YGO Card Reviews & Tips

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Dark Scorpion - Chick the Yellow Effect Monster (Warrior / DARK / 3 Stars / ATK 1000 / DEF 1000) When this card inflicts Battle Damage to your opponent's Life Points, you can select and activate one of the following effects: "¢ Return 1 card on the field to its owner's hand. "¢ See 1 card on the top of your opponent's Deck. Your opponent does not see the card. Then return it on the top or the bottom of your opponent's Deck. Here's a card that may see a little more use these days thanks to a newly found OTK involving him, "Makyura the Destructor", and "Call of the Haunted". Outside of that however, the effect isn't that great. If you are able to do damage with him, you can either bounce 1 card (monster, spell, or trap) back...
Dark Sage Effect Monster (Spellcaster / DARK / 9 Stars / ATK 2800 / DEF 3200) This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your hand or your Deck by Tributing 1 "Dark Magician" on your side of the field when you succeed in the effect of "Time Wizard". At that time, select 1 Spell Card from your Deck, add it to your hand, and then shuffle your Deck. Here's a powerhouse that your "Dark Magician" can become. All you need to do is get "Time Wizard" on the field with him, call the coin flip right, and presto... not only do you now have a much stronger creature, you clear out your opponent's monsters as well. Seems like a lot of work, but "Dark Sage" is the only card effect in the game that...
Dark Scorpion - Meanae the Thorn DCR-061 Dark/ Warrior/Effect/4/1000/1800 When this card inflicts Battle Damage to your opponent's Life Points, you can select and activate 1 of the following effects: - Select 1 card that includes "Dark Scorpion" in its card name, or is named "Cliff the Trap Remover", from your Deck and add it to your hand. - Select 1 card that includes "Dark Scorpion" in its card name, or is named "Cliff the Trap Remover", from your Graveyard and add it to your hand. Meanae is probably the most useful Dark scorpion besides Don Zaloog or Cliff. She has a 'sangan/witch' effect and a 'The Warrior returning alive' effect. The catch is you can only use it on Cliff or the Dark Scorpions. Unfortunately you...
Dark Scorpion Burglars Effect Monster (Warrior / DARK / 4 Stars / ATK 1000 / DEF 1000) When this card inflicts Battle Damage to your opponent's Life Points, your opponent selects 1 Spell Card from his/her Deck and sends it to the Graveyard. The Deck is then shuffled. Pharaonic Guardian gave birth to 2 interesting concept groups, the Gravekeepers and the Dark Scorpion Burglars. While the Gravekeepers all came out in PGD, the Dark Scorpions would need 3 sets to get their whole group out (talk about a lack of love). This week we're going to take a look at the underappreciated burglars. First off we have the group as a whole. As a preface to about every card this week, let me say theat all of the Dark Scorpion monster cards...
Dark Magic Attack Normal Spell You can only activate this card when there is a face-up "Dark Magician" on your side of the field. Destroy all Spell and Trap Cards on your opponent's side of the field. As we end the week, let's take a look at the "signature" move of the "Dark Magician" (at least if you watch the anime). Basically, it's "Harpie's Feather Duster" for your "Dark Magician". Being as it's not restricted (or banned) either, this card is a very useful one within a "Dark Magician" themed deck. Not much else need be said.
Dark Paladin Fusion Monster (Spellcaster / DARK / 8 Stars / ATK 2900 / DEF 2400) "Dark Magician" + "Buster Blader" This monster can only be Special Summoned by Fusion Summon. As long as this card remains face-up on the field, you can negate the activation of 1 Spell Card and destroy the Spell Card by discarding 1 card from your hand. The ATK of this card increases by 500 points for each Dragon-Type monster on the field and in either player's Graveyard. And here's the other fusion that "Dark Magician" can be used with. First, the brief down side points. "Dark Paladin" is a Nomi monster so it can't be summoned from the Graveyard or Removed from Play. It also can't be brought out by the likes of "Metamorphosis", "Summoner of...
