Today, each card
reveiwer chooses a card that is one of their
favorites and provides their insight on why the
believe this is one of the strongest cards
Date Reviewed - 02.11.05
Reviewer's Choice for the Side Deck:
Going along with the Burn theme, I decided that my
choice for this week would be Ceasefire. This card
was more versatile than I thought, as I saw it not
only negate Fibers but end games on multiple
occasions. (In duels for keeps, a friend of mine
lost $40 in cards because of this thing.)
Ceasefire does 3 things -- it flips up all monsters
that are face-down (getting rid of the element of
suprise...and with how much I like to destroy an
opponent's suprise by exposing their deck list to
the public, I'm suprised I wasn't running this
already), it negates flips (Fiber is evil, and a
blown Fiber is usually a game-winner for the person
who negated it), and it burns 500 per effect
This thing belongs in all sideboards that can fit it
for multiple reasons:
*It's basically performing a task almost as good as
Nobleman of Crossout, with a much less restrictive
*Burn damage can win Duels in close games -- in
Advanced Format, this can easily do 2,000 damage
(when's the last time you saw a NON-effect monster
in tournament gameplay?)
*It's good in just about any phase of the game
(early game to help feel out an opponent who did
nothing but set on their first turn, mid-game to
negate a possible tide-changing flip, and late-game
to try and end it)
After this review's done, I'm going to go get my
side deck and put a Ceasefire in it.
3/5 Traditional, 4.75/5 Advanced. Traditional's use
is a bit less because it's slower than Nobleman and
Traditional is fast-paced, and usually the only
major Burn cards played in a non-Burn deck are Ring
of Destruction and Chaos Emperor Dragon, but it's
just too good in Advanced.
Reviewer's choice today means I can review all of
those cards I wanted to review for the sidedeck but
couldn't choose because they had been reviewed in
the past year.
Let's take... D.D. Designator.
Well, this is the ultimate anti-serpent and anti-exodia.
They play Painful? Make it especially painful... for
them. It doesn't do much for you unless you've
already seen their hand, but it is ESPECIALLY
effective at nuking pesky graveyard-activated cards
like Sinister or Night Assailant, and at laughing in
the face of danger (well, actually, laughing in the
face of Exodia). And if your opponent is a moron,
they will inadvertently show you their hand by
tilting it too low, giving you more advantage.
Yeah, my review is really short. If you have it,
sidedeck it. If you don't, shut up and go away. :P
Okay, I'll do another. Cursed Seal of the Forbidden
Here we have another nifty card for anti-specialty.
It's pointless against a Pot of Greed, but
especially useful against, say, Wave Motion Cannon.
Or... NECROVALLEY. Or... REASONING. Or... FINAL
COUNTDOWN. Discard a spell, they lose every copy
they have and end up losing the theme of their deck
in what will ultimately prove to be the most brutal
Yeah, I shouldn't need to tell you to sidedeck this.
It's SO fun to wipe out a Necrovalley in
Gravekeeper's, or A Legendary Ocean in Water when
they so desperately need it, and it's lackluster
removal when you need it.
You know what I just realized? We’ve
never reviewed Skull-Mark Ladybug, really a
fantastic monster. It’s Level 4, which is
surprising because it only has 500 ATK; it does,
however, have a decent 1500 DEF, enough to hold out
against those annoying 1400 ATK monsters.
The effect doesn’t seem great, but
there’s one thing about it that really makes it
incredible: It doesn’t matter where Ladybug comes
from; as long as it hits the Graveyard, you will get
the effect. If this is destroyed in Battle, you
will gain 1000 Life Points. If you discard this for
Tribe-Infecting Virus’s effect, you will gain 1000
Life Points. If you pick three of these with
Painful Choice, you are essentially guaranteed to
gain at least 2000 Life Points, 3000 if your
opponent doesn’t give you one.
I’ll admit, 1000 isn’t spectacular.
But it’s something. It can help you, and it has
helped me; and there’s nothing wrong with using
these as discard fodder for Magic Jammers or Raigeki
Breaks. Negate a Spell and gain 1000! Destroy that
monster and gain 1000! What’s not to love about
that? Skull-Mark Ladybug is the ultimate discard
monster, and I’d almost go so far as to put it above
Night Assailant, at least in Burners. It’s great in
Traditional, too, with those Delinquent Duos running
around. Give this a chance: it’s very rentsy.
