Phantom Darkness: Cards of Interest: Spells and Traps

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Machinefreak

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Well, here's my Spell & Trap version of the Cards of Interest topic I put for the Phantom Darkness monsters earlier. What I basically do here is go over some of the cards I thought were really interesting in the upcoming set, Phantom Darkness. Let's take a look:

Rainbow Veil
Equip Spell
Negate the effects of any monster that the equipped monster battles.

I like the fact that this thing, if used right, can negate ANYTHING. Espically those pesky Graveyard effects that activate when you destroy a monster. I'm pretty sure that's how the card works, but we'll have to check on the official rulings.

Instant Neo Space
Equip Spell
Equip only to a monster that lists “Elemental Hero Neos” as a Fusion Material Monster. The equipped monster does not return to the Fusion Deck during the End Phase. When the equipped monster is removed from the field, Special Summon 1 “Elemental Hero Neos” from your hand, Deck, or Graveyard.

Great card for Neos decks. Now you can pretty much have 6 Neo Space cards in your deck. And even though this is an equip only for Neos Fusions, if the monster gets removed from the field, you get a free Neos summon! That's pretty cool.

Miracle Cylinder
Quick-Play Spell
Activate only when a face-up monster you control is selected as an attack target. Inflict 1000 points of damage to your opponent’s life points.

Burn Decks like this set too. I can totally see this being drilled in a Burn Deck.

Magical Chronicle
Continuous Spell
Activate only by sending your entire hand to the Graveyard. Select 5 Spell or Trap cards from your deck and remove them from play. Each time you or your opponent activates a Spell card, put 1 Chronicle Counter on this card (max. 2). Remove 2 Chronicle Counters to have your opponent select 1 card removed from play, by this card’s effect, and add that card to your hand. When this card is removed from the field, the controller of this card takes 500 damage for each card still removed from play by this effect.

I honestly have mixed feelings about this card, but it seems like it can be put to good use. And if it gets destroyed, just use Burial from the Different Dimension to return most of the cards that are still removed from play using this effect. Eh, I dunna know about this card. We'll just have to wait and see.

Dimensional Induced Explosion
Quick-Play Spell
Activate only by returning 1 face-up Fusion Monster you control to the Fusion Deck. Each player selects up to 2 of their own monsters removed from play and Special Summons them.

Um...wow. This give us more of a reason to run any Fusion monster (LV5 or lower) + Instant Fusion. Ditch the Fusion Monster with this card, and Special Summon those monsters that your opponent used Bottomless Trap Hole on eariler before. It's like mini Dimension Fusion for a lesser, but more specific cost.

Beginning of the End
Activate when there are 7 or more DARK monsters in your Graveyard. Remove from play 5 DARK monsters in your Graveyard, then draw 3 cards.

This is one of the key cards in the DARK/RFG/OTK Deck I talked about in the Monster version of the PTDN Cards of Interest earlier. Remove 5 of your 7+ DARK monsters in your Grave, draw 3 cards, then Dimension Fusion or RftDD those monsters for a massive swarm!

Blaze of Demise
Quick-Play Spell
When you activate this card, you cannot Normal Summon, Flip Summon or Special Summon during this turn. Special Summon 2 “Dark Blaze Phantom Tokens” (DARK/Fiend/Level 1/0/0) in Defense Position. (These Tokens cannot be Tributed except for the Tribute Summon for a DARK monster).

Mini Scapegoat for DARK monsters. Summon them during your opponent's turn, sac them during your next turn for something bigger.

Summon Chain
Quick-Play Spell
Activate only as a Chain Link 3 or higher; You can Normal Summon three times this turn. You cannot activate this card if multiple cards/effects with the same name are in that Chain.

And we thought Double Summon was big...oh boy...

Someone can, and probably will abuse this card in some manner.

Unity of the Six Samurai
Continuous Spell
When a “Six Samurai” monster is Normal Summoned or Special Summoned, place 1 “Bushido Counter” on this card. By sending this card to the Graveyard, draw a number of cards from your deck equal to the number of “Bushido Counters” on this card.

