YGO Card Reviews & Tips

This board is for everyone to put in their 2¢ in on cards. Please read the rules before posting.
The "Core" Cards: Alright, this week, we look at my Boss Rush deck. It's centered around maintaining a field presence throughout the game via Boss Rush. Let's look at our key players today: Big Core: Wow, who didn't see this coming? Yeah, he's a 2300 ATK 6-star monster. He's also indestructible in battle as long as he has counters. and that 2300 ATK will take down anything short of a Mobius or Jinzo. His main purpose in the Boss Rush deck is to stand as a 2300 ATK beatstick/wall. He won't last long at all if brought out by Boss Rush, but if Tribute Summoned, he can stay around a few turns, short of attacking into a Sakuretsu Armor or getting hit by Smashing Ground, etc. Since one of the main ways to get advantage in this format is...
Spell, Normal Effect: Select 1 face-down card on the field and destroy it, and after that, select 1 card from your hand and discard it to the Graveyard. Rulings 1. The card targeted by "Dark World Lightning" must be face-down when "Dark World Lightning" resolves in order to be destroyed. If you target a face-down Spell or Trap Card, and the opponent activates it in a chain, then it will not be destroyed by "Dark World Lightning". If you target a face-down monster, and it is flipped up in a chain by a card effect before "Dark World Lighting" resolves, the monster is not destroyed. 2. If you do not destroy the targeted face-down card with the effect of "Dark World Lightning" (such as if it is face-up as resolution, or if...
CRV-EN056 Rising Energy Discard 1 card from your hand. Increase the ATK of 1 face-up monster on the field by 1500 points until the End Phase of this turn. A somewhat overlooked card, especially with the rise in play of Rush Recklessly. But what use is it? Why play this compared to an equip? 1. Virtually unplayed card- most players will not be expecting it. Every time I have played it, the opponent wants to read it... They might possibly be expecting Rush Recklessly with a 700 attack boost, but not a 1500 boost. 2. It can be activated in the damage step- so you dont have to activate it unless you already know that you won't be hit by sakaretsu armor etc. 3. Only lasts a turn, so if you play it on a spirit monster you dont...
Card Name: Astral Barrier Card Number: RDS-EN059 Card Type: Trap Card Text: If your opponent's attacks a monster on your side of the field, you can make the attack a direct attack to you Life Points. At first glace Astral Barrier seems counter-productive. For many decks if very well would be. In the right deck or when teamed up with other cards it can be quite crippling though. The obvious choices for a combo are Spirit Barrier. Other excellent possibility is Dimension Wall and Sebek's Blessing. Keep in mind this is a continuous trap card with zero cost. As a stand alone card, Astral Barrier can certainly serve a purpose most aren't seeing. While most bind decks obviously include Messenger of the Peace, Level Limit...
Spellcaster/Light/Level 5/1700 ATK/1500 DEF Discard 1 Spell Card from your hand. Special Summon 1 of your monsters that is currently removed from play. You can only activate this effect once per turn, during your Main Phase. Here's an interesting card, discard one spell card, and you can special summon a monster of yours that's been removed from play The downside is that you have to discard a spell card, you have to tribute one monster for him, and he doesn't have the attack to last more than one main phase without help. But there are a few things I've thought of that makes him worth using. He's light, which means he can be used to summon Chaos Sorcerer, he's a spellcaster, so he can be summoned from the deck with Magician's Circle...
Dark Necrofear, the ultimate fiend card. For stats, rulings, etc. just click the link on the name. *knocking self out* What? Jathro, you said... Nevermind. Today, for no particular reason, we (I?) look at Dark Necrofear, THE Fiend Card. Many a powerful and tourney winning deck have been built around this card. Many decks focused on other cards just splash it in because it's so easy. Let's look at some good points of THE Fiend Card. Amazing stats of 2200 / 2800 mean that it can kill most 4-star or lower monsters, and stand up to almost anything out there. Good ATK, truly astounding DEF. The special summon effect means you don't have to tribute and it has some swarm capacity. This also makes it one of the best topdecks you'll find...
Today we bring you a Reviewer's Choice thread. You'll get a bunch of reviews all at once from the remaining EEN cards. You're welcome. I'll get it started... Roll Out! Normal Trap Select 1 Union Monster in your Graveyard and equip it to an Appropriate monster on your side of the field. "¢ There are no published rulings for "Roll Out!". Today, I have chosen Roll Out! (Get Ride! to some of you - I happen to like both names). With the new V and W pieces, VW, and VWXYZ, it's only natural we'd get more Union support. Roll Out! is pretty simple really. If you have a Union monster in the Graveyard, you can bring it back and equip it to the card listed in the card text. There are currently 15 Union monsters in the game. 2 of them...
