YGO Card Reviews & Tips

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Death Wombat Earth/Beast/3/1600/300 When this card is face-up on the field, all damages done by card's effects to this card's controller would become 0. (Credit to the link in the picture for the picture and translation, or DMComet for the translation.) Review: Another Aussie animal. Wombats have run rabid in TCGs for years now, should YGO be any different? I say no! Bring on more Australian animals! I say Des Platypus next! Earth, Beast; lots of support on those two fronts. 3 Stars; gets under Gravity Bind and Level Limit - Area B, always a plus. 1600 ATK; Fairly solid, especially for a 3 star monster, with an effect. Only Sonic Duck beats it, and Frontier Wiseman ties it. Won't get under Messenger of...
From Battery Charger's effect, it was obvious there were going to be more Batterymen. Batteryman C works best when you have three of them face up in the same position (Enemy Controller can cancell out this effect) they will increase the attack or defense (whichever one they all are in) of Machines by up to 1500 for 3 of them. But being Thunder types, they don't power themselves up, and with 0/0 for attack and defense, it's hardly worth it to have three 0 attack monsters out to power up up to 2 machines... The best way to use this (if you do) is to combine DNA Surgery, so at least you have 3 1500 attackers and +1500 to your other monsters
I like this card, it's smilar to fusion gate, but more specific in what it can do The best part is that it can use monsters in the graveyard or field (not hand though) to do the fusion! You can use your Lord of D.+Flute of Summoning Dragon combo and not have to worry if Lord of D. dies before Divine Dragon Ragnarok comes around to fuse King Dragun But the most potential this card has is to do 2 fusions of the same monster! Say you use Polymerization to fuse 3 Blue-Eyes White Dragons into Blue-Eyes Ultimate Dragon, now use Dragon's Mirror to remove those three Dragons for another Blue-Eyes Ultimate! That can be made to work with any Dragon type fusion I use a Dragon deck myself, so this card is really handy, but I'm not sure exactly how...
Jetroid CRV-EN011 At the time this card is selected as an attack target by your opponent's monster, the controller of this card can activate Trap Card(s) from their hand. "¢ Both players can chain to the Trap Card that is activated by the effect of "Jetroid" (the controller can activate several Trap Cards from his hand in a chain). "¢ If "Ancient Gear Golem" attacks "Jetroid", the controller of "Jetroid" cannot use its effect. Well, we have Jetroid. Not my favorite roid monster, but by far not the worst. It has a mini-Makyura effect, when it is declared as an attack target. It also has 1200 ATK, making it a little worse, if you want to get this effect immediately, you have to risk it dying easily, but if you get it's effect off, you...
Another one of Kozaky's inventions, this one you actualy need Kozaky to use. 2500 attack beats Rare Metal Dragon's 2400 for a 4 star monster, and it's slightly easier to summon, but with 400/400, Kozaky (and Giant Kozaky) probably won't last long. But if Kozaky is destroyed, Giant Kozaky goes with it dealing 2500 life points, which isn't good at all... But, there are ways around this! Heart of Clear Water: Makes Kozaky indestructible enough for Giant Kozaky to last longer Creature Swap: Switch control of Giant Kozaky to your opponent, and use the monster you got and Kozaky for a tribute summoning (or just destroy Kozaky somehow) and you deal 2500 damage to your opponent, and leave him one monster short! Skill Drain: The problem...
Cybernetic Cyclopean Effect Monster (Beast-Warrior / EARTH / 4 Stars / ATK 1400 / DEF 200) While you have no cards in your hand, increase the ATK of this card by 1000 points. "¢ There are no published rulings for "Cybernetic Cyclopean". Okay, overall I like this card. It has good support, being both Earth and Beast-Warrior. It also has synergy for Spiritual Earth Art - Kurogane, Enraged Battle Ox, discarding effects, etc. It has potential in certain decks. This card's main combo so far at the prerelease was with Pot of Generosity, which should never see play outside of the prerelease. Otherwise, I see any discard card getting abused to pump this guy. Otherwise, not a heck of a lot of comboes. This guy has the availability if being...
XYZ-Dragon Cannon Fusion Monster (Machine / LIGHT / 8 Stars / ATK 2800 / DEF 2600) "X-Head Cannon" + "Y-Dragon Head" + "Z-Metal Tank" This card cannot be Special Summoned except by removing from play the above cards on your side of the field; then you can Special Summon this card from your Fusion Deck (You do not use "Polymerization"). Discard 1 card from your hand to destroy 1 card on your opponent's side of the field. "¢ There are no published rulings for "XYZ-Dragon Cannon". Alright, I like this card overall. A repetative 1-1 trade to remove their entire field, or as much as you can with your hand size, well, Night Assailant = Final Destiny for their field every turn. Alright, this card has a lot going for it. 2800 ATK and 2600...