Here is a ritual monster that does not get the attention that i think it deserves.... (in Fairy themed decks) Light/Fairy/8/3300/3000- This card can only be ritual summoned by the Ritual Spell Card, Shinato's Ark. You must also offer monsters whose total level stars equal 8 or more as a tribute from the field or your hand. When a defense position monster on your opponent's side of the field is destroyed and sent to the graveyard by this card as a result of a battle, inflict damage to your opponent's LP equal to the original ATK of the destroyed monster. (DCR-EN016, 86327225) Ah, Shinato. The only reason that he does not see play much is because he is an 8-star ritual, but what people do not realize is that rituals are not going to...
Dark Magician Knight Effect Monster (Warrior / DARK / 7 Stars / ATK 2500 / DEF 2100) This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Knight's Title". If this card is Special Summoned successfully, select 1 card on the field and destroy it. Here's how you give your "Dark Magician" a "Raigeki Break"-type effect. "Dark Magician Knight" is a Nomi monster (mostly). The mostly stems from "Knight's Title" can actually summon "Dark Magician Knight" from the Graveyard, but he can't be reborn through any other means. The stats are the same. You are just changing "Dark Magician" from a Spellcaster to a Warrior and give him the ability to destroy any 1 card on the field...
Warrior/Fusion/Effect "Dark Magician" + "Flame Swordsman" Any damage to the controller of this card from battle involving this monster becomes 0. When this card is destroyed and sent to the Graveyard as a result of battle, Special Summon 1 "Mirage Knight" from your hand or Deck. Today we look at one of Dark Magician's fusions. The Dark Flare Knight. Not exactly the most seen fusion concerning the Dark Magician but it still good nonetheless. One of its strongest points is its effects. First of all, there's no overflow of damage. That means your opponent's monsters could be powered up until they're green in the face with you on you're last life point and this guy still won't cost you the duel if you attack them...
Ah, an old favorite that's been somewhat phased out in recent play. For 1 turn, all battle damage done to yourself and your monsters is reduced to 0. That means, none of your monsters can be destroyed by battle and you will take no battle damage. It's a simple 1 turn stall in most cases that can be great use when you have something on the field you don't want to lose. Just summoned "Magical Scientist" and he's stuck in attack position? "Waboku" will help ensure that he'll stay around long enough to be switched to defense. It can also be used offensively by activating it on your turn and then attacking a monster with the same ATK as yours. That way your monster will be saved while your opponent's creature would be destroyed...
Effect Monster (Aqua / WATER / 4 Stars / ATK 900 / DEF 1800) 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 is one of the best cards ever made for OCEAN decks. 1) It's not affected by ceasefire/nobleman of crossout(safe to put 3 in your deck without getting the other 2 removed from play)/other cards that negate flip effects. 2) It returns ONE CARD on your opponent's field - this includes S/Ts that could threaten your big buff monsters. 3) It makes your big buff water monsters bigger and buffer! And only YOURS -...
Fairy Box Continuous Trap Each time a monster on your opponent's side of the field attacks, toss a coin and call Heads or Tails. If you call it right, the attacking monster's ATK becomes 0 only during the Battle Phase. Pay 500 Life Points during each of your Standby Phases. If you do not, this card is destroyed. A unique and truly underrated card for battle defense. You have a 50/50 chance of reducing the attack of any creature to 0. For 500 life poitns/turn, you can keep this up and totally frustrate your opponent. If they attack an attack position creature, their monster would be destroyed as well if you call the coin toss correctly. Even better, let them crash into a defense position "Stone Statue of the Aztecs" (4000...
Pandemonium Field Spell Neither player has to pay Life Points during the Standby Phase for Archfiend monsters. Each time a player's Archfiend Monster Card(s) are destroyed and sent to the Graveyard, except as a result of battle, that player can select 1 Archfiend Monster Card from his/her Deck that has fewer Level Stars than the destroyed card and add it to his/her hand. Short and sweet since I don't have much time. On the flip side to the Fairy Field Spell, we have the Fiend Field Spell. This card is a must in Archfiend decks as well as if you intend on running "Mazera DeVille" (and the lovely effect of causing your opponent to discard many cards). Between the 2, I think the Fiends got the better end of the deal here. Use...
