YGO Card Reviews & Tips

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I would like to clarify this doubt on Snatch Steal. As the card text did not state what happens if this card is destroyed or when this card returns to hand. I will add in 3 scenarios to clearer my point. 1) Player A uses Snatch Steal on Player B's monster. Player B immediately Mystical Space Typhoons it before Player A targets. Where does the monster go? 2) Player A uses Snatch Steal on Player B's monster. Player A "snatches" it over. Player B then chain with Mystical Space Typhoon during the Battle Phase. Where does the monster go? 3) Player A uses Snatch Steal and successfully "snatches" Player B's monster. (Either one) uses Giant Trunade to return Snatch Steal to Player A's hand. Where does Snatch Steal go? In both the...
Image From: http://www.ideal808.com/products.asp?CategoryID=31 Click to Zoom Dark King Dragon - Vandorgaron Dragon/Effect Level 8 ATK/2800 DEF/2500 YR1-JP001 When a card that your opponent activates is negated by a Counter Trap, special summon this card from your hand. When this card is successfully summoned by this method, depending on the type of the card negated, use one of the following effects: Magic: Do 1500 life point damage to your opponent. Trap: Destroy one card on your opponent's field. Effect Monster: Select one monster from your Graveyard and special summon it to your field. This card is a new Shonen Jump promo in Japan. A really wierd effect, but pretty good. Discuss. EDIT: with Divine Wrath, pretty...
Guardian Elma Effect Monster (Fairy / WIND / 3 Stars / ATK 1300 / DEF 1200) This card can only be Normal Summoned, Flip Summoned, or Special Summoned when there is a "Butterfly Dagger - Elma" on your side of the field. When this card is Normal Summoned or Special Summoned successfully, you can equip 1 appropriate Equip Spell Card in your Graveyard to this card. Butterfly Dagger - Elma Equip Spell Increase the ATK of a monster equipped with this card by 300 points. When this card is equipped to a monster, and is destroyed and sent to the Graveyard, this card can be returned to the owner's hand. What garbage today. First off, was "Guardian Elma" ever used even before the Dagger got banned for life? Granted you still could use her if...
The End of Anubis Effect Monster (Fiend / DARK / 6 Stars / ATK 2500 / DEF 0) As long as this card remains face-up on the field, all effects of Spell, Trap, and Monster Cards that designate a card(s) in the Graveyard or that activate in the Graveyard are negated. Complimenting (and complimented by) "Necrovalley" for total Graveyard control, "The End of Anubis" is an underrated card that can cause headaches for your duel. First off the slight bad. 6 Stars = 1 tribute. Eh, no real issue. DEF of 0. Well, only if he's in defense position and they have a trampler should you worry here. Now the great. Fiend/Dark. Lots of support there. 2500 ATK. Well, that makes it tied for the strongest 1 Tribute in the game, beating the Jinzo line...
Peten the Dark Clown Effect Monster (Spellcaster / DARK / 3 Stars / ATK 500 / DEF 1200) When this card is sent to your Graveyard, you can remove this card from the Graveyard to Special Summon 1 "Peten the Dark Clown" from your hand or Deck. This card caused quite a stir when it first came out. It helped usher in the rulings about the "timing" of the card because of 1 simple word in its effect: "CAN". Because of that, his effect is considered "optional" and not Manditory (ala "Sangan" or "Night Assailant"). So in order to gain that effect, it had to be the last event to occur. This toned down his playability quite a bit. He still is decent though. He works as a Deck Thinner and helps ensure that you still have a monster on the...
common card, normal trap - Straight From The Junk Box of cards text : "You can activate this card when a Continuous Trap Card is activated. Negate all Continuous Trap Cards during the turn this card is activated." Big problem with the wording of this card. Does "is activated" in the first line mean immediately upon activation of the trap card you are trying to negate - or could it also be when the trap card was activated the previous turn? (At which point, you might say, "Yeah, it is activated alright.") An example. Your opponent activated Imperial Order his last turn. Your turn, you play Change of Heart, and then Metal Detector. It seems to me Imperial Order would be negated. The only card Metal Detector should not work on...
Pole Position Continuous Trap The face-up monster(s) with the highest ATK on the field is unaffected by any Spell Cards. When "Pole Position" is removed from the field, destroy the face-up monster(s) with the highest ATK on the field. Welcome to the controversies. "Pole Position" (sounds like it should be the name of a racing game instead) starts us off with a rather simple effect. The face-up monster with the Highest ATK is immune to any Spell Cards. Great. We like Spell Immunity. :) Granted when "Pole Position" is removed from the field, the monster(s) with the highest ATK goes with it. Ah, everything has to have a downside. Here's it's catch. Spell cards often have a wayof raising/lowering the ATK of a monster. So it's...
