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Pojo's Yu-Gi-Oh Card of the Day
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Ancient City -
Rainbow Ruins
Card Number -
FOTB-EN045
Card Ratings
Traditional: 3.00
Advanced:
4.80
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 06.27.07 |
Creator
OfThePoint
System |
Wednesday:
Ancient City -- Rainbow Ruins
This card is the cornerstone of what may end up
being a Tier 1 deck in the future, despite its
Nationals showing.
The deck just gets so much of a benefit from
this -- reduced damage for the turns you're
setting up, spell/trap negation when you're
about ready to complete your combo, and
double-draws for when you're digging for the
Crystal Abundance to finish the game. And on
top of that, unless you've used said Crystal
Abundance, odds are this thing won't be getting
destroyed anytime soon. Your opponent would
have to waste S/T removal very early to stop it
from working, and them wasting it so soon
probably sets you up for unopposed turns later
in -- especially if you happen to have a second
copy of the Ruins.
It's also nice that you can play one over the
one you had from a previous turn, should you
have 4 Crystal Beast monsters out, and
immediately gain an extra draw, giving you an
effective way to cycle your otherwise dead field
spells.
Simply put, this field spell is amazing.
5/5
|
Dark Paladin |
Wednesday
Good Lord! Who would have thought that a Field Magic
card could have so much text, or even that a Field
Magic card needed so much text?
That being said, we're looking at Ancient
City-Rainbow Ruins today.
Most Field Magic cards just give attack bonus, or
even attack decreases to certain monsters. This one
becomes more powerful with the number of Crystal
Beast monsters you happen to control at the time.
One: Ancient City-Rainbow Ruins can't be destroyed
by a card effect
Two: Once per turn, you can halve the Battle Damage
you take.
Three: Send one Crystal Beast you control to the
Graveyard to negate the activation of a Magic or
Trap card and destroy it.
Four: Once per turn, during your Main Phase, you can
Draw one card.
Five: Once per turn, during your Main Phase, you can
Special Summon one Crystal Beast from your Magic and
Trap card zone.
As you can see, the effects only get better with the
increasing number of Crystal Beast you control. Most
Crystal Beasts are weak, and easy to destroy, so it
isn't hard to accumulate them to get better effects
with this card. Generally, Field Magic cards aren't
worth playing, but I would definately play two or
three of this if I were playing Crystal Beasts.
Here's what UDE had to say about this card:
These effects are cumulative. For example, if you
have 4 or more "Crystal Beast" monsters in your
Spell & Trap Card Zone, this card gets all of these
effects except the last one.
Only the controller of this card can use these
effects.
If this card’s first effect, “This card cannot be
destroyed by a card effect.” is active, this card
can be targeted by “Mystical Space Typhoon,” etc.,
but this card will not be destroyed.
If you control this card and have at least 1
“Crystal Beast” in your Spell & Trap Card Zones, and
they would all be destroyed at the same time then
“Ancient City – Rainbow Ruins” is not destroyed.
This card’s effects are not applied until its
activation is resolved.
If you have 1 "Crystal Beast" monster in your Spell
& Trap Card Zones when you activate this card, and
your opponent Chains “Mystical Space Typhoon,” etc.,
this card will be destroyed.
This card will be destroyed if your opponent plays a
Field Spell Card, even if the effect “This card
cannot be destroyed by a card effect.” is active.
If “Crystal Beast” monsters in your Spell & Trap
Card Zones are destroyed in a Chain to the
activation of any of this card’s effects that can be
chained to, then this card’s effect is not applied.
The correct number of “Crystal Beast” monsters must
be in your Spell & Trap Card Zones when the effect
resolves.
This card’s effect “Once per turn, you can halve the
Battle Damage you take.” does not start a Chain. You
choose whether or not to activate it during Damage
Calculation, when you would take Battle Damage.
This card’s effect “You can send 1 "Crystal Beast"
monster you control to the Graveyard to negate the
activation of a Spell or Trap Card and destroy it.”
is activated in a Chain to a Spell or Trap Card. It
is treated as Spell Speed 