Target any number of monsters in your Graveyard; Special Summon them, and if you do, you lose 1000 Life Points for each monster Special Summoned by this effect. You cannot conduct your Battle Phase the turn you activate this card. You can only activate 1 "Soul Charge" per turn.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Dec. 30, 2014
And at #2 (actually, #1 on my list)... Soul Charge!
There are a lot of cards we missed because there
were so many great cards released this year, that we
couldn't fit them all.Here's a non-exhaustive list of other cards
to celebrate for 2014: Fire Hand, Ice Hand, Wiretap,
Kuribandit, Fire Lake of the Burning Abyss,
Satellarnova Alpha, Supply Squad, Madolche Anjelly,
Artifact Sanctum and Leo Keeper of the Sacred Tree.
Many immediately recognized Soul Charge's huge
potential as a card ; some didn't.But in an XYZ era, it's a plain fact that
it's worth paying 2000-3000 life points to get a lot
of monsters on the board, especially if these
monsters have ignition (once per turn) or on-summon
Then, you can use these monsters to XYZ Summon and
trigger more effects.Ultimately, it's about building a setup
that's so powerful, that even though the opponent's
ahead in life points, they will burn up all of their
resources trying to contend with that field.
Some decks don't have monsters that benefit from
Soul Charge (Gravekeeper's, perhaps).But 90% of deck types out there can benefit
Sylvans and Satellarknights depended on running 3 of
them. While this card is limited at 1 now, it's not
so much something to rely on turn one, but at the
same time, it's that one power card you can save as
a knock out punch.
In addition, this card made life points matter
Before you could just be down to 100 life points and
still win because you're up on card advantage.Soul Charge makes you think.Do you really want to thin your deck with 3
Upstart Goblins knowing that you're giving your
opponent free monsters.Do you really want to play risky and take
attacks if it means having less monsters to summon
from Soul Charge?
There's lots of comments about this card being
All it really needed, in my opinion, was the limit.But overall, it's a card which resulted in a
major paradigm shift in the game.It can be sacky.It can be that big comeback you're looking
In time this card will stay relevant as quickly
reviving monsters is never a bad thing.But for now let's just observe the massive
impact it had in 2014.
Hello Pojo Fans,
Hope everyone has had a great holiday, as well as a
happy New Year later this week. We resume with #3 on
the countdown: Dante, Traveler of the Burning Abyss.
The best card in the Burning Abyss archetype, Dante
is the Burning Abyss specific Xyz monster. Easy to
summon, requiring only 2 Level 3 monsters. Its LIGHT
attribute and Warrior-type lend it as fodder and
allow it massive support in the game. 2500DEF is
tremendous defensive power for a Rank 3, it will
likely hold its own against almost any monster your
opponent can bring at you.
Detach a material to send up to 3 cards from the top
of your deck and gain 500ATK for each sent to the
grave this way until your End Phase. At 1000ATK it
isn't very strong, but when the effect kicks you
will have likely a 2500ATK powered Dante attacking
for the turn. After it finishes attacking it turns
into defense mode and stays there until your next
turn. With the attack power drop and its strong
defense this is a great protective effect. When
Dante hits the grave he will kick a “Burning Abyss”
level 3 monster back to your hand.
Any deck that involves the graveyard in some sense
can use this card. 2500ATK (after successful effect
resolving) protects itself after each attack it
makes by changing its mode and having a strong
defense unlike other monsters with this effect in
the past. Lightsworns, Burning Abyss, and Shaddolls
come to mind. Burning Abyss lean heavily on Dante,
while Lightsworns could fill their graveyard with
his effect, setting up Judgment Dragon and possibly
getting a Wulf or Felis as well. Any Shaddoll sent
to the grave by a card effect gets an effect. Much
like Burning Abyss, the likelihood of not plusing
off Dante's effect in either of those decks are
Dante is good...very good. If you run any of the
above decks you should have at least 1 Dante in your
Extra Deck and 3 if you run Burning Abyss.
I’m not just surprised this card isn’t #1 on the
list; I’m appalled. Soul Charge is easily the best
card to be released this year.
This card is disgustingly good. The amount of
control it gives the user over the game is almost
unparalleled. The early portions of the April 2014
format centered around this card, with games often
coming down to who made better use of it. Even
Geargia, which initially didn’t have much of a use
for it, ended up using it in multiples. The card
even ended up singlehandedly making several Decks
viable; the card made Dragon Ruler go from a decent
Tier 2 Deck to one the top threats of the early
April format, and it remained a major contender to
the very end. Mermail, which was already a top
threat, became better by the card’s existence, and
it was arguably one of the best Decks of the early
July format. Most notably however, Soul Charge shot
Infernity up to the top tier from the depths of
obscurity, and made Sylvan an extremely threatening
Even after the release of
Alliance, Soul Charge saw use in Satellarknights
and Shaddoll, the latter most prominently in the
Lightsworn build popularized by Patrick Hoban. It
wasn’t until the card’s Limiting in October that it
finally started to die down in use, but even then it
still remained popular until
The New Challengers accelerated the game to the point that it was
too slow to be reliable (along with Life Points
becoming an even more important resource); despite
this, some Burning Abyss and Shaddoll builds still
Soul Charge isn’t just the best card of 2014; it’s
one of the best cards in the history of the game. To
have it clock in at #2 on this list is, in my
opinion, an insult to the card.
For the second to last card on our list, and a
card I personally feel should've been number 1, we
have Soul Charge, a beast of a card that not only
singlehandedly makes decks viable, but also makes
for possibly the best comeback card available.
It is a very simple card, with the easiest
comparable card being Monster Reborn, except it can
revive as many monsters as possible, in terms of how
much of your life you are willing to give up, in
intervals of 1000. Now take note, that the life
point loss is NOT a cost, so if it is negated, or
stopped(i.e. Solemn Warning or Vanity's Emptiness),
you do not lose the life points intended. Also, take
note that if you target multiple monsters, and one
of them leaves the graveyard, the others will still
hit the field. At the end of this card is the
obligatory once per turn clause, which is a very
fair clause for this card especially(or it was,
kinda renders it pointless when it is now at 1), and
you cannot enter your battle phase the turn it is
used. This is required to give this card some
balance, as a one-card otk such as this would be
As for what its used in, the answer is ALMOST
EVERYTHING. Barring a few decks such as Spirits,
Madolches, or maybe Qliphorts, this card has near
universal usage. However, there are some decks that
it is more effective in than others. Decks, such as
Mermails, Sylvans, and Infernities, use this card to
make near-unbreakable fields, and Soul Charge made
these decks very viable in the last few formats.
Quite often, the only way to break a field made from
a Soul Charge was to counter with your own Soul
Charge. Slightly more recently, this card was abused
in Lightsworn Shaddolls and Tellarknights, again for
comeback plays and giant fields. However, this card
was hit to 1 on the October banlist, so it is a much
rarer sight than before. This card's history is
still ongoing, however, and as long as it exists, it
will continue to provide insane comeback plays and
Overall, a complete and total beast of a card.
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