While this card is in face-up Attack Position on
your side of the field, negate the effects of any
Spell or Trap Card that targets 1 Machine-Type
monster on your side of the field. When this face-up
card on the field attacks or is attacked, and it is
destroyed as a result of battle and sent to the
Graveyard, you can draw 1 card from your Deck.
Type - Machine/Effect
Card Number - EOJ-EN009
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 07.05.06
This is as close to a "money foil" as we're getting
with EOJ as far as playable cards go.
This is a godsend for Machines. It stops your
opponent from playing Snatch Steal, Book of Moon,
Enemy Controller, or Sakuretsu Armor on any of your
Machines -- and really, we've seen quite a bit of
"Snatch Cyber Dragon, sacrifice for Zaborg to
destroy face-down, attack something else" lately. In
addition, if your opponent doesn't waste a card or
effect to destroy it, and destroys it in battle
instead, it generates a free draw -- so it's
essentially the non-flip Dekoichi. The 1200 ATK is a
blessing instead of a curse, as UFO Turtle can
search it out -- so can UFORoid, but he requires a
Tribute so he sucks.
I've seen him getting play in decks that don't have
an insane amount of machines -- Cyber Dragons, Jinzo,
Dekos, and these...and maybe a random Stein. That
hardly constitutes a Machine deck, but he's still
not bad when run along with those.
Today, we look at Cyber Phoenix, an interesting
Machine monster we got from Enemy of Justice with
some fun effects.
So, while Cyber Phoenix is face up on the field,
your opponent can't use cards of a Magic or Trap
nature that target your Machine monsters, as they
are useless. Also, if this card is attacked or
attacks something and is destroyed, you get to draw
a card, but only it it dies through battle.
It could be a good tech for Machines, obviously, as
it doesn't belong anywhere else. It is Fire, so
Molten Destruction could give it 1700 attack which
is a bit more solid than 1200 and the defense of
1600 is fairly good.
The Machine support effect is nothing to call home
about. Basically, Machines are free of Sakuretsu,
but less and less are being played, so this effect
really depends on the format. The second effect is
useful, as the monster has a built-in payback.
Sadly, the stats are pretty pointless, so playing
this achieves very little, just moving through the
deck a little more.
Essentially, one of the best cards to appear out of
this set. Cyber Phoenix is basically the Lord of D
for machines, except better, much, much better.
The protection it grants protects itself as well as
Machines. It negates Snatch Steal, Sakurtsu Armour
and other commonly played cards as long as its in
attack position. With only 1200 attack, that could
be seen as a downside, however if the opponent wants
to attack your mini birdie, its not all bad news.
Firstly, Phoenix’s secondary effect provides a draw,
thereby replacing itself, and costing you nothing
really in excess of 900 damage. Also, with the
attach draw out by the opponent, you can always
pummel them with your remaining Cyber Dragon.
Traditional (Machine) 4/5
Advanced (Machine) 5/5
Art ; 5/5
MPS ; 5/5 Great theme support in the form of a cool
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