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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
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Top 10 Judgment of Light
Countdown
#1 - Number 66: Master Key Beetle
- #JOTL-EN054 Once per turn: You can detach 1 Xyz Material from this card, then target 1 card you control, except this card; while this card is face-up on the field, that card(s) cannot be destroyed by card effects. If this face-up card on the field would be destroyed, you can send one of its targets to the Graveyard instead.
Card Ratings
Traditional: 3.25
Advanced:
4.40
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - August 23, 2013
Back to the main COTD
Page
|
Dark
Paladin |
Friday
Number 1...is a number itself, in Number 66:
Master Key Beetle. This is a Rank 4 XYZ Monster, of
the Dark attribute, an Insect, with 2500 attack and
800 defense. Master Key Beetle is XYZ Summoned with
two Level 4 Dark attributed Monsters. Once per turn,
you can discard an XYZ Material from this card, to
target a a card you control, save this card. That
card cannot be destroyed by card effects. If this
card would be destroyed, you can send one of the
cards targeted by its own effect to the Graveyard
instead. 2500 is quite good for a Rank 4, the 800
defense could be troublesome, but that's about the
only downside this card has for it.
Ratings:
Traditional: 2.75/5
Advanced: 4.25/5
Art: 5/5
|
Leo
Kearon |
Number 66: Master Key Beetle
DARK/Insect/Xyz/Effect/Rank4/2500/800
2 Level 4 DARK monsters
Once per turn: You can detach 1 Xyz Material from
this card, then target 1 card you control, except
this card; while this card is face-up on the field,
that card(s) cannot be destroyed by card effects. If
this face-up card on the field would be destroyed,
you can send one of its targets to the Graveyard
instead.
We are finally here, the Number 1 card from
Judgement of the Light and it is Number 66: Master
Key Beetle! First of the basics, Number 66, is a
DARK/Insect specific Rank 4 Xyz monster with 2500
ATK (good) and 800 DEF (bad). Anyway due to it being
specific, you need 2 level 4 DARK monsters, which
isn’t the hardest thing to do, due to the number of
DARK monster available.
Number 66’s effect is an unusual protection ability,
that the card you target can’t be destroyed by
card effect as long as Number 66 is face up. However
Number 66 can betray that target to save itself. It
is a nice effect but it does suffer from some
problems, the first problem is that both effects
require Number 66 to be face up on the field, so
cards like Book of Moon will wreck this card.
Secondly it only protects the target from card
destruction effects, so it can be destroyed due to
battle or forced to leave the field. There is the
matter of course that it isn’t generic, which does
hamper its playability.
Overall a good Xyz monster with good ATK and a good
effect, just don’t forget to protect it.
Traditional: 3/5
Advanced: 4/5
|
Rikothe
FoxKid
YouTube
Site |
We’re finally at the end of our Top 10
Judgment of
the Light Countdown! Out of the 100 cards in the
set, one of them stands out the most to the COTD
Reviewers. I’m still not entirely sure why it’s not
Rooster or Wolfbark, but I can’t control the votes.
So here’s our #1 card, Number 66: Master Key Beetle!
Rank 4
DARK
Insect / Xyz / Effect
2500 ATK / 800 DEF
2 Level 4 DARK monsters
Once per turn: You can detach 1 Xyz Material from
this card, then target 1 card you control, except
this card; while this card is face-up on the field,
that card(s) cannot be destroyed by card effects. If
this face-up card on the field would be destroyed,
you can send one of its targets to the Graveyard
instead.
This insect is certainly a nasty piece of work. He
takes 2 DARK Level 4 monsters, so he becomes an
immediate choice for any Deck running a lot of
those; the first to come to mind would probably be
Evilswarm.
And his effect is frightening. By detaching an Xyz
Material, he can target another card you control,
and prevent it from being destroyed. And if Key
Beetle himself were to be destroyed, he can send one
of those targets to the Graveyard instead.
The main power play is to have Master Key Beetle
target Safe Zone. Safe Zone will protect Key Beetle
from all destruction and targeting, while Key Beetle
will protect Safe Zone from destruction. It is quite
an annoying lock that can only be worked around in a
handful of ways, usually by getting rid of Safe Zone
in a way that isn’t destruction.