Today for some reason I feel like reviewing a card which, although hasn't been released in the english game, appears in video games, like Yu-Gi-Oh Online and Nightmare Troubadour I hope that's ok... Dark Magic Curtain is a normal spell card and it's effect reads as follows: "When this card is activated, you cannot summon any monster in the same turn (including Flip Summon and Special Summon). You can Special Summon 1 "Dark Magician" from your Deck at the cost of half your Life Points" It's applications are quite obvious, the card is made only for use in a Dark Magician deck, although at the cost of half hour life points, it's hardly a card you want to run in 3's But it certainly is a good card to have at least one of in a Dark...
VWXYZ-Dragon Catapult Cannon LIGHT/Machine/******** "VW-Tiger Catapult" + "XYZ-Dragon Cannon" This card can only be Special Summoned from your Fusion Deck by removing from play the above cards on your side of the field. (You do not use "Polymerization"). Once per turn, remove from play 1 card on your opponent's side of the field. When this card attacks, you can change the battle position of the attack-target monster. (Flip Effects are not activated at this time.) ATK/3000 DEF/2800 Rulings: -This card's first effect is not optional. If the opponent has any cards on their side of the field, you must use this effect during your turn. This effect targets and can be chained to. -If you select to remove a face-down Spell or Trap...
Elemental Hero - Shining Flare Wingman Fusion/Effect Monster - LIGHT/Warrior 8-Star ATK: 2500, DEF: 2000 [E-Hero Flame Wingman] + [E-Hero Sparkman] This card can only be Special Summoned by Fusion Summon. This card's attack strength is increased by 300 for each monster with "Elemental Hero" in it's card name in your Graveyard. When this card destroys a monster as a result of battle, do damage to your opponent's Life Points equal to the attack strength of the destroyed monster. (Card Text provided by DMcomet.com and translated to the best of my ability. All cards reviewed this week subject to change) With Elemental Energy Sneak Previews coming up this weekend, we here at City of Gamers don't want you to go in unprepared...
Question 1. I know that Divine Wrath can be used against a Spirit Monster when it returns to the owner's hand during the end phase. But can it be used against Tsukuyomi when she is summoned and turns a monster facedown? Example: Player A is turn player. He has several monster face-up on his side of the field, one being Magician of Faith. He has Dark Hole in his Graveyard. He summons Tsukuyomi, her effect activates, and he chooses his own face-up Magician of Faith as the target of Tsukuyomi's effect. Player B then activates his set Divine Wrath against Tsukuyomi. Can player B do this? Question 2. Player B has a face-up defense position Spirit Reaper on his side of the field. Player A is turn player and he summons Tsukuyomi, her effect...
Dark Deal Normal Trap You can only activate this card by paying 1000 Life Points when your opponent activates a Normal Spell Card. The effect of the Normal Spell Card that your opponent activated at that time becomes "Your opponent discards 1 random card from their hand". "¢ The text "Your opponent discards 1 random card" is read from the perspective of the Normal Spell Card's activator. So the player who activates "Dark Deal" is the player who discards a card. "¢ This card must be chained directly to the Normal Spell Card. If another card is chained directly to the Normal Spell Card, you cannot activate "Dark Deal". "¢ You cannot activate this card if you have 0 cards in your hand. If an effect is chained to make you discard all...
EEN-EN008 Elemental Hero Wildman Earth/Warrior/4/1500/1600 This card is unaffected by the effects of Trap cards. (courtesy of DMcomet.com) Ah, E-Hero Wildman. I've been waiting for this guy. I honestly think this guy will be an utter annoyance. Sakuretsu? He cares not. Bottomless? He walks around the hole. Torrential? He brought a boat. This dude completely shuts down most defense for decks these days. He's also searchable by Sangan, Giant Rat, Reinforcement of the Army, Warrior Lady of the Wasteland. IMO, this guy will most likely pop into every deck, because he will almost always push through the damage you need, also he takes away the negative drawback to Call of the Haunted. Giant Trunade becomes Call of the Haunted's best friend...