Traditional – CCCC: 3/5
Traditional – Burn: 4/5
Advanced – CCWC: 3.5/5
Advanced – Burn: 4.5/5
OVERALL RATING: 3.8/5
Since the Reviewer’s Choice was so popular a few
months ago we’re doing another one, but with a
slight alteration. This Reviewer’s Choice must be a
Side Deck card. So I’ve decided to review Magic
Drain, a Trap that isn’t good enough to Main Deck in
Advanced but is one of the better Spell negating
Magic Drain can only be activated when your opponent
activates a Spell Card.
Once activated Magic Drain can negate the Spell
Card. What makes Magic Drain unique is that it gives
the opponent a chance to stop the effect of Magic
Drain by discarding a Spell Card from their hand. If
Imperial Order taught us anything it’s that Spell
Negation is a powerful weapon. True, there aren’t
nearly as many game-breaking Spells in Advanced as
there are in Traditional, but Spells are still a
crucial part of every Deck. Because of this the
opponent will have a tough time deciding if they
want to allow Magic Drain to fulfill its purpose. If
they do have a Spell in their hand they may not want
to throw it away without ever getting to activate
it. But if they thought a Spell was useful enough to
activate in the first place they may want to save
Some may argue that Magic Jammer is a better from of
Spell Negation particularly because it will always
negate the Spell. While this is true, Magic Jammer
requires a discard, and if I had to choose who
should discard something I’d pick my opponent. All
things considered, Magic Drain is a great card in
Advanced. While it isn’t something I would recommend
for the Main Deck, running one or two in your Side
Deck wouldn’t be a bad idea.
Advanced: 4/5. Can’t go wrong with Spell Negation.
Traditional: 2/5. Imperial Order is infinitely
Art: 2/5. Creepy…
sidedeck "tech" for the burner week...
It's not the
"tech" card that no one knows about but I think
it's a VERY good card in this deck. Divine
Wrath will kill that Mobius the Frost Monarch.
Divine Wrath will kill that Swarm of Locust.
Divine Wrath will kill that Exiled Force. Also
(not too sure) but if they ever creature swaped
the lava golemn and/or stealth bird, you can
divine wrath their effect and kill it. Divine
Wrath does NOT stop Jinzo but it stops all the
other creatures on their field.
with burner is the hand advantage and sometimes
even field advantage. Divine Wrath will most
likely pull off a 2for1 instead of a 3-4for1
that burner-counter decks wanted to do.
problem with this card? Well you need Sinister
Serpent and actually can't afford to set him (so
your opponent Nobleman of Crossouts it =\). You
are trying to pull off a loop so you can
maintain field advantage and hopefully burn your
opponent for the win.
fun with this card and have fun builing a burner
deck. I hope the cards I picked this week gave
some light about burner decks.
Burner Sideboard TecH – Creature Swap!
I last reviewed this card just over a year ago…it’s
about time to revisit.
Believe it or not, creature control is key to
beating burn (and as you’ll see by his card choice,
sheckii would agree w/ me ;P). Because burns use so
few creatures, every one of them counts. Take the
fact they use such heavy hitters as Stealth Bird and
Solar Flare Dragon, toss in some tricky flip effects
like Fiber Jar and yesterday’s bombshell, Morphing
Jar, add in the fact that they give you the
monstrous Lava Golem, which will burn you to death
if you don’t get rid of it, and you’ve got a recipe
for your demise if you can’t control their monsters.
Basically, your Nobleman of Crossouts will only go
so far with removing their face-downs, but what
about getting rid of those Lava Golems? What if you
want to take their monsters instead of getting rid
of them? What if you simply need to turn an Ojama
Token into a monster that can be used to tribute for
Mobius, Airknight, Jinzo, or even the Dark Magician
of Chaos to get back that Heavy Storm?
Creature Swap is so combo crazy its ridiculous. The
most realistic situation when it comes into use
against burn is when you swap a newly summoned Lava
Golem over to them in exchange for their Stealth
Bird. 2000 damage per turn against burn, with them
having virtually no means of attacking back? This
certainly spells GG (unless of course they tech
certain goodies like Compulsory Evacuation Device to
bounce the Golem, fizzle the Creature Swap, and get
rid of the next two creatures you summon, but this
is what makes burn matchups so much fun =D).
Just think of it this way – against burn, Creature
Swap provides a means of protecting your own life
points by removing their threat from their control,
but also giving you a means of non-aggressive
offense (aka your own burn, not attacking) to beat
As always, be careful not to run into their
Scapegoat tokens, not to be fooled into taking
something like their Sinister Serpent, etc, but most
of all, go crazy with this card; it’s the nuts
against burn. Oh, and combine it with Divine Wrath
for the plentiful reasons I’m sure sheckii will have
given in this review ^_~.