Megarock Dragon Effect Monster (Rock / EARTH / 7 Stars / ATK ? / DEF ?) This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play a Rock-Type monster(s) in your Graveyard. The original ATK and DEF of this card become the number of Rock-Type monsters you removed from play when you Special Summoned this card x 700 points. "¢ You must remove from play at least 1 Rock-Type monster in your Graveyard in order to Special Summon "Megarock Dragon". "¢ The original ATK of "Megarock Dragon" is determined by its effect. This is further doubled/halved by "Megamorph" and other effects that are based off of original ATK. So if you Special Summon "Megarock Dragon" with an original ATK of 2100...
YZ-Tank Dragon, MFC-054 (LIGHT/Machine/6/2100/2200) "Y-Dragon Head" + "Z-Metal Tank" This card cannot be Special Summoned except by removing from play the above cards on your side of the field; then you can Special Summon this card from your Fusion Deck (You do not use "Polymerization"). Discard 1 card from your hand to destroy 1 face-down Monster Card on your opponent's side of the field. Alright, overall, I think this is the most underrated and most underappreciated XYZ mini-Fusion. In today's meta, this card can dominate. So many monsters hit the field in face-down defense, it isn't funny. This bad boy kills those nasty Flip Effects, and if you take away the pain of discarding via Night Assailant, it's free Nobleman of Crossouts...
XZ-Tank Cannon Fusion Monster (Machine / LIGHT / 6 Stars / ATK 2400 / DEF 2100) "X-Head Cannon" + "Z-Metal Tank" This card cannot be Special Summoned except by removing from play the above cards on your side of the field; then you can Special Summon this card from your Fusion Deck (You do not use "Polymerization"). Discard 1 card from your hand to destroy 1 face-down Spell or Trap Card on your opponent's side of the field. "¢ There are no published rulings for "XZ-Tank Cannon". This card, IMO, is the best of the 3 mini fusions, but in today's meta, you'll find more use from YZ-Tank Dragon. Most of people's face-downs today will chainable, or if you call priority, they'll chain it with Torrential Tribute, etc. This card will only...
XY-Dragon Cannon Fusion Monster (Machine / LIGHT / 6 Stars / ATK 2200 / DEF 1900) "X-Head Cannon" + "Y-Dragon Head" This card cannot be Special Summoned except by removing from play the above cards on your side of the field; then you can Special Summon this card from your Fusion Deck (You do not use "Polymerization"). Discard 1 card from your hand to destroy 1 face-up Spell or Trap Card on your opponent's side of the field. "¢ There are no published rulings for "XY-Dragon Cannon". This card, I feel, is the worst of the 3 mini-fusions for the XYZ set. There is a far larger majority of set cards being played then face-up spell/traps. This card only trues shines against Burn/Stall decks. 2200 ATK for a 6 star, along with 1900 DEF makes...
Z-Metal Tank Union Monster (Machine / LIGHT / 4 Stars / ATK 1500 / DEF 1300) Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your "X-Head Cannon" or "Y-Dragon Head" as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, increase the ATK/DEF of the equipped monster by 600 points. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.) "¢ If "Z-Metal Tank"'s ATK is doubled with "Limiter Removal", and then "Z-Metal Tank" is equipped to "X-Head Cannon", "Z-Metal Tank" is not destroyed at the end...
Y-Dragon Head Union Monster (Machine / LIGHT / 4 Stars / ATK 1500 / DEF 1600) Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your "X-Head Cannon" as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, increase the ATK/DEF of the equipped monster by 400 points. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.) "¢ If "Y-Dragon Head"'s ATK is doubled with "Limiter Removal", and then "Y-Dragon Head" is equipped to "X-Head Cannon", "Y-Dragon Head" is not destroyed at the end of the turn...
Today's Card of the Day is Asura Priest, a card that was used quite a bit during Nationals this year. Asura Priest is mainly a side-deck "tech" card. His effect is very useful, being able to wipe out all of your opponent's monsters followed by attacks from your other monsters. His primary use was probably a Scapegoat counter at Nationals, however. Being a Spirit monster can hurt him a lot. If you top deck him, unless you set him face-down, he's going right back to your hand, letting your opponent attack you with their monsters. If you equip him with a card like Big Bang Shot or Axe of Despair to let him do some hurting to your opponent, you're losing that card as soon as your turn is over. My favorite thing to do with him, though...