Guardian Angel Joan Effect Monster (Fairy / LIGHT / 7 Stars / ATK 2800 / DEF 2000) When this card destroys a monster and sends it to the Graveyard as a result of battle, increase your Life Points by an amount equal to the original ATK of the destroyed monster. Cestus of Dagla Equip Spell You can only equip this card to a Fairy-Type monster. Increase the ATK of a monster equipped with this card by 500 points. When the monster equipped with this card inflicts Battle Damage to your opponent's Life Points, increase your Life Points by an equal amount. So "Guardian" week ends with a little bit of a "twist" (that being since I ran out of regular Guardians) with a pairing that just screams to be put together, without the lousy summoning...
Cold Wave (Spell Card) This card can only be activated at the beginning of your Main Phase 1. Until your next turn, neither player can activate nor set any spell or trap cards. Let me tell you right now --- If you are a complete beginner and JUST started this game, get this card and start learning how to use it. If you are quite an advanced player and have been playing this game for a while and aren't using this card, shame on you, but i don't blame you. Personally, however, i think that Cold Wave is horribly underrated and needs to be used more. Cold Wave, however, takes a while to master. I use it, but still make very stupid mistakes with it, like using it at the wrong time, etc. Cold Wave is a good card for the following reasons...
Card Text When this card is flipped face-up, return 1 card on your opponent's side of the field to the owner's hand. As long as this card remains face-up on the field, increase the ATK of all WATER monsters on your side of the field by 200 points. In my opinion this card is a Must-Have for a water based deck, not just because of the effect of returning one monster on your opponent side of the field to his hand, but because it increases the attack of Water monsters on YOUR side of the field by 200. It helps a lot and the good thing is that this card cannot be Stopped by Spell-Absorving Life nor by Ceasefire but it is a good Combo with this cards, specially with the last one.
Guardian Kay'est Effect Monster (Sea Serpent / WATER / 4 Stars / ATK 1000 / DEF 1800) This card can only be Normal Summoned, Flip Summoned, or Special Summoned when there is a "Rod of Silence - Kay'est" on your side of the field. This card is unaffected by any Spell Cards. Also, this card cannot be an attack target of your opponent's monsters. Rod of Silence - Kay'est Equip Spell Increase the DEF of a monster equipped with this card by 500 points. Negate the effect of a Spell Card (excluding this card) that targets the monster equipped with this card and destroy the Spell Card. Here's a different approach for a Guardian pair. "Guardian Kay'est" is immune to all spell cards as well as cannot be targeted in battle. Basically, any...
Guardian Grarl Effect Monster (Dinosaur / EARTH / 5 Stars / ATK 2500 / DEF 1000) This card can only be Normal Summoned, Flip Summoned, or Special Summoned when there is a "Gravity Axe - Grarl" on your side of the field. If this is the only card in your hand, you can Special Summon it. Gravity Axe - Grarl Equip Spell Increase the ATK of a monster equipped with this card by 500 points. As long as this card remains on the field, monsters on your opponent's side of the field cannot change their battle positions. A very interesting mix here. With an ATK of 2500, "Guardian Grarl" can more than hold its own on the field. While their are easier beatsticks to get out, he can potentially be a good late game draw. As long as "Gravity Axe -...
Guardian Tryce | DCR-010 Light/5/1900Atk/1700Def [Thunder/Effect] This card can only be Normal Summoned, Flip Summoned, or Special Summoned when there is a "Twin Swords of Flashing Light - Tryce" on your side of the field. When this card is destroyed and sent to the Graveyard, Special Summon to your side of the field the monster in the Graveyard that was used for the Tribute Summon of this card. Twin Swords of Flashing Light - Tryce | DCR-037 [Spell Card] - Normal Send 1 card from your hand to your Graveyard to equip this card. Decrease the ATK of a monster equipped with this card by 500 points. A monster equipped with this card can attack twice during the same Battle Phase. Saving densetsu_x some time. Haha anyways...
