YGO Card Reviews & Tips

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Airknight Parshath Light/5/Atk1900/Def1400 [Fairy/Effect] When this card attacks with an ATK higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. When this card inflicts Battle Damage to your opponent's Life Points, draw 1 card from your Deck. Very poular card in Control-Styled decks. You never want to be the one top decking Sinister Serpent with 3 Scapegoat tokens as a last defense when Airknight Parshath is out in play. The card advantage this monsters places a player is just crazy. Thinning out your deck, getting through some bad top decks, and not to mention it can overflow with damage against defenses if with a higher attack. It's a Level 5...
Re-Fusion Equip Spell Pay 800 Life Points. Select 1 Fusion Monster from your Graveyard, Special Summon it to your side of the field and equip it with this card. When this card is destroyed, remove the equipped monster from play. Simply put, this is "Premature Burial" for properly Fusion summoned Fusion Monsters (except "Dark Paladin"). The only difference is that if "Re-Fusion" gets destroyed, the monster is removed from play. However you can "Giant Trunade" or "Emergency Provisions" this card and keep the monster on the field (again, just like "Premature Burial"). At least 1 of these cards are a must for a Fusion themed deck. A very solid and useful card.
Magician of Faith MRD-EN036 Spellcaster/Effect FLIP: Select 1 Spell Card from your Graveyard. Add the selected card to your hand. Who doesn't like to reuse a Spell card. In the new format it is more powerful than ever. This with Apprentice Magician in a deck makes it even better. Not to mention one is light and the other dark. Because Change of Heart is gone you no longer have to worry about your opponent getting the effect. Granted there is still Creature Swap but they won't be able to use it that turn. The only set back I see is Nobleman of Crossout but that isn't to damaging. One thing I have learned about the new format is hand management is the key to winning. The occasional topdeck may save you but more than often you...
Polymerization Normal Spell Send Fusion Material Monsters that are listed by a Fusion Monster Card from your hand or your side of the field to the Graveyard, and Special Summon the Fusion Monster from your Fusion Deck. Since we just had a Fusion contest, why not take a look at Fusion related cards that haven't been reviewed already and to start with we have the card that was essential for Fusions. Though a bit dated, it's still a useful way to go to properly special summon your fusion based monsters (as you'll see later this week). It since has gained a searcher ("King of the Swamp") and with the influx of easy accessable Fusion Substitute monsters, Fusion-themed decks look to make a return to gameplay. "Polymerization" is almost...
You know, there's a reason why 2 very, very powerful cards were banned. Namely, The Forceful Sentry, and Consifcation. The effect of hand disruption were powerful, but that isn't the reason these 2 particular cards were banned. The reason is that you may "view" what is not public knowledge. Your opponent's hand. Activating The Forceful Sentry and Confiscation and "viewing" your opponent's hand is releasing their startegy, discarding or placing a card back in the deck could disrupt their whole hand, also you have the perfect idea what the control in their hand. Now you know exactly what they have. Viewing public knowlegde bends the rules, bu The Forceful Sentry and Confiscation have bended those rules, and now there banned. This...
Today we wrap up underrated week, and to finish out the week, we review the side deck beauty Malice Dispersion. Quick-Play Spell Discard 1 card from your hand. Destroy all face-up Continuous Trap Cards on the field. Two sentences, yet so effective, when used properly. Granted, you need to discard 1 card, giving a -1 hand advantage, but, if it is Sinister Serpent, Night Assailant, etc. then it gives no hind disadvantage. Also, you can discard that Light or Dark you need to summon BLS, or that tribute monster in your hand, etc. Pros: Destroys most Burn/Stall decks, because half of the stuff they rely on is Traps (Gravity Bind, Nightmare Wheel, and for Jpnuar10, Wall of Revealing Light, Eye of Truth and Bad Reaction to Simochi) Great...
De-Fusion Quick-Play Spell Return 1 Fusion Monster on the field to the Fusion Deck. In addition, if all the Fusion-Material Monsters that were used for the Fusion Summon of that Fusion Monster are in your Graveyard, you can Special Summon them all to the field. A bit of an overlooked card that may not be as useful not that "Magical Scientist" is banned, but can still provide a good countermeasure against "Metamorphosis". The first part of its effect returns a Fusion monster back to the Fusion Deck. Great. Take that pesky "Thousand-Eyes Restrict", activate this when he tries to take your monster and kick him back. The second part of the effect only works in a dedicated Fusion Deck revolving around "Polymerization". Whatever you...
