Morphing Jar #2, PSV-EN040

(EARTH/Rock/3/800/700)
FLIP: Return all Monster Cards on the field to their respective Decks and shuffle them. You and your opponent then pick up cards until you both have the same number of Monster Cards that were returned to each Deck. Special Summon the Level 4 or lower monsters to the field in face-down Defense Position. The rest of the cards picked up are discarded to the Graveyard.

Rulings:
  1. [Re: Adhesion Trap Hole] "Adhesion Trap Hole" cannot affect monsters Special Summoned face-down with "The Shallow Grave", "Morphing Jar #2", etc.
  2. [Re: Gradius' Option] If you pick up "Gradius' Option" by the effect of "Morphing Jar #2" you cannot Special Summon it, and it is sent to the Graveyard.
  3. [Re: Rivalry of Warlords] As long as "Rivalry of Warlords" is active, you cannot Summon, Flip Summon, or Special Summon an inappropriate Type face-up (including "Jinzo"), but you can Special Summon face-down with "The Shallow Grave", "Morphing Jar #2", etc.
  4. [Re: Torrential Tribute] "Torrential Tribute" cannot be activated during the Damage Step. This prohibits "Torrential Tribute" from being used against monsters Special Summoned by "Mystic Tomato", "Giant Rat", "Nimble Momonga", "Masked Dragon", and other such cards that Special Summon a monster when destroyed as a result of battle, as well as "Cyber Jar" or "Morphing Jar #2" that is flipped face-up by an attack.
Today we bring you Morphing Jar #2, a card that has teetered on and off of the retricted list a few times.

Morphing Jar #2 is a very interesting card. Like all of the jars (Morphing Jar, Cyber Jar, Fiber Jar, and this one), it's made simply to annoy and disrupt either hand or field advantage. And also, like all of the jars, it can be used very effectively in a mill deck. I used to like this card a lot, but then I realized that it's not all that great in just any deck, except that it's very useful to get rid of some of your opponent's spells and traps from their deck if they have a lot of monsters. It's not the best of the jars, and it's actually probably the least commonly used one, but it can get the job done.

Unlike the past few cards that we have reviewed, Morphing Jar #2 doesn't exactly directly combo with anything. More or less, it's better to use it alongside cards that mill, such as Morphing Jar, Needle Worm, Card Destruction, and etc. There really isn't any way to increase the amount of monsters on your opponent's side of the field while keeping the ones on your side to a minimum of just Morphing Jar #2. The best thing to do is just wait until your opponent has about three monsters, and then set it. If it lasts to the battle phase, or to your turn, you're good to go. Of course, you could always use Nobleman of Crossout on the monsters it summons, but that's up to you.

When you use this, you can easily eliminate a lot of the good cards from your opponent's deck. It's always fun to watch the face of horror on your opponent when they see their Delinquent Duo, Pot of Greed, Graceful Charity, Ring of Destruction, Black Luster Soldier, Call of the Haunted, or other cards go to the graveyard while they're still flipping cards away looking for 4-star and lower monsters. It can easily switch around field advantage when flipped at the right time.

Unfortunatly, this card is totally random. That poses a problem, since chance in this game is risky. And of course, if you happen to have a monster on the field when the effect goes off, you're very susceptible to losing quite a few cards as well. Even one monster returning to your deck can disrupt you, especially late in the duel when cards like Reinforcement of the Army (in doubles), Sangan, Rats/Tomatoes/etc. have been used.

Definitely use this card carefully. Just wait until your opponent has about two or three monsters (five is ideal), set it, and hopefully your opponent attacks it. If you're scared of Nobleman of Crossout, maybe add a Spell Shield Type-8 or Magic Drain, or something. And when you do use it, use it with other mill cards for the best effect. With that said, you know that you should use this card mainly in a mill deck. Anything else is okay, but mill is the best.

Ratings:
Traditional Mill: 3/5. I don't think mill decks really work that well in Traditional, and this card is random. Then again, if you get Yata in the graveyard, it's good, but otherwise...
Advanced Mill: 3.5/5. Come to think of it, Mill decks aren't very effective in general...
Sealed: 4/5. Lots of tributes to make fun of here.
Limited: 3/5. Not as hot...
 
The nostalgia this card invokes...ah, tis a memory of times long gone...~insert reminicing here~

But anyway...this card has the potential to be one of, if not THE most disrupting cards in the entire game. A field of 3+ monsters can often serve to mill away almost half their deck. Even one monster can prove to be the difference, if the opponent's luck is bad enough. If enough of these things go off (and don't forget, these aren't even semi-limited anymore...), a player, be it you or your opponent, will be drawing nothing but monsters for the REST OF THE GAME. Ever have one of those games where your hand looks like woodstock for guys with swords and wierdos with three eyes? Well, that is what this card does best.

As for combos...yes. It has some.

MJ#2+Book of Taiyou=instant "reset."
MJ#2+Nobleman/Mysticc LV2,4,6=one messed up opponent
MJ#2+the "re-Flipper" monsters=stuff in DEF that wants to be
MJ#2+Compulsory Evacuation Device=a drained opponent, but not you
MJ#2 in grave+Spear Cretin loop=their five to your one

Also, please note that when playing this card when destroyed through battle and flipped, it does NOT go back to the decck. Many people make that mistake. Don't be one of them.
 
Interesting indeed as three of M-jar #2 serve me well in my Mystic Swordsman Lv 2 - 4 and 6 deck. Also I use Spiritual Earth Art - Kurogane since it never mentioned to tribute a face-up Earth monster. So those who activate Nobleman of Crossout shall face this trap and I restore a fallen Mystic Swordsman Lv 4 from my grave. If only they had a Ray of Hope card for Earth monsters, I could get rid of Monster Reincarnation and its high cost...
Still the best combo to make with Morphin Jar #2 is let it be attacked by your opponent's army. Results in duels I have seen are massive removals of valuable trap/spell cards and even strong monsters like Mobius the Frost Monarch that cannot activate its effect from the hand anymore.

Conclusion, you should see your opponents face-motion while Morphing Jar #2 rules... mwuhahaha
 
chaos general said:
When you use this, you can easily eliminate a lot of the good cards from your opponent's deck. It's always fun to watch the face of horror on your opponent when they see their Delinquent Duo, Pot of Greed, Graceful Charity, Ring of Destruction, Black Luster Soldier, Call of the Haunted, or other cards go to the graveyard while they're still flipping cards away looking for 4-star and lower monsters. It can easily switch around field advantage when flipped at the right time.

Just wanted to clarify a point. They may be looking for a 4-Star Monster, but "any" monster they pull counts as a picked up monster, so the BLS affects that total that would go back to the field.

Not trying to correct you, as I'm sure you had that in mind, but the wording makes it seem as though they can just keep picking up until they get the same amount of 4-Star Monsters they sent back to their deck (which would be good, only if they had a rather large amount of 5-Star and above).
 
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