YGO Card Reviews & Tips

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Effect Monster - 1 Star, Light, Fairy, 100/100 When this card is in face-up Attack Position on the field, if a player activates "Pot of Greed", he/she can draw 1 more card. An interesting card, for one card on the feild, you can draw 3 cards from your deck Theoreticly, it won't be very useful unless you use your Pot of Greed several times 100/100 and the need to be in attack position hurts it, too but being a fairy, you could protect your life points with The Sanctuary in the Sky, or just have it out to goad your opponent into attacking so you can use your Mirror Force/Sakuretsu Armour Being a 1 Star, you could play Spirit, play Pot of Greed, then use Metamorphosis to change the Spirit into a Thousand-Eyes Restrict and Spirit is...
My favorite card just for it's name, I love to use it in my deck to shock and confuse my enemy, with a loud "I play Mind Haxorz!!", which is usualy followed buy "Mind Haxorz!?" ..but that aside, it's not a terribly bad card, you can see everything your opponent has at the time for the cost of 500 life points, It could certainly help you plan your next few moves, because you now are aware of any dangerous flip effects/traps and any future monsters/spells/traps, too. It won't help for any future drawn cards (unless you play Pikeru's Second Sight with Mind Haxorz), but could give you an advantage. Not too many combos I can think of, except for maybe Mind Crush, allowing you to destroy any card in your opponent's hand (for you now know...
My second card review which I think has a spot at least in the side deck is Cursed Seal of the Forbidden Spell. This card came out in Invasion of Chaos as a common; a 'common'. I could not believe it when I saw the effect. A permanent Magic Jammer and banning of a single Spell card which in multiples means dead draws for your opponent. I sat and thought how could a card with such a deverstating effect be a common, then I spotted why. The first line 'Discard 1 Spell Card'. Since we do not have Spell cards that return from the hand when discarded to the graveyard it meant we would be possibly losing an important spell card. So it meant this card would be sitting in the folder with so many other cards waiting for the day light...
Thank you for taking the time to check out this article. This is the first in a mini-series that I am creating to aid all duelists to find solutions against the current metagame. So many people post there decks only to see staples being added to them, some of which don't actually fit the style of deck, but might be enough to force those duelists to return to cards that are currently used by everyone else. I am hoping this mini-series of article about 'Shaking the Metagame' will give all duelists, including myself, the ability to look beyond the current metagame and to try our hardest to come up with solutions against the decks that always seem to win. One thing I would like to say before beginning, there are answers out there...
Been a while since I did one of these, and so I decided I'd do one over a card I recently started using and enjoying. The Agent of Creation - Venus (LIGHT/Fairy/3/1600/0) Pay 500 Life Points to select 1 "Mystical Shine Ball" from your hand or deck, and Special Summon it to your side of the field. Mystical Shine Ball (LIGHT/Fairy/2/500/500) A soul of light covered by a mystical shine. When you see its beautiful shape, your dreams will come true. I used to actually shun this card for use in a fairy deck. I thought "There isn't any way in Hell that I'm about to pay 1500 life points just to summon those useless things." Ah, how naive I was. Actually, this notion of mine inspired me to use Venus and her Balls (perverts) in a weenie-rush...
Today I am going to review three underused but powerful cards that are unique to all other trap cards in the current metagame and how they can be deadly. Three traps with powerful effects if used correctly. But each of these cards have something in common, something that sets them apart from other trap cards. They can activate the turn they are placed. You see, each of these traps doesn't need to be set for a turn for the effect work as the effect activates from the graveyard, not on the field and they cannot be negated by Jinzo because once they are in the graveyard they are free from Jinzo's continous negating effect. There is also another benefit, you can destroy these traps your self if you choose to, although be careful of...
Gilford the Lightning (LIGHT/Warrior/8/2800/1400) If you Tribute Summon this monster by offering 3 monsters on the field as a Tribute, destroy all Monster Cards on your opponent's side of the field. Now that we know he's being released in the tins, why not review him? Gilford's stats are pretty good for 2 tributes. 2800 ATK is nice, 1400 DEF isn't too bad, and also is Witchable, so that's good. He's a warrior, so he's able to be returned via "The Warrior Returning Alive", and he's LIGHT, so that's Chaos, Zerato, and Solar Ray food. But all of that aside, let's look at his effect. We've seen something along the lines of this before in a monster called Moisture Creature, but Moisture Creature differs in the fact that it destroys spells...