Okay I was like, "Summon Maryokutai and end my turn" and he was like, "Kay, I'll draw, nuthin in standby phase, main phase one I'll activate Heavy Storm"....and I'm like, "Cheyah! Like I'm going to let you do THAT to my Level Limit Area B!" and he's like, "Dude, like you don't have any face down cards....like Magic Jammer, like you could stop it!" <rolling eyes> and I'm like, "SEE my Maryokutai.....you are SO not paying attention!" <clearing throat and running my fingers through my salt & pepper hair> Okay, I'm done with my introduction. I'll try to refrain from acting young for the rest of the card review. Maryokutai, not a monster that likely will last until your next turn if face up and you don't have any bind cards to...
Marauding Captain: Yo' Donny Boi! Don Zaloog: Aye, M. C.! Hadn't seen you in a long time. Marauding Captain: Where's Amazoness Swords Woman? Don Zaloog: That crazy women? LoL She keeps making players suffer running herself into that all mighty Stone Statue of the Aztecs. LoL MC and DZ: Hahah! Don Zaloog: How'z your family? Marauding Captain: Aye, we're doing good, sept that I lost 2 wives recently being banned in the "forbidden dimension". Don Zaloog: You serious Bra?!? Marauding Captain: Yea, King Dark Ruler Ha Des said we can only have 1 D. D. Warrior Lady per army... HE THINKS HE's SO COOL! Darn You Dark Ruler Ha Des!! If only I was 1300 points more stronger... I would show him what I am made of!! [sigh]...
Now, for the next card of the week, Assault on GHQ!! Assault on GHQ Normal Trap Select 1 monster on your side of the field to activate this card. Destroy the selected card and send 2 cards from the top of your opponent's Deck to the Graveyard. Ah Assault on GHQ, that misunderstood card. You can destroy any tokens you have, and this card combos well with Sacred Phoenix of Nephthys, Mind Control, Scapegoat, etc. Sorry for the brief review, but I'm REALLY busy today. Rated for a deck out or Phoenix deck: 4/5
Final Countdown Group: Spell Card Type: Spell Pay 2000 Life Points. After 20 turns have passed after you activate this card (counting the turn you activate this card as the 1st turn), you win the Duel. I am not sure but I think I am the only person that uses this card.It's a very helping card, I am 1st in my home tournament just because I use it. The way to use this card is with the all big and bad Thousand-Eyes Restrict with its good friend Scapegoat and metamophases. having them both on the field makes it so easy to stall, along with Gravity Bind and Messenger of Peace. Well that's just what I think is good for the stall, please tell me what you think and post for me.
Wandering Mummy Effect Monster (Zombie / EARTH / 4 Stars / ATK 1500 / DEF 1500) You can flip this card into face-down Defense Position once per turn during your Main Phase. After you use this effect, shuffle all face-down Defense Position monsters on your side of the field and return them in face-down Defense Position to your side of the field. Ahh, the fun of this card. Granted, for most decks, they won't know why I like this card, but if run a deck that can use it, you'll love this card. This card comboes well with Guardian Sphinx, Golem Sentry, Stealth Bird, etc. basically any "Ignition Flip"(Cranium X, remember this?) monster. This card also works well in Defense decks, and is fun to use after a Cyber Jar. Sorry for the brief...
King Dragun Fusion Monster (Dragon / DARK / 7 Stars / ATK 2400 / DEF 1100) "Lord of D." + "Divine Dragon Ragnarok" As long as this card remains face-up on the field, your opponent cannot target Dragon-Type monsters for the effect of a Spell, Trap, or Monster Card. Once per turn, you can Special Summon 1 Dragon-Type monster from your hand to your side of the field. Now we're getting somewhere. It's only downside is that it's a Fusion. That said, unlike "Lord of D.", "King Dragun" protects itself as well (since it is a Dragon). Respectable stats and the ability to summon 1 Dragon from your hand each turn makes him a card to definately carry in your Fusion Deck. Being 7 Stars may make him work better in a Red-Eyes B. Dragon themed...
