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.
Card Ratings
Traditional: 4.50
Advanced:
Banned
Date Reviewed - August 7, 2012
Cyber Jar is one of the Banned Cards I'd actually be
totally comfortable with being around. It's
destructive power is completely unweildly, but
that's what I think makes it so balanced. Is it
fair, per say, that you can use Cyber Jar when
you're swarmed and on the verge of defeat to
potentially completely disrupt and turn things back
in your favor? Hell no, to speak honestly and
frankly. That's likely the pro argument for it
being Banned. I mean, there's always the option
too, and I'm sure it's happened to many a player
more than once, where it leaves you in the same
situation. Sure, the Monsters that your opponent
had are gone, but say they got three, or five, and
you got one, or none. You could still lose that
turn. But you could just as easily be in the
reverse, and come on quite on top, maybe the victor.
Cyber Jar can win you a game (maybe not in a turn,
or on its own) but unlike the previous cards this
week, it can lose you a game just as easily.
Ratings:
Traditional: 4.25/5 for reasons listed above
Advanced: Also still Banned/5
Art: 5/5
John Rocha
The next powerful card we are going to be
reviewing is Cyber Jar. Like Morphing Jar, Cyber
Jar’s significant other, Cyber Jar uses the magical
number 5 to affect the field instead of the hand
like Morphing Jar. The benefit and decided advantage
that Morphing Jar has, is that it destroys all of
the monsters on the field. So if your opponent has a
full field, like many of the decks in play today can
produce, then that advantage is eradicated and both
you and your opponent take your chances with getting
level 4 and lower monsters.
Unlike Fiber Jar which is game breaking and very
annoying, Cyber Jar is a card that is luck based. It
is also a catalyst for the Empty Jar theme and
probably why it was banned in the first place. I
would love to see this card come back to shake up
the game. You would probably have to then ban
Morphing Jar, but let’s face it, there are far more
answers to Cyber Jar than there was back in the day.
With cards like Solemn Warning, Effect Veiler, Xyz
monsters that negate monster effects, Inzektors that
will just blow it up, Mind Control, and a host of
other cards that are prevalent in the game today,
Cyber Jar is not as automatic as it used to be. I
view a broken card as a card that gives you a
decided advantage over your opponent. Unless your
opponent has monster superiority, Cyber Jar is a hit
or miss card that could end up costing you the game.
Remember when they said BLS coming back would ruin
the game as it was too broken? Well there are a lot
of top tier decks winning YCS’s not playing Black
Luster Soldier. There is only one question. Will
Cyber Jar make Empty Jar decks broken?
Traditional: 5/5
Advanced: 5/5 if it when not banned.
Miguel
Today we look at another card on the forbidden
list that will most likely never see the light of
day again. Cyber Jar is a harsh mistress of a card.
It has a flip effect that destroys all monsters on
the field, then you and your opponent reveals the
top 5 cards in your deck. You both special summon
all level 4 or lower monsters in face up attack
position or face down defense position. Any
remaining card go to your hands. I remember using
this card myself just before it got on the list in
my Samurai deck. It was brutal. Wiping out my
opponent's field of monsters, only to fill up my
field my side of the field with usually 3-4 of my
samurais. But Cyber Jar was/could be splashed in any
deck, and it was usually a set up for a sure kill
next turn, or a solid defense wall. it's on the list
for a reason, too much special summoning, and
nowadays, that would lead to an overabundance of
things like Synchro and Xyz summoning. If you're a
fan of Cyber Jar, play traditional, because it is
not coming back no time soon.
Traditional: 5
Advanced: 5 *If it were legal*
Tomorrow: The most hated bird in the history of Yu-Gi-Oh!
Angelic Nightmare
Today we review one of the most
overpowered cards in Yu-Gi-Oh! that deserves to be
on the forbidden list.
Cyber Jar
Rock/ Dark/ Lv 3/ 900 ATK/ 900
DEF
“FLIP: Destroy all monsters on
the field, then both players reveal the top 5 cards
from their Decks and Special Summon all revealed
Level 4 or lower monsters in face-up Attack Position
or face-down Defense Position, and add any remaining
cards to their hand. (If either player has less than
5 cards in their Deck, reveal as many as possible.)”
This card is banned for a
reason, it completely disrupts the game state and
can be completely game changing. If a person runs
into this card and both players Dark Hole the field
and reveal the top 5 cards and basically gives
everyone free cards. If this card was legal, it
would completely destroy Chaos Dragon’s Light Pulsar
Dragon and E-HERO’sShinning.
In sealed play this card is
absolutely amazing, it can give you so many fresh
resources to hopefully end the game that turn. If
this card were to ever return in advanced we would
see multiple decks run this: Final Count Down, Rock
Stun, Chain Burn, etc.
Advanced: Banned ( otherwise
I’d rate it 4/5)
Forbidden: 4/5
Philosophical
Psycho
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I think Saiba Poddo wasn't banned as so much as it
was broken rather than it was just crazy to imagine
how extreme would it be for both players to draw
five cards and get to summon any monsters amongst
them. Add in the fact that you as the controller of
Cyber Jar get to manage all of this and pull the
strings so that you benefit from it most (or you
constructed a deck that makes it especially
appreciate Cyber Jar) and that makes a Cyber Jar in
Advanced just rather out-of-control.
You won't see Cyber Jar used in a large amount of
Traditional decks. Ordinarily, Traditional isn't a
Flip-happy environment at all, so if you can't
afford the risk of setting it for a whole turn, Book
of Taiyou will be needed to instantly Flip it. Being
Dark, it can feed Chaos Emperor Dragon, and can also
help either destroy or provide you with a Light
Monster. Otherwise, the ten cards total Cyber Jar
provides for both players helps add fuel to CED's
fire.
I'd say Cyber Jar is most prominently employed in
certain FTK Decks, especially those employing
Makyura the Destructor, especially Last Turn or
Exchange of the Spirit, because you can help fill up
your Graveyard and search out the key cards.
Alternatively, a Mill Deck is a possibility, as
together with Needle Worm and Morphing Jar and the
flippin' power of Taiyou, you will eat up your
opponent's deck very, very fast.
Otherwise, Cyber Jar can be retrieved with Sangan or
Witch of the Black Forest, which is always nifty, I
suppose.
Niche Decks: Last Turn, Exchange of the Spirit,
Empty Jar
Trad: 4/5
Adv: 5/5 (if it were legal, too many decks could
abuse it and it would be pandemonium)
Aesthetics: 4.5/5 That's quite a fat-looking space
pod, which is just as appropriate considering it
probably has a black hole inside it or something. I
question though, and I know many other people will
agree, how is this thing NOT a Machine??
Philosophy Corner: If Traditional Format is the
harder one, then why is the other format the one
called "Advanced?"
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