That isn’t the only card that Master Key Beetle
forms a nasty combo with; he also works well with
the recently popular Vanity’s Emptiness. This isn’t
as stable as the Safe Zone lock, but it prevents all
Special Summons from occurring, while protecting
Vanity’s Emptiness from destroying itself.
I will personally say that I feel Master Key Beetle
is a tad bit overrated. The lock, while a massive
irritation, is not obscenely difficult to deal with.
Regardless, when played right and properly
protected, this is one bug that’s hard to squash.
Traditional: 4/5 (there’s a few more ways to get rid
of him here, particularly Chaos Emperor Dragon)
Advanced: 5/5
Art: 4/5 (It’s a giant bug. But it’s a pretty cool
looking giant bug)
Hope you guys enjoyed our Top 10
Judgment of
the Light Countdown!
|
Philosophical
Psycho |
This is, in my opinion, the second best card in the
set, although it's mostly a toss-up between this and
Star Eater. There are multiple cards that offer
Continuous protection for other cards: Magic
Deflector, Field Barrier, Safe Zone, etc. Out of the
all I just listed, Safe Zone is the most popular,
because I can chain it and monsters are usually more
important to protect than Spells; the biggest
weakness is that I can destroy the monster by
destroying the Trap. How does MKB fare? Once per
turn, it will act as a permanent bodyguard to
another one of your cards, regardless of
monster/Spell/Trap/faceup/facedown. Conversely, if
MKB is in danger of being destroyed, it can take one
of the cards it's guarding to take the hit instead.
2500 ATK is nifty, as that's above average for a
Rank 4; MKB can muscle through defenders (e.g.
Zenmaines, Maestroke, Cowboy) and with the help of
its effect it can even survive head-on collisions
with other 2500 hotshots (e.g. Stardust, Utopia,
Priestess). Even though a lot of Decks can do it,
the part where you MUST use Dark Xyz Material
severely hurts the playability of this card but ups
the playability of all Dark Decks, especially
Evilswarm. Basically it's a powerful trump card for
Dark Decks, similar to how Light Decks got Starliege
Paladynamo.
In the end, there is only one real reason why MKB
sits on the top of our list, a combo that, if you
haven't heard of already, will have definitely heard
from the other writers. (Without this combo, it's
still pretty good in how it can preserve itself or
your valuables.) Remember how I said Safe Zone can
protect a monster, and how MKB can protect any card?
If I have Safe Zone on MKB and MKB on Safe Zone,
then they got each other's backs. I can't even
threaten to take it apart: It's the airtight,
ultimate Master Key Lockdown. (Number Wall can also
perform this lockdown as a replacement to Safe Zone,
but it's easier to destroy. Having out two MKB also
works, but Safe Zone is ideal because it shields
against targeting effects of any kind.) If I set
this up on you, I have a 2500 ATK monster immune to
all forms of destruction and targeting effects. As
an alternative option, you can also target an
opposing monster with Safe Zone and you can use
MKB's self-protection effect to remove your Safe
Zone, thus destroying the opposing monster, but this
is quite a ridiculous strategy. The next paragraph
is gonna be long. If you want to skip it, fine, but
it talks about the best ways to defeat the combo (or
what you should look out for if you're using this
combo).