Sonic Jammer Effect Monster (Machine / WIND / 2 Stars / ATK 350 / DEF 650) FLIP: Your opponent cannot activate any Spell Cards until the end of the End Phase of the next turn. From one spell negater to another (and another WIND based Machine as well). Despite being a FLIP effect monster, "Sonic Jammer" can be more versitile than "Spell Canceller" in that for the turn it was flipped and the turn afterwards (so 1 of your turns and 1 of there's) your opponent cannot activate any spell card, while you are free to. Yes, it doesn't negate any Spell Cards on the field, but overall, it shuts them down from doing anything new. Combo this with "Tsukuyomi" and keep your opponent at bay for several turns. Though it doesn't see play often, this is...
Destiny Board Continuous Trap At the end of each of your opponent's turns, place 1 "Spirit Message" card from your hand or your Deck face-up on the field. If it is from your Deck, then shuffle your Deck. When "Spirit Message" cards "I", "N", "A", and "L" are all on your side of the field in their proper order, you are declared the winner. If any of your "Spirit Message" cards or "Destiny Board" are removed from the field, all your "Spirit Message" cards and "Destiny Board" on the field are sent to your Graveyard immediately. Ah Destiny Board. The Spell/Trap version of Exodia. Much hype initially with even greater disappointment once it became available. The fact that Spells and Traps provide most of your defensive capabilities...
Hopefuly this time I know exactly what I'm talking about ^_^; Spell Card Card Text As long as this card remains face-up on the field, there is no limit to the number of cards in both players' hands. Here's an interesting card. At a standoff? doing nothing but drawing waiting for something good to use? use Infinite Cards to keep everything you draw instead of having to discard one a turn It's also an effect that your opponent can use, which means they might not be to likely to destroy it, at least until they realise what you can do with it :D First, an easy combo: Muka Muka/Enraged Muka Muka though not as powerful as if you could use Slifer the Sky Dragon, Muka Muka is a 2 star, 600 attacker...
Trap Card Card Text: Inflict 1000 points of damage to the Life Points of the player who destroyed this Set card. Kozaky's brain didn't implode just for Fruits of Kozaky's Studies, he also made Kozaky's Self-Destruct Button! This little gem may play a few mind games with people, if you think "I should destroy that set card just to be safe", then you realize destroying a card that could be Kozaky's Self-Destruct Button isn't safe at all! 1000 may or may not be much, but it does give the button one major power It effectively counters Last Turn, especialy Last Turn/Jowgen decks You need under 1000 life points to activate Last Turn, so when Last Turn destroys Kozaky's Self-Destruct Button, they loose 1000 lp, with will then kill them...
Trap Card Text: You can only activate this card when your Life Points are lower than your opponent's Life Points and the difference is 7000 points or more. Both player's Life Points become 0. First of all, you aren't going to win any games basing a deck on this card O_o; Second of all, this proves that judge wrong when he said there were no draws in Yu-Gi-Oh This card is for a last resort. If you're horribly losing, activate this card to save the duel (or at least, not let your opponent get the win) the 7000 difference in life points needed may be hard to get. In a normal duel, you're opponent can't lose more than 999 life points (though I think that would be 990, I can't think of any cards that don't have attack points that are...
Freed the Matchless General EARTH/Warrior 5 Star ATK: 2300, DEF: 1700 Effect: Negate the effect of any Spell Card that designates this card as a target and destroy it. As long as this card remains face-up on the field, you can add 1 Level 4 or lower Warrior-Type monster from your Deck to your hand per turn instead of drawing 1 card during your Draw Phase. Then shuffle your Deck. Rulings This card's effect that negates Spell Cards that target it is not optional. You can Special Summon this card from the Graveyard with "Monster Reborn" because its effect that negates Spell Cards is not active while it is in the Graveyard. You can activate "Premature Burial" to Special Summon this card from the Graveyard, and then this card's effect...