Magical Hats Normal Trap Select 2 non-Monster Cards from your Deck and 1 of your Monster Cards on the field, then shuffle your Deck. Shuffle the 3 selected cards and Set them on the field in face-down Defense Position. The 2 cards selected from your Deck are treated as monsters (ATK 0/DEF 0) and are destroyed at the end of the Battle Phase. You can only use this effect during your opponent's Battle Phase. This is a bit of an under-utilized card that can provide some great combos with the right support cards. Unless you're facing a monster that can "trample" (has the "Fairy Meteor Crush" effect) this can help save a particular monster and your life points by providing 2 more targets for your opponent to hit first. It can be...
From the Netrep Card Registry: Card Name: Dream Clown Card Type: Effect Monster Monster Type: Warrior Attribute: EARTH Level: 3 Attack: 1200  Defense: 900 Card Text:  When this card is changed from Attack Position to Defense Position, select and destroy 1 monster on your opponent's side of the field.  Looking at this, it is obvious that it has tons of potential in terms of new deck types. The most common deck with this in it is the clown deck (duh). Using Ryu-Kishin Clown to alter its position fast along with Crass Clown's position, the opponents monsters are worthless. Using Stumbling activates its effect instantly, where as the other popular stall cards give it one turn before it can change to defense mode. Another deck...
hey yall its been some time since i posted anything about any card, so i decided to do it on the Silent Swordsman brothers (if its not brothers, then who knows what it is) first the images. All the images are from Ideal808.com The LV5 translation Is from Spikes and Baron. The Lv7 translation is from Ideal808.com Silent Swordsman Lv 3 Warrior/Effect Level 3 Light ATK/1000 DEF/1000 Card : RDS-EN009 Description:Negate effects of your opponent's Spell cards that designate this card. During your standby phase, send this faced-up card to the graveyard to special summon the "Silent Swordsman LV5" from your hand or deck. (You cannot activate this effect the turn this card is normal summoned, special summoned, or flipped...
Trap Negate the attack of 1 of your opponent's monsters and increase your Life Points by an amount equal to the attacking monster's ATK. Today we look at Magic Cylinder's unrestricted brother. The pros and cons for this are fairly the same. There is one key difference between the two. This card, unlike Magic Cylinder, affects your own life points. This card will negate the attack and YOU gain life points equal to the monster current ATK. A solid trap in a fairy deck that revolves around maintaining higher life points than the opponents. The agents, specifically Saturn and Mars would benefit from this card greatly. The greater your life points are than the opponent's, the greater the damage Saturn will inflict when...
A Legendary Ocean Field Spell This card's name is treated as "Umi". Downgrade all WATER monsters in both player's hands and on the field by 1 Level. Increase the ATK and DEF of all WATER monsters by 200 points. Field Spells. Mostly overlooked, but highly powerful in the right sort of deck. This week we look at some of the best. "A Legendary Ocean" is obviously a staple for WATER themed decks. The 200 point bonus is often enough to raise most WATER-based creatures above most commonly played cards (Gagagigo becomes a 2050 ATK creature for example, while Giga Gagagigo becomes a 2650 ATK creature) but it also lowers their Level value by 1. This is great because a large number of powerful WATER creatures are Level 4, 5, and 7...
What a better way to welcome in the holiday season than by featuring some of the most :evil: monsters in the game! Say hello to the Archfiends! We're going to start off with one that still sees play from time to time, "Axe of Despair". And yes, "Axe of Despair" is indeed categorized as an "Archfiend". It has 1 simple, straight-forward effect: raise the ATK of 1 monster by 1000. This alone makes it one of the strongest Equip Spell cards in the game (trailing under most circumstances "United We Stand" and "Mage Power"). Also, it has 1 simple, lesser used effect: when it is sent from the Field to the Graveyard, you can offer 1 monster as a Tribute to return "Axe of Despair" to the top of your deck. Kinda useful if you have Scapegoats on...
Merry Christmas all. This is why this is being posted early. And for all I give you the gift of this. The most useless Archfiend of all. She's a Warrior. About the only non-fiend Archfiend so no help bringing out the "Queen of Fiends" (aka "Dark Necrofear"). Her stats are low. She has a FLIP effect... and let's see... it's a "Change of Heart" effect that only works against taking control of 1 of your opponent's Fiend-Type monsters. Oh. Boy. Could this card be any more situational? I'd sooner put "Jowls of Dark Demise" in my deck. At least you can attack directly with the monster you steal there. There's a reason why this card almost never sees the light of play (not to mention it looks like they redid the artwork a bit to make...
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