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Pojo's Yu-Gi-Oh Card of the Day
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Dark Room of Nightmare
Each time damage,
except Battle Damage, is inflicted to your
opponent's Life Points, inflict 300 points of damage
to your opponent's Life Points. This card's effect
is not applied to the effect of "Dark Room of
Nightmare".
Type - Spell
Card Number - DR1-EN030
Card Ratings
Traditional: 1.75
Advanced:
2.5
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 07.12.05 |
Lord
Tranorix |
Dark Room of Nightmare
We move on to Dark Room of Nightmare (evidently
representative of the Chamber of Secrets), a card
that I’ve honestly just never liked. It’s a
Continuous Spell, meaning it’s very vulnerable to
S/T removal; and its effect isn’t all that great.
When you inflict effect damage to your opponent, he
takes another 300. So your Solar Flare Dragon will
do 800 damage per turn, your Stealth Bird 1300, your
Poison of the Old Man 1100. It makes Burn cards a
little better.
Note that for cards like Secret Barrel, it will only
add 300, regardless of how much damage Secret Barrel
would do. If your opponent has 5 cards, Secret
Barrel will do 1000, plus ONLY 300 for Dark Room of
Nightmare, not another 1500.
Can it be useful? Sure. But cards that help Burn a
little just aren’t worthwhile in Burn Decks, in my
opinion. This card is generally a waste of space
that could otherwise be used for another stall card
or better burn card.
Traditional – CCCC: 1.5/5
Advanced – Burn: 3/5
Traditional – CCWC: 2/5
Advanced – Burn: 3.5/5
OVERALL RATING: 2.5/5
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SandTrap |
Dark Room of Nightmare
Eh...yeah...I guess it's...good in...Burn?
...
Oh wait, no it's not.
Rating: 1/5
I rather play Ookazi. Ookazi is sexy. ...Very
sexy...
xD
|
Snapper |
Dark Room of Nightmare
Today’s card is Dark Room of Nightmare, a card with
slight similarities to the Chamber of Secrets. To
review, the Chamber of Secrets is the big bad
“enemy” in book two, and Harry is forced to endure
250 pages of everyone thinking he has control over
the Chamber of Secrets and the beast inside. In the
end though, Harry smites the true master of the
Chamber, as well as the monstrous snake that calls
it home.
Each time your opponent is damaged via something
other than battle *cough*burn*cough*, DRoN does an
extra 300 points of damage unto them. But to prevent
an infinite loop ending in a loss on the opponent’s
part, DroN’s effect doesn’t kick-in when another
DRoN kicks in.
Now, obviously DRoN does you absolutely no good
outside of a Burn Deck. In a Burn Deck however, it
can serve as a nice 900-1200 a turn. After you’ve
got all your stalling cards in place as well as a
few Solar Flare Dragons, Lava Golems, and Bowganians
on the field, and you’ve got cards like Cannon
Soldier, Ring of Destruction, and Ceasefire ready to
be used, DRoN is ready to work said damage of
900-1200.
The only real downside to DRoN is that it occupies
one of your invaluable S/T zones, a zone you could
be using for more stall, more guaranteed burn, and
more cards that would protect the Burn and stall you
already have in play. While these down points do
somewhat hinder DRoN’s prospects, they don’t cause
it to drop completely from the Burn card pool. If
you do plan to use it though, make sure it a) does a
good deal of damage every turn and b) doesn’t make
you wish you had a MST on hand.
Advanced (Burn Deck): 3.5/5. Sure, why not.
Traditional (Burn Deck): 2.5/5. So much S/T
destruction warrants less DRoN and more cards like
Judgment of Anubis.
Overall (Burn Deck): 3/5.
Art: 2/5. It’s Name That Shadow Time! I THINK I see
the shadows of Dark Scorpion - Gorg the Strong and
Dark Scorpion - Chick the Yellow. It’s open to
interpretation though.
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Dark Paladin |
Dark Room of Nightmare is our Harry Potter card for
today.
Well, this card isn't terrible, yet, it falls into
the category of not being good either. In your
dedicated trusty Burn Deck, there isn't really a
reason NOT to run one, just space becomes an issue.
Also, there's the fact that this card ONLY does 300
damage, and was specifically printed to avoid a
continuous burn lock if you had two or more Dark
Room of Nightmare on the field at a time.
It might not be a bad card for a Fire Princess deck,
but I'd run at least two so you would be able to
cause more damage a turn, but I still believe the
space becomes an issue.
If you want, you could side one or two for fun, but
meh...no real reason to.
Ratings:
Traditional: 2.0/5 It IS better than Sage's Stone
Advanced: 2.5/5 It is STILL better than Sage's Stone
Art: 2.0/5
You stay classy, Planet Earth :)
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ExMinion OfDarkness |
Dark Room of Nightmare
Ew. This card's just bad on so many levels.
The typical Burn deck may not have to reveal it's a
Burn deck until turn two or three -- playing Dark
Room of Nightmare makes you give that away
immediately...and the opponent will be looking out
more than usual to get rid of your burn cards, and
will definitely side in all their M/T kill for Duel
2.
Only 300 extra damage? I'd rather just play an extra
Secret Barrel or something and get the chainability.
Chaining in burn cards is really important -- if you
can draw your opponent's M/T killers away from your
real threats, you'll be a lot better off. I'd say
that is a big key to winning Duel 1 with a burner.
Theme weeks typically have a lot of these (1/5's)
but tomorrow will be different, I promise.
|
Coin Flip |
Dark Room of Nightmare. It does stuff. But not
enough.
It boosts damage by a little. There are all of four
decks that care about this. This could be an
alternative to Spell Economics in a "Feedback" deck
using Dark Magician of Chaos, Dimension Fusion,
Cannon Soldier/Mass Driver and Spell Economics with
Strike Ninja. Now you can just tribute 2 DARKs and
DMoC, remove Strike by removing the 2 DARKS, and
then Dimension Fusion away to get back all four.
Then tribute three of them for 1500/1200 (Cannon
Soldier or Mass Driver) and then Dark Room's effect
kicks in for an extra 900.
Or not.
The other way to go about this is to use it as
another buffer for a Magical Scientist FTK. You can
have 6001 LP and still win, provided you have this.
But then again, I'd prefer to use Mystic Plasma Zone
as a buffer there, since it can also be used with
Terraforming to get nifty deck thinning in. Either
way, you can also add in Upstart Goblin with this,
which is really quite nifty.
In burn, you usually don't do consistent, periodic
damage. GOOD burn uses 9 burn cards that other decks
wouldn't (6, really). 3 Lava Golem, 3 Wave-Motion
Cannon, and 3 Stealth Bird. All burn for an obscene
amount and provide interesting advantage (except for
Stealth Bird). If you want to use it, go ahead. You
won't be winning any Regionals with that kind of
burn (anymore), so I'm cool.
Burn:
2.4/5 Traditional
2.9/5 Advanced
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