A very under-rated monster with an effect that can cripple any deck that uses discards as a cost. Many people have mistaken this card as a free way to get effects without the discard cost. Little did they realise how wrong they were. Goblin of Greed has a much more nasty surprise for you and your opponent in that neither player can activate an effect that allows discarding as a cost. Potentially this monster could be a dent in decks that use the following Tribute to The Doomed Tribe-Infecting Virus Raigeki Break Kuriboh Divine Wrath Dark Paladin Back to Square One Phoenix Wing Wind Blast Chiron the Mage Forced Ceasefire Hallowed Life Barrier Lightning Vortex Reshef the Dark Being XYZ Monsters to name but a few...
Trap Jammer [Counter Trap] You can only activate this card when your opponent activates a Trap Card during the Battle Phase. Negate the activation of the Trap Card and destroy it. Probably one of the coolest Trap Cards, with no involvement of a cost. The effect is free, and it's a Spell Speed 3 Counter Trap card. However it can only be activated in the Battle Phase, which pretty much isn't a draw back at all. Possible cards during Battle Phase: Call of the Haunted Mirror Force Sakuretsu Armor Compulsory Evacuation Device Solemn Judgment Wall of Revealing Light Windstorm of Etaqua .... and so on f course The cool thing about this card is wghen your opponent suffers from this cards activation. You have a Call of the...
HOW MUCH IS A CYBER HARPIE WORTH? I GOT ONE TODAY AND IM INTERESTED IN SELING IT. I THINK THE NEW Harpie is gonna help all of those who have wind or harpie decks!! I WONDER IF THEY WILL EVER UPGRADE HARPIE'S BRO.
TLM-EN046 Equip Spell You can only equip this card to a monster on your opponent's side of the field. When a monster destroys the equipped monster and sends it to the Graveyard as a result of battle, inflict damage to your opponent's Life Points equal to the ATK of the equipped monster. There was already some conversation about this card over here: http://www.cogonline.net/threads.9180 At first glance this card seems to be as potent as a Ring of Destruction or Magic Cylinder. Damage equal to an opponents monster's attack. However it jsut falls short of the strength of the others. Magic Cylinder and Ring of Destruction can break even in card advantage. Ring of Destruction can destroy an opponent's monster itself, and Magic...
Inferno Tempest Quick-Play Spell When you take 3000 or more Battle Damage from 1 attack, you can activate this card. Remove all monsters in each player's Deck and Graveyard from play. Yes, this card needs its own deck built around it to play it effectively, but it can pack quite a nasty punch. It activates in the Damage Step so if the conditions are right, that reduces the chance of it getting negated. If it's your opponent's turn, you can use "Enchanted Javelin" or "Nutrient Z" to help reduce the 3000 life point loss you would need to take. Of course if it is your turn, you have more control over how you want to lose your life points (Suicide a Scapegoat Token into a "Lava Golem" or "Black Luster Soldier - Envoy of the...
Winged Kuriboh Effect Monster (Fairy / LIGHT / 1 Star / ATK 300 / DEF 200) When this card on the field is destroyed and sent to the Graveyard, its effect is activated. After activation, during this turn, any Battle Damage that the controller of this card takes becomes 0. I'd love to see how by growing wings, the little fuzzball goes from being a Fiend to a Fairy and from Dark to Light (I mean, can't we have 1 Dark Fairy in the game OTHER than "Doma The Angel of Silence"? *ahem* What we get here is a er, mass-Kuriboh effect. Unlike the normal one, he has to be on the field instead of in the hand and destroyed instead of discarded. Also Winged Kuriboh must go to the Graveyard to get his effect while the regular one doesn't (so that...
Woot!!! Total fiendness!!! Alright my turn... Here's a card most people haven't even heard of...: Grave Protector/Dark/Fiend/ 4 Star/ATK0/DEF2000 Effect: As long as this card remains face-up on the field, monsters that are destroyed as a result of battle are returned to the owner's Deck instead of being sent to the Graveyard. The deck is then shuffled. This card isn't really deck but more like side deck material. It basically sends anything sent to the graveyard via battle to the deck. Its great for an opponent that uses zombies,Chaos(Chaos fuel is sent to the deck),or any other deck that lives on its graveyard. It also goes against what most duelists try to do.....Deck thinning (Searchers,Sangan elemental,Sinister etc.) But...
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