FLIP: Destroy all monsters on the field. Both
Players then pick up 5 cards from the top of their
respective Decks and Special Summon all Level 4 or
lower Monster Cards among them on the field in
face-up Attack Position or face-down Defense
Position. The rest of the cards picked up are added
to their respective hands.
Type - Rock/Effect
Card Number - DB1-EN043
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 12.09.05
Being as we just got this in Parallel Rare form
recently, it's not a bad time to review it.
Cyber Jar works against what almost all Advanced
format decks are trying to do. It ADDS cards both
players' arsenals as opposed to taking away.
Field-aggressive decks will love it; hand-aggressive
decks not so much. But then again, hand-aggressive
decks just took a major hit with the Dark World
stuff. Honestly, we'll see how playable this is come
the next Shonen Jump Championship.
Traditional: 2.75/5 (I'd rather just play Fiber
Advanced: X/5 where X = +1 for each copy we see in
the main or side decks of the Top 8 of the December
10, 2005 Shonen Jump Championship
Cyber Jar… This is one of my old and personal
favorites. I won't play it in four out of every five
decks I make, and the one of those five is usually a
jank deck that I could probably fit three copies of
Sparks into, should I feel the need.
Hmm. Every Jar to this date, excepting Dimension
Jar, has had a gamebreaking effect. At one point in
the first Japanese banlist era, Cyber Jar was banned
right alongside Fiber Jar. When they brought Fiber
Jar back for the second Japanese banlist and the
first English banlist, a lot of us saw the chaos
that ensued from THAT. I don't want to lose 7 cards
of card advantage just to give you a free reset
button. I really don't. But hey, you're running a
damn 500/500 Plant that's one of two cards in the
game where a tree is the focus of the picture. I
don't know what to say.
Morphing Jar is still popping up here and there to
the chagrin of control players who want you
topdecking MST and stuff instead of Morphing Jar
into Dark Hole and Don...
So I guess the most peculiar question is what
happens to Cyber Jar?
Well, Cyber Jar is awesome in a number of decks,
only few of which its played in. Blowback Dragon,
while an awesome card, is luck based.
People don't like entering luck into an equation
when they think their skill can finish it. Cyber Jar
is luck based. The same awesome hand it gives you
could be given to your opponent the next match. It's
inconsistent. But in that regard, we can't forget
that it's also a Dark Hole. Dark Hole is a powerful
card. Dark Hole plus 5 cards for both players does
not an unrestricted card make.
Cyber Jar is fun. Should you be playing it? Probably
not. There's some fun stuff you can do with Kaiser
Colosseum, yes, and there's some super fun stuff you
can do with Card Destruction thereafter (Thank you,
Navarro, for your Empty Cookie Jar deck…), but for
the most part it will give you five cards and a
random amount of special summons in those five
cards. You do NOT want to hit Breaker, D. D.
Assailant and D. D. Warrior Lady and run into A) a
Dark Hole, B) a D. D. Survivor, or C) a Torrential
Tribute. Will that always happen? No. Could it?
Yeah, and that's a quick -3 advantage immediately to
your opponent's one card.
Is it worth it? Not really. Could it be great for
your deck? Yes.
It ties into Dark World quite nicely. :)
Cyber Jar, yah! One of my old favourites.
So to the stats LV3, meaning direct play, Dark
meaning support for tomato (DON’T!!!) or Chaos
(again DON’T!!!), 900/900, meaning Sangan can get
him (do that)
So essentially Cyber Jar is speed, that is what he
truly is, he blows stuff up, and gives everyone more
cards. Now this is where the problem arises. In this
format topdecking happens a lot, Cyber Jar can
prevent this by giving both players more options.
Cyber Jar has the potential to let the opponent
field a large amount of this. Especially since most
high tier decks are running a large amount of
monsters. That combined with higher total attack
being fielded than ever before means that you are
setting up the opponent to kill you, or you them.
You are much better off focusing your deck on
establishing advantage or on using cards that in the
worst situations replace themselves so that you
don’t lose advantage.
So what is cyber jar’s true use? Well that is in OTK
deck. Using Cyber Jar to generate speed to get the
parts of a combo that you need to win…. or…. Him
being the combo. Cyber Jar’s true home is in mill
decks, where by reusing cyber jar upwards of 5
consecutive times on one turn will set you up for
the Card Destruction + Serial Spell combo to win.
(Here’s the math: [5opening hand+3x5 cyber jar]=20
20card destruction+20serial spell = 40 and that’s on
the first turn…)
Traditional: 2/5 (best off in chaos decks to get
added speed to field the Envoys and to feed CED)
Advanced: 1.5/5 (too risky in the current format)
Cyber Jar is our card for today, and it is really
one that about every deck should run. The effect is
incredibly simple. Flip, and all monsters on the
field are destroyed. Then, both players draw 5 cards
and special summon any level 4 or lower monsters to
their respective fields.
Don't mean to be short, but it's good, and you don't
need me to tell you.
4/5 all around
You stay classy, Planet Earth :)
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