand for the effect to take place, even though it dies in the end phase. But hey, machines are all about that 1 turn anyway. Summon it, activate effect to 3800, attack and damage step 7600. Just the thing we need. Further, as per previous effect, it will die off, but you can use its effect to summon a token first before it dies.
Now, on to its stats. Its dark and bigger then 2500, playable with dddv and the new ddv for m/t? Not sure how much use is that. The important thing for me is that its 2800, just that nice bit bigger then Gorz even without using its effect. Quite good enough for me. And of course, being an 8 star allows you to use it with all the nice machine fusion monsters for metamorphesis.
Comparing it to the big saturn, well. I like this art more then big saturn for sure. And for summoning, it does not have the restrictions as per big saturn, making it more fun. Finally on to effect, well..... As you guys probably know by know, machine deck kills by some how clearing all obstacles, then going in for the big kill. If the otk fails, you're in trouble anyway, no matter what you do. (If you didn't know this, please fix a time for a duel with me.) With that, the effect of big saturn dealing d ring damage is useless, as it only applies to opponent destroying it. During your turn of an otk, assuming you've cleared all obstacles, that usually is not very useful. Then as compared to big saturn, you do not need any cost to up the attack on this tank as compared to big saturn. So yupz, you guessed it. I like this baby much better.
Well, havent really thought of any crazy combos for this thing save for the obvious limit break, so nothing much in the combo area. I'll think of something and keep you guys updated. Till then, ciaossu.
Wednesday, April 18, 2007
[Card Review] Volcanic Rocket
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.
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.
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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