Make sure that you and everyone in your family has a
way to stop this from happening to you. The first
step is to take precautions and eliminate the
source. Never let your opponent get out two Level 4
Dark monsters at once. If you can't stop that, it's
still ok to have Traps that can either negate MKB's
summon or destroy it as soon as it touches the
field. Safe Zone must be set for at least one turn
before activation, so take advantage of that. You
can use Forbidden Lance to make MKB immune to Safe
Zone, or Effect Veiler to make Safe Zone immune to
MKB, but this can only be done if you chain your
card to Safe Zone's activation. If the lock is
already in place, the important thing to do is
remain calm and breathe slowly. If you can get a
monster with over 2500 ATK, you can still attack MKB
and deal damage, but this is easily stopped when MKB
is switched to Defence Position. The best way to
pick the lock is if you have a card that can negate
either of their effects; if you negate one of them,
it gives an opening to destroy the other one, and
once you do that, the other goes down with it. If
possible, I suggest not negating their effects until
you have an actual way to destroy them. The best
ways to negate Safe Zone are with Jinzo or Royal
Decree; the best way to negate MKB is with Skill
Drain. If Safe Zone is not in use, there are
countless cards you can use that do not technically
"destroy." If Safe Zone is in use, you have a (very)
few options. I'll list them from most to least
practical. Both Spiritualism and Vulcan the Divine
can return Safe Zone to the hand, which will cause
MKB to be destroyed if it does not have another form
of protection. However, Vulcan is not strong enough
to beat MKB one-on-one and Spiritualism isn't good
for much else, so you'd better have a second part to
your plan or else I'll just re-activate Safe Zone.
Spellbook of Fate can literally remove Safe Zone
from play, but you can only do this if you already
use a bunch of other Spellbooks. Cyber Eltanin has a
non-targeting, non-destroying effect that will send
MKB to the Graveyard; Chimeratech Fortress Dragon
does also, but you'll need DNA Surgery. Legendary
Jujitsu Master, Guardian Sphinx, Wall of Illusion,
Kelbek, Ordeal of a Traveler, and Hyper Hammerhead
all have non-targeting effects that can force MKB
off the field. Ectoplasmer and Share the Pain can
force your opponent to tribute MKB. If you can't do
any of this, you might as well just defend yourself
as long as you can and hope your opponent will lose
because (s)he ran out of cards in the deck before
you do. You don't need to feel like you need to put
all these cards in to beat MKB, but if you're really
scared of it, the most reliable ways are to main
Vulcan the Divine and side Royal Decree.
Ruling Clarification: If MKB is protecting
something, and I activate something that will
destroy both of them, MKB will shield that other
card. Even if that was not true, I cannot save MKB
by destroying that card "in its place" because the
second card is meant to get destroyed anyway.
Ruling Clarification #2: MKB targets cards with its
effect, but unlike an Equip Card, it's not a
constantly targeting effect. Also, if I activate
Skill Drain or Effect Veiler and they wear off,
MKB's effect will not get "reset."
Trad: 2/5 (Magical Scientist and two of Darkflare
Dragon and/or Kamionwizard can get this guy out but
stall never works here and it can't even defend
against Chaos Emperor Dragon)
Adv: 4.5/5 (food for thought: Thousand-Eyes Restrict
is banned because it stops all enemy monsters from
attacking and it's already hard to summon)
Aesthetics: 3.5/5 What I find is a great unexplained
mystery is how this card comes out in the show.
Being a Number, it's one of Astral's memories, and
it turns out to be a greatly important one. However,
the newly introduced Barians have a lot of the
original Numbers (mostly Insects) in their hands,
MKB being one of them. How do they even get them?
Astral's memories are scattered throughout the
world. Also, I don't even know how this card
transformed from a blank card into the MKB Number,
since a Barian got it and everything. MKB didn't
transform to fit the Barian's mindset, but it was
already adapted to the purpose of Astral's memory.
As for how MKB became Number 66, 6 sounds like "roku"
in Japanese, which also sounds like saying "lock"
with a Japanese accent. In other news, 66 is like a
short form of 666, which is considered the devil's
number. This is in tune with how MKB is a Dark
monster with Dark Xyz Material and was owned by a
Barian, but I few that's kind of a stretch.
Philosophy Corner: I don't know about you, but
recently I've noticed a lot of cards have "You can
only use this effect of this card or any others with
the same name once per turn" as opposed to just
"once per turn" or no restriction at all. I think
the card makers are getting really scared about the
same effects being used over and over and they want
us to stop making such huge combos. For example,
most "Wind-Up" monsters can only use their effects
not only once per turn, but once as long as they
were face-up. Regardless, good duelists knew how to
use the effects of Wind-Up Rat and Wind-Up Hunter
again and again and again in one turn, usually with
the same physical card.
abc_at_123.com@hotmail.com |
The
Cali
Effect
YouTube
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Had this at #5 |
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