The only Six Samurai card in this set, but a truly awesome one at that. This is what you get when you add Six Samurai's insane swarming ability with pure Draw Power. A Golden Card, this is.

Gladiator Training School
Normal Spell
Add 1 Level 4 or lower “Gladiator Beast” monster from your Deck to your hand.

We finally have a Reinforcement of the Army for Gladiator Beasts! This is one of the biggest boosts that the Gladiator Beasts needed.

Books of the Dark World
Continuous Spell
When you discard a card(s) from your hand during your End Phase because your hand size limit was exceeded, select 1 monster among them and Special Summon it.

The only Dark World support card in this set as well, but I can see it being used.

Hate Buster
Normal Trap
Activate only when a face-up Fiend-type monster you control is selected as an attack target. Destroy the attacking monster and the attack target. Inflict damage to your opponent equal to the ATK of the attacking monster.

Can you say, Ring of Destruction? Well, it's like Ring in a sense. I can totally see this card being used in MANY decks to come. This card screams "USE ME!!!".

Alchemy Cycle
Normal Trap
Until the End Phase of this turn, the original ATK of all face-up monsters you control becomes 0. When a monster affected by this effect is destroyed by battle and sent to the Graveyard, draw 1 card.

Awesome name. Awesome effect. Awesome card. Spirit Barrier loves this card.

Dark Spiritual Art - “Greed”
Normal Trap
Tribute 1 DARK monster you control. Your opponent can negate this effect by revealing 1 Spell Card in their hand. If they don’t, draw 2 cards.

If you can actually pull this off, welcome back Pot of Greed!

Phantom of Darkness
Counter Trap
Negate the activation of a Spell, Trap, or Effect Monster that targets a face-up DARK monster on the field, and destroy it.

The kind of protection that DARK monsters need! And if this doesn't won't protect your precious, destructive DARK monsters, Solemn or Dark Bribe will. ^_^

Dark Dimension Release
Continuous Trap
Select 1 of your removed from play DARK monsters and Special Summon it. When this card is removed from the field, destroy that monster. When that monster is destroyed, destroy this card.

Call of the Haunted for the new DARK strategy. Can be very handy for the new strategy to come in this set.

Two-Layer Trap Hole
Normal Trap
Activate only when a Gemini Monster you control that has been successfully Normal Summoned is destroyed by battle. Destroy all monsters your opponent controls.

...

It is official.

Il Blud is a GOD on the field if you have this face down.

Intense Duster Drop
Counter Trap
Activate only when your opponent adds a card(s) from their Deck to their hand. Your opponent discards 1 of those cards.

Hmm...

Handicap Match!
Normal Trap
Activate only when you successfully Special Summon a “Gladiator Beast” monster. Special Summon 1 Level 4 or lower “Gladiator Beast” monster from your hand or Deck.

Another great card for the ever-growing Gladiator Beasts.

Offerings of Poisonous Snakes
Normal Trap
Destroy 1 Reptile-type monster you control, and destroy 2 cards your opponent controls.

The only Venom support card in this set, but a damn good one. This card is Icarus Attack for Reptiles. Venom and Aliens just may have a shot yet.

Penalty Money
Normal Trap
Discard 2 cards from your hand.

Dark World. Enough said.

Well, that's all for now. If there are new cards in the set that spring up that catch my attention, I'll let ya know. Until then, enjoy!

(P.S.: Yu-Gi-Oh! World Championship 2008 comes out December 12th in the US! YEAH!)
 
Dont forget Chain Material, this card and Vehicroid Connection Zone = Instant immortal Jumbo Drill.

For those wondering:

Chain Material
Trap - Normal
During the turn this card is activated, when you Fusion Summon, you can remove Fusion material monsters from your hand, deck, Graveyard, or your field from the game, then special summon that Fusion monster from Fusion deck. You cannot attack the turn this card is activate, and this turn, and destroy the monster Fusion summoned by this effect at End Phase.
 
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