Nanobreaker Effect Monster (Machine / EARTH / 4 Stars / ATK 1600 / DEF 1800) "If this card attacks a face-up Level 3 or lower monster, destroy the monster with this card's effect without applying Damage Calculation." "¢ This card's effect is a Trigger Effect that starts a chain. Ah, Nanobreaker. a.k.a. - Spirit Reaper's worst nightmare. It's got some pretty decent stats, though it's not searchable. 1600 ATK while not great will assuredly do some damage, and 1800 DEF is nothing to look over. EARTH support abounds and we're all aware the benefits of Machinery. Her effect is very cool. Destroy anything 3-star or less as long as it's face-up. So destroy that Spirit Reaper that your opponent thinks is invincible. Bypass...
Dark/Fiend/4/1800/400 When this card does Battle Damage to your opponent, you may discard a card from your hand. No Published Rulings Good lord, I've never been so happy to be a fiend player since the archfiends came out. Today we look at another set of Dark Lords known as Dark Realm fiends, specifically the Berserk King. Now at first I'm sure many of you will think this card isn't special. Afterall, who in their right mind would want to lose hand advantage? That's the beauty of Dark Realm Fiends. Except for this one, the Knight (a normal monster) and the Scout, they ALL have an effect that actiavtes when you or the opponent tosses them from your hand. Their effects are better when the opponent forces you to toss them...
Elemental Hero Bladedge Effect Monster (Warrior / EARTH / 7 Stars / ATK 2600 / DEF 1800) During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points. There are no published rulings for Elemental Hero Bladedge. Welcome to another week of EEN cards. I hope everyone had a good weekend with Sneak Previews and all. Let's see what else we can analyze for everyone. Bladedge is the first of the E-Heroes that requires a tribute, sans the Fusions. Normally, I would advise against a 2 trib monster unless it's effect is grounbreaking, so let's look at whether Bladedge will be. EARTH/Warrior are hugely supported...
Water Dragon (Water) Level 8 [Sea Serpent / Effect] This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Bonding - H2O". While this card is face-up on the field, the ATK of FIRE monsters and Pyro-Type monsters become 0. When this card is destroyed and sent to the Graveyard, you can Special Summon 2 "Hydrogeddon"s and 1 "Oxygeddon" from your Graveyard. ATK/2800 DEF/2600 Pros: 2800 ATK and 2600 DEF. FIRE and Pyro-Tye monsters ATK become 0. Ability to Special Summon the components used to summon it. Able to be Special Summoned from the Graveyard from the effect of Bonding H2O. Hydrogeddon allows it to be summoned faster due to its effect. Cons: Bounce cards will severely hurt the...
Otohime Monster Type : Spellcaster Attribute : LIGHT Level : 3 This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, you can change the battle position of 1 face-up monster on your opponent's side of the field. This is a card that isn't touched on much. In this present advanced format, this card can be very threatening to many decks. Combined with other strong monsters it is almost an unstoppable attack force. Otohime alongside a Cyber Dragon, Ninja Grandmaster Sasuke, Drillroid or another strong monster, easily summoned monster, or defense destructor can destroy...
Magician of Chaining Attack DARK/Spellcaster/**** While this card is face-up on the field, inflict 400 damage to the opponent's life points whenever you activate a normal spell card. ATK/1600 DEF/1200 Translation by DMcomet, but cleaned up to make a little more grammatical sense by yours truely Rulings...RULINGS?! What are these "RULINGS" you speak of?!? Through the magic of time travel, we review Magician of Chaining Attack yesterday. Because, you know, I have impeccable timing when it comes to doing stuff and...stuff. DARK/Spellcaster is one of the best combinations in the game (Chaos, Strike, Mag. Circle, Dimension Magic when it comes out this November in the Spellcaster structure deck). That is a solid start for...
Spell Discard 1 Spell Card from your hand. Select 1 Spell Card from your opponent's Graveyard and use it from the Graveyard as your Spell Card. Rulings You select the card you are activating in your opponent's Graveyard when you activate "Double Spell". "Double Spell" can then be chained to after you announce your selection. The selected card itself CANNOT be chained to as you are in resolution of the chain at that point. If the selected Spell Card is Ritual, Normal, or Quick-Play (except for "Swords of Revealing Light"), it remains in your opponent's Graveyard and is not placed on the field, so you only need 1 vacant Spell & Trap Card Zone spot (for "Double Spell" itself) to activate "Double Spell". If you activate...
Back
Top