Guardian Baou Effect Monster (Fiend / DARK / 4 Stars / ATK 800 / DEF 400) This card can only be Normal Summoned, Flip Summoned, or Special Summoned when there is a "Wicked-Breaking Flamberge - Baou" on your side of the field. Each time this card destroys 1 of your opponent's monsters and sends it to the Graveyard as a result of battle, increase the ATK of this card by 1000 points. Also, the effects of an Effect Monster that this card destroys as a result of battle are negated. Wicked-Breaking Flamberge - Baou Equip Spell Send 1 card from your hand to the Graveyard to equip this card. Increase the ATK of a monster equipped with this card by 500 points. If a monster equipped with this card destroys a monster as a result of battle, the...
Guardian Ceal Effect Monster (Pyro / FIRE / 4 Stars / ATK 1700 / DEF 1400) This card can only be Normal Summoned, Flip Summoned, or Special Summoned when there is a "Shooting Star Bow - Ceal" on your side of the field. Send an Equip Card on your side of the field equipped to this card to the Graveyard to destroy 1 monster on your opponent's side of the field. Shooting Star Bow - Ceal Equip Spell Decrease the ATK of a monster equipped with this card by 1000 points. A monster equipped with this card can attack your opponent's Life Points directly. A mixed bag today. "Guardian Ceal" is well... there are better Pyro/Fire monsters to play, esp with the support from the newer sets. Plus to fully use him you either need a lot of Equip...
The Light - Hex-Sealed Fusion The Dark - Hex-Sealed Fusion The Earth - Hex-Sealed Fusion Effect Monster (Rock / (LIGHT|DARK|EARTH) / 3 Stars / ATK 1000 / DEF 1600) You can substitute this card for any 1 Fusion-Material Monster. When you do this, the other Fusion-Material Monster(s) must be the correct one(s). Tribute Fusion-Material Monsters on the field, including this card, to Special Summon 1 (LIGHT|DARK|EARTH) Fusion Monster from your Fusion Deck. Lastly, we come to the newest set of Fusion assistance cards. Like "King of the Swamp", they can be used as a Fusion Substitute with "Polymerization" or "Fusion Gate" to special summon a Fusion to the field. Their second effect provides an alternative way to bring a Fusion to the...
Non-Aggression Area Trap You can only activate this card during your standby phase. Discard one card from your hand to the graveyard. Your opponent cannot Normal Summon/Set or Special Summon any monsters on the next turn. I noticed this card hadn't been reviewed before here, but I got to thinking this morning in the right deck, if your opponent couldn't get rid of it immediately, it could be the ultimate stall/field clearer. The simplest combo would be to have a Night Assailant in your Graveyard and one in your hand. You don't lose any cards at all if you pull your other Night Assailant back, and your opponent can't summon on their next turn at all. Combine this with Forced Requisition, especially if you can activate...
Fusion Gate Field Spell As long as this card remains face-up on the field, a Fusion Monster can be Fusion Summoned without using "Polymerization". The Fusion-Material monsters used in the Fusion Summon are not sent to the Graveyard, but are removed from play. Today we look at the original Field Spell for fusions. "Fusion Gate" long held an edge over "Polymerization" in that you could keep summoning as many Fusion monsters as you had materials. With the added perk that the Fusions were considered properly summoned this way, it became a preferred choice. It's main downside is that the monsters are removed from play. However, thanks to Invasion of Chaos and the Exclusive Pack (with "Dimension Fusion" and "Return from the Different...
King of the Swamp Effect Monster (Aqua / WATER / 3 Stars / ATK 500 / DEF 1100) You can substitute this card for any 1 Fusion-Material Monster. When you do this, the other Fusion-Material Monster(s) must be the correct one(s). Discard this card from your hand to the Graveyard to add a "Polymerization" Spell Card from your Deck to your hand. The Deck is then shuffled. One of the best cards for a Fusion Deck. You can use him either to search out the "Polymerization" spell card, or if you have it you can use him as a substitute monster for your Fusion. Also in a pinch, he can serve as a monster to help protect your life points in a pinch. His stats won't be all that helpful in that case but it's still better than nothing. Most times...
Centrifugal Field Field Spell When a Fusion Monster(s) is destroyed and sent to the Graveyard by a card effect, the owner of that Fusion Monster selects 1 of the Fusion Material Monsters written in the card text of that Fusion Monster from his/her Graveyard and Special Summons it to the field. One of 2 Field Spells that help in Fusion decks, this one combos very well with Polymerization based Fusion decks. When your Fusion monster gets destroyed (except by battle), you can take one of the pieces and special summon it to the field. Unfortunately if more than Fusion Monster is destroyed at the same time, you can still only Special Summon 1 Monster. But, here's it's upside. Unlike other Fusion assist cards, Fusions here need not have...
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