Every once in a while you look through a new set and somehow completely overlook a fantastic and potentially devastating card. Back when Legacy of Darkness came out we were drooling over Warriors! Rightly so, Legacy of Darkness was a truly awesome set giving us a new deck type with plenty of support. In all the hype of warriors though, most people overlooked one of the most perfect side deck cards to date. Possessed Dark Soul Very few decks would ever main deck Possessed Dark Soul, however, who of us haven't run up against a clown deck or weenie-warrior deck and became completely frustrated as well saw monster after monster be sent to the graveyard before they were able to even attempt to make their first attack? You've already...
"Summoned Skull" is back with a makeover and a whole new attitude. Basically by playing this version of him, you gain 1 positive effect and 1 negative effect. The good side, when he is targeted by your opponent, you have a 50% chance on negating it. The bad side, you have to pay 500 Life Points a turn to keep him on the field. Fortunately "Pandemonium" can help offset that and 500LP isn't much when you don't have "Pandemonium" around (except that since it's manditory, you just can't decide to stop). Other than that, he's looking more powerful in the picture. Same beatdown stats. Same kind of use in the game. Gotta love the Skull!
When just about all of us started playing we had visions of ruling the playing field with almighty 7 and 8 star monsters with bone crushing attack power. Most of us pretty much gave up on that philosophy after our two tribute monster was wiped off the field by a Trap Hole. Those were the days of LOB and MRD sets. There wasn't much to rid the field of trap cards then"¦.that was then, this is now. Haven't you ever wanted to use at least a few of those muscle bound 7 or 8 star monsters that seem to collect dust in your binder but look oh so tempting and cool? Barrel Dragon was my first "pull" that I felt the itch to get out on the field. It was the first high level monster with a good enough effect that I felt was worth playing...
This week is underrated and underplayed card week, and to start it off, we have the lovable Stray Lambs. Stray Lambs Normal Spell When you activate this card, you cannot Normal Summon, Flip Summon or Special Summon during this turn. Special Summon 2 "Lamb Tokens" (Beast-Type/EARTH/1 Star/ATK 0/DEF 0) in Defense Position on your side of the field. Ahh, the lambs, the Tribute-able Lambs. This card, in my opinion, is rather potent if played masterfully, like playing it, then sacrificing both goats to a face-down monster, like The Creator, Dark Magician of Chaos (be sure he doesn't get attacked), Guardian Angel Joan, Invader of Darkness, Sacred Phoenix of Nephthys, Barrel Dragon, Emes the Infinity, etc. Also works as a last...
Magical Thorn card registry text "When your opponent's card(s) in his/her hand are discarded to the Graveyard, inflict 500 points of damage to his/her Life Points for each card that was discarded. " I would love to know if anyone knows why they errata'd the card like that? I don't see need It was perfect the way it was printed. Not even broken. I think this card had some serious potential before it's power was cut to ribbons. I wanted to combo the card with Soul Absorbing Bone Tower 's discard effect ( my zombies are sad now ). Now I would love to hear what other people are using it for and where it seems to be most effective.
Fiend Comedian LON-098 Normal Trap Card Toss a coin and call it. If you call it right, all your opponent's cards in the Graveyard are removed from play immediately. If you call it wrong, send a number of cards equal to the cards in your opponent's Graveyard from your Deck to your Graveyard. Well, with Painful Choice being banned here on the 1st of April, let's take a look at a card that I think has potential to be it's replacement. First off, it's got essentially 2 effects; both of which I think benefit the user. Toss a coin, call it right and you eliminate any Special Summoning, Spell Recursion, Sinister Serpent, etc. by your opponent. Call it wrong, and you thin your deck by the number of cards in your opponent's...
Lord of D. Effect Monster (Spellcaster / DARK / 4 Stars / ATK 1200 / DEF 1100) As long as this card remains face-up on the field, all Dragon-Type monsters cannot be targeted by Spell Cards, Trap Cards, or effects of monsters that designate a target. And we're going old-school for this card. It is 1/2 of the old combo used to help bring "Blue-Eyes White Dragon" (along with any dragon for that fact) to the field. His support effect is decent even if he's a pretty open target. Some may consider him slow and long since dated, but he still is effective enough for bringing BEWD to the field and as you'll see later in the week, has also received a major overhaul.
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