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Pojo's Yu-Gi-Oh Card of the Day
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Pikeru’s Circle of Enchantment
Super Rare
Damage to the controller of this card effects
becomes 0 until the End Phase of this turn
Type - Trap
Card Number - RDS-EN057
Card Ratings
Traditional: 3.75
Advanced:
4
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 02.01.05 |
ExMinion OfDarkness |
Pikeru's Circle of Enchantment
In a burn-heavy metagame? This card's your best
friend.
What Waboku is for saving your monsters and LP from
attacks, this is for saving your LP from burn. It's
generally a good idea to wait for a big burn from
the opponent (them launching a Wave-Motion cannon
with several counters on it, a Ceasefire with many
monsters on the field...in Traditional, Chaos
Emperor Dragon's blow-up) then using it on a mere
500 or 1,000 damage (unless that 500 or 1,000 would
finish you off.)
Sorry for the short review -- but this card's a
one-trick pony -- it saves you from burn for one
turn. Not much else to say.
5/5 in the side deck of a player who's in a
burn-heavy meta.
|
Coin Flip |
Pikeru's Circle of Enchantment is a card that I
originally thought useless when I saw its release in
RDS. This was under the false premises given to me
at the time that Burn wasn't going to be given a
second chance at the game by the removal of certain
m/t removal, and also under the consideration that
Hallowed Life Barrier acted like Waboku as well as a
super-Kuribo.
Right now, this is one of two ways to stop damage
from a few cards in the game. It's nifty in that it
stops damage from either player - so your own Ring
of Destruction or Dark Snake Syndrome or Immortal of
Thunder won't inflict massive damage to yourself. As
well, the Wave Motion Cannon they've had going for
three turns won't be too happy about this either.
The enemy of Scientist FTK's everywhere (well,
BESIDES a well-timed Jowgen or a better placed Abyss
Designator + DD Designator, or even a plain Book of
Moon). It's a great sidedeck option against burn,
and thus fits near perfectly with the other cards
for this week, most of which are good side deck
options.
I suppose it might be interesting to see how a deck
based around Dark Snake Syndrome and this card did.
Sideboard/Side deck:
3/5 Traditional (Hey, it stops FTK! And, um, CED.
That's it.)
3.5/5 Advanced (I think burn is slightly more
present here, and you don't want to be taken off
guard.)
|
Tranorix |
Pikeru’s Circle of Enchantment
Today’s card is Pikeru’s Circle of
Enchantment, a Normal Trap that definitely has a
fair amount of playability. It’s chainable, which
is a definite plus, and it protects the controller
from all effect damage for a turn. Effect damage
is, however, seldom what people are worrying about –
Pikeru’s Circle of Enchantment won’t save you from
Black Luster Soldier – Envoy of the Beginning or
Archfiend Soldier or that attacking Sinister
Serpent.
It will save you from Stealth
Bird, Lava Golem, Wave-Motion Cannon and Ring of
Destruction, however, which definitely gives it a
great spot in Side Decks to counter Burners. You
could also conceivably run it in a deck focused
around Dark Snake Syndrome – activate this in your
Draw Phase and you’ll be safe from the damage for a
turn.
This isn’t something to main-deck on
the off-chance you’ll end up saving yourself from an
opposing Ring, but it’s definitely something to run
in a Side Deck on the relatively likely chance you
find yourself up against a Burner. One thing to
note is that it will stop the damage from
Chaos Emperor Dragon, so if you still play
Traditional, you may want to consider Pikeru’s
Circle of Enchantment a little more seriously. And,
of course, if you feel like making a rentsy Dark
Snake Syndrome Deck, it’d probably be a good idea to
pack three of these.
Traditional – CCCC: 3/5
Traditional – Dark Snake Syndrome
Deck: 4/5
Advanced – CCWC: 2.5/5
Advanced – Dark Snake Syndrome Deck:
4/5
OVERALL RATING: 3.4/5
|
Snapper |
Pikeru's Circle of Enchantment
Today’s card in Pikeru's Circle of Enchantment, a
Trap that is half the effect of Hallowed Life
Barrier.
Pikeru's Circle has an easy to understand effect;
all effect damage is reduced to 0 during the turn
Pikeru's Circle is activated. That’s really all that
needs to be said of Pikeru's Circle; it’s one of the
better ways to stop burn damage from Burn Decks. And
because of that, Pikeru's Circle is a prime choice
for being Side Decked in the event of a Burning
opponent. Sorry for the short review but I can’t
elaborate on the obvious.
Advanced: 3/5. The uses of Pikeru's Circle are
dependent on the Meta in your area; if there’s lots
of Burn near you Pikeru's Circle increases in
usefulness.
Traditional: 3/5. CEDragon is enough of a reason to
Side Deck Pikeru's Circle.
Overall: 3/5.
Art: 3/5. It’s Name That Monster Time! I see White
Magician Pikeru (which I thick wears a Scapegoat, or
maybe a Stray Lamb?).
|
sHecKii |
haha, how fitting after my FTK bashing huh? It's one
of the most common FTK sideboard cards; goes in
against burner too.
How does this card work? Well think about it...
It says "damage to the controller of this card"
"from card effects" "becomes 0 unitl the end phase
of this turn"
You can't prevent the 5000 damage Berserk Gorilla
and other cards attacking you but it stops you from
taking damage from Lava Golemn and FIRST TURN KILL
SCIENTIST/CATAPULT TURTLE
If you divide it like that it's easier to
understand. You can do unique things with this
card...You can use this card to prevent your
opponent's Ring of Destruction damage...You can stop
a LOT of things in burner...YOU CAN STOP FTK DECKS
FOR AT LEAST A TURN!!!