X-Head Cannon Normal Monster (Machine / LIGHT / 4 Stars / ATK 1800 / DEF 1500) A monster with a mighty cannon barrel, it is able to integrate its attacks. It attacks in many ways by combining and separating with other monsters. "¢ [Re: Heavy Mech Support Platform] If you have a monster, "X-Head Cannon" for example, equipped with "Heavy Mech Support Platform", and you activate "Limiter Removal", the ATK will becomes (1800 + 500) x 2 = 4600. Also, the "Heavy Mech Support Platform" will be destroyed instead of the "X-Head Cannon" during the End Phase (by the effect of "Limiter Removal"). "¢ [Re: Pole Position] I have "Pole Position", "Luminous Spark" (+500 to LIGHT), and "Gemini Elf" (1900 ATK / EARTH) face-up on the field. "Gemini Elf"...
Giant Soldier of Stone Earth/Rock/3/1300/2000 A giant warrior made of stone. A punch from this creature has earth-shaking results. Rulings: 1. [Re: Big Bang Shot] If you equip your "Big Bang Shot" to your opponent's "Dark Magician", and "Dark Magician" attacks your "Giant Soldier of Stone", the opponent of the owner of the "Big Bang Shot" takes the damage (so your opponent, who attacked with "Dark Magician", takes 900 points of damage.) Its been a awhile since I've done a CoTD. I hope I'm not too rusty. An old school monster that to this day remains one of my favorite rock types. During the earlier days this card stood as one of the best non-tributing defenders around. A DEF of 2000 that back in the day of just 1800...
Card Name Cyber Jar Card Type Monster Monster Type Rock Attribute DARK Level 3 Attack 900 Defense 900 Is Effect Yes Is Fusion No Is Ritual No Is Union No Is Spirit No Is Toon No Card Text FLIP: Destroy all monsters on the field. Both players then pick up 5 cards from the top of their respective Decks and Special Summon all Level 4 or lower Monster Cards among them on the field in face-up Attack Position or face-down Defense Position. The rest of the cards picked up are added to their respective hands. Rulings Spirit Monsters, Toon Monsters, Ritual Monsters, etc. are sent to your hand as they cannot be Special Summoned or must be Special Summoned is a specific way. Both players reveal all 5 cards to...
Guardian Sphinx LV5 ATK:1700 DEF:2400 You can flip this card into face-down Defense Position once per turn during your Main Phase. When this card is Flip Summoned, return all monsters on your opponent's side of the field to the owner's hand. Rulings [Re: Arsenal Summoner] You can add a card to your hand with "Guardian" in its name as long as it's not listed on "Arsenal Summoner", such as "Guardian of the Throne Room" or "Guardian Sphinx". [Re: Criosphinx] If multiple monsters are sent to the hand simultaneously (such as with "Guardian Sphinx"), the effect of "Criosphinx" only activates once, so only 1 card is discarded. [Re: Dramatic Rescue] You can activate "Dramatic Rescue" when an Amazoness on your side of the field is targeted...
Welcome to today's CotD, Medusa Worm. Medusa Worm is one of the many new rock-type monsters introduced in TLM. Much like its companions, and many other monsters, Medusa Worm has the ability to flip itself face-down, and then when it is flip summoned, an effect is triggered. For the Worm, it's monster destruction. This can be abused in several ways in a rock themed deck. First of all, there's Hieracosphinx, who will prevent your opponent from attacking your face-down monsters. This will let you use Medusa Worm just about every one of your turns, unless your opponent uses something like Ceasefire or The Spell Absorbing Life. But I think I like a much more shrewd way of doing things with Medusa Worm. All you need is a Level Limit - Area...
The Card of the Day for Sunday, July 24th is a common Trap from TLM named Rock Bombardment. TLM gave us support for Rock-types so let's look at how playable this particular card is. Card # TLM-EN055 Card Name Rock Bombardment Card Type Trap Is Counter No Is Continuous No Card Text Select 1 Rock-Type monster in your Deck and send it to the Graveyard. Inflict 500 points of damage to your opponent's Life Points. Then shuffle your Deck. No Rulings Well it's a trap so it can be chained to, so that's a plus. You thin your deck by this card, and the card you're sending to the Graveyard - another plus. Not to mention you do a so-so burn of 500 damage when you thin - better plus. The Rock Spirit and Gigantes immediately come to...
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