~Ratings~ (in relation to sideboarding…)
Traditional – 4/5 You should have access to both
between the main and sideboards.
Advanced – 4/5 This card is multifunctional, it owns
burn, but also any heavy creature-based decks and is
only hindered by the prevalence of Scapegoats
running around in the format.
For my second “Dealer’s Choice” (my first
one was Solemn Judgment; it went up
late, but it’s there), I go with another
favorite card of mine: Just Desserts.
It’s not my favorite Trap, nor is it my
favorite Burn card. For that matter, it’s
not even my favorite Trap/Burn card. Still,
its one of my favorite overall cards; I just
have a weakness for Trap cards I guess. XD
Anyway, I have a long history with this
card: back in the starter deck only days of
the game, I gained an advantage over other
local Beatdown decks by adding a little
burn. Not a lot, just something to catch
them off guard for a surprise kill, usually
when they were about to turn the game around
by actually having *gasp* more than
one beatstick in play at once! Good times,
Inflict 500 points of Direct Damage to your
opponent’s Life Points for each Monster your
opponent has on the field.
When you activate this card, you get to inflict
damage to your opponent’s Life Points equal to
the amount of Monsters they have on their side
of the field. This means a single card can get
upwards of 2500 damage, or do zero. Usually, if
you know what you are doing, you can get a solid
1000 out of it. This is a solid effect in my
Stats :Just Desserts is a Trap card. Since your
opponent will usually be Summoning Monsters on
their turn, it’s almost always worth waiting a
turn to get another 500 points of damage. As
such, only a Quick-Play Spell would come close
to the versatility. Watch out for Trap
negation. Thankfully most efficient Trap
negation comes from Jinzo (one-per deck
Tribute Monster) or Royal Decree (very
pricey Trap card).
Stall/Burn loves this card. Well, you’d think
it would. I don’t see it that much, but it’s a
great card if you know how to use it. It is a
great counter to Scapegoat: they probably
bought themselves only two turns without any
successful attacks going through… but you just
hit them for 2000 in burn damage, what you’d
expect to accumulate over those turns had they
used other defenses. As mentioned when it was
covered Monday, this goes great with Ojama
Trio. Two cards for 1500 burn, cutting your
opponent down to two usable Monster Zones,
and the potential of another 900 points of
burn. As I discovered the other day, it’s even
better if they have to “early game” monsters out
already (like searchers meant to die). Another
useful card to combine it with is Morphing Jar
#2: they hit, hopefully have to toss a few good
Spells of Traps, and then set as many Monsters
as they had (barring them drawing Tributes or
the like). So… they loose momentum, and still
have a field full of monsters to feed your burn
Given that, other than burn, Swarm (via Warrior
Chaos) seems to rule duel in Advanced, it’s a
simple, sweet burn card that is unrestricted.
In your normal Stall/Burn deck, your opponent is
going to be more or less locked down by things
like Messenger of Peace and Level
Limit-Area B, so they should have quite a
few Monsters. Given that it is a Trap, you
actually have some options to get it out
quickly: Painful Choice plus Mask of
Darkness, or A Cat of Ill Omen. Such
cards are actually quite useful to a Trap
all the field clearing cards, it seems doubtful
you’ll get any real damage out of Just
Desserts in this format.
3.75/5-Here, with most mass removal gone, you
can easily lull your opponent into a false sense
of security by allowing them to amass three to
five Monsters, then stopping them in their
tracks with Level Limit-Area B and
company… at which point its just you waiting to
draw those fat 1500-2500 damage burn bombs.
4/5-Burn damage is great here: its unexpected
most of the time. Being Monster based is okay;
just make sure you’re hitting them for the kill
if you let them fill up their Monster Zones on
JustDesserts: an oldie but a goodie. It’s
just so deliciously ironic when you defeat your
opponent by turning their own formidable attack
force against them. Probably the only Trap that
does this better is Ceasefire.
It’s nice that this fits into Burn week; as some
have noticed and commented, we’ve had some
seemingly random cards in previous theme weeks.
For example, the second Harpie week ended
with Coldwave. In that particular case,
it was a fan request, and we had room for it
then. Not every theme will fill an even amount
of weeks, and as you remember from the rather
dreary third week of Gravekeepers, we
probably shouldn’t try.
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