This card is basically made to stop FTK and Burner
decks but I'm pretty sure you can find other things
too.
Man, I haven't come across a card I can show
interesting combo pieces for you guys =\ haha...soon
i hope there will be a card where i can show you
guys interesting combos with...
Ratings
Constructed (for SideDeck): 5/5
Limited: 0.5/5
*NOTE (about my latest article)* I should've added
that the reason why I think FTK decks are unfair is
you do NOT get a chance to counter ANY of their
abilities during their first turn. For example, in
Magic: The Gathering, they have cards like "Force of
Will (i think that's what it's called)" that can
counter FTK so you won't die. It's not a fair deck
to use when it's based on a COIN FLIP or a DICE ROLL
to decide the match. Also, I really did mean all
that stuff about being NICE to people...I know that
the FTK bashing over-shadowed pretty much that whole
article =\
|
f00b |
Pikeru’s Circle of Enchantment (PCE)
Okay, so here is a sideboard card that is actually
useful, especially when used in multiples. And we’ll
cut right to the chase: what decks in the metagame
would even prompt this card to be a sideboard
possibility?
The answer is two-fold – burn, and FTK. In fact, the
way FTK works is pretty much the same goal as burn,
but it must move more quickly to accomplish the same
goal. Either way, look at what Pikeru’s Circle of
Enchantment provides for you in each case.
Against the popular burner decks out there, you’re
basically looking to stop the following cards: Wave
Motion Cannon, Lava Golem, Just Desserts, Secret
Barrel, Ring of Destruction, Magic Cylinders,
Stealth Bird, Ceasefire, Ojama Trio, etc along with
your basic stall cards to let them accumulate their
burn spells. So now take into account that PCE stops
all those burn spells entirely for a turn, and
you’re leaving them with only their stall cards.
All you have to do is force through some attacks and
you win, and the key here is buying yourself time.
Burner decks love to hit you hard fast, and even
reset with Fiber Jar to do it again as quickly as
possible. By stopping whatever damage they try to do
in one turn, you are basically buying yourself
another turn to draw removal for their stall cards
and win by attacking yourself.
However, don’t get fooled into thinking that you can
afford to use PCE on just any burn spell. Think of
it this way, you’re basically trading 1 for 1, as
you will be responding to their burn spell with this
card, and then they won’t use any more of their burn
spells for the remainder of the turn. And if any of
you have played against burn, the key is not to
trade card parity but to net card advantage and try
to run them out of cards so their advantage fizzles.
Thus, you can’t really chain to, say, a secret
barrel for 1400 LP with this card, but you can most
certainly stop them from hitting you with just
desserts for 2500, or ringing your bls or their lava
golem for 3000, or launching that wave motion cannon
for (an appauling) 4000 or 5000 damage. So, to get
the most use out of this card, you actually need to
‘combo’ it with m/t removal to provide some crushing
blows to the burn player. Obviously, this means that
the turn you play PCE (again, in response to their
burn spell), you should also play your Mobius,
Breaker, MST, Storm (although this is the one to
watch out on timing), and Dust Tornados, because if
you hit a burn spell, they can’t chain it (and about
two thirds of the time you will, the other third
being chainable stall cards like waboku or
scapegoat).
Let’s move on to using this card in a similar
fashion to beat FTK. Well here, it’s pretty simple.
It has been said many times that all you need
against these decks is “your draw”. As soon as you
have the opportunity to put down cards, you can
effectively stop FTK. So, sideboard in 3 of these,
and around 45% of the time you’ll hit one in your
opening hand. Just set it, and pass. FTK now has the
chance to go off, and if they hit the necessary part
of the combo, in response to their first catapult
launch (let them hyperextend into the
scientist/turtle combo first, don’t just play this
off a cannon soldier launch or something), flip over
this card and win the game.
You’ve basically sealed the deal, because FTK is all
offense and no defense, now they have out two
relatively weak monsters and no way of protecting
them, and it’s your turn to do the worst. This was
all made possible (and basically won) by Pikeru’s
Circle of Enchantment. The FTK deck is inherently a
‘hit or miss’ deck, and with the sideboarding of
such cards as PCE, you can ensure that many of those
would-be ‘hits’ turn to misses instead.
Combine this with the other numerous maindecked
“answers” you should have to FTK and it should lose
most of its allure.
Now, this card tends to have a small amount of
“splash value” as well. This term refers to a card
that is maindecked or sideboarded as a specific
answer to one thing, but comes in handy in other
situations as well. Luckily, for the users of PCE,
there are still some popular cards out there that
this can nullify, namely Ring of Destruction, Magic
Cylinders, and Reflect Bounder.
So, if you find yourself wanting to tweak out a card
that doesn’t help in a matchup, and your opponent is
playing the aforementioned cards, don’t be afraid to
slide in a PCE to help the cause. Besides, whatever
you can do to protect your life points will help,
especially in the days where confiscation, magical
scientist and your own ring of destruction abound in
plenty.
There it is, now time for ratings:
~PCE is rated strictly as a sideboard card~
Traditional – 2.2/5 The “burn” archetype is not
quite as viable here, but we still have scientist
FTK and CED’s popping everywhere.
Advanced – 4/5 Basically, you should either be
sideboarding this or Hallowed Life Barriers in any
deck that attempts to win by any means besides
direct damage (most decks).
Don’t let this be deceptive, since we’re dealing
with the sideboard (and not your everyday mainboard
staples), these ratings don’t lead in the direction
of PCE as being broken, but rather as it being a
solid choice to run in 2’s and 3’s in practically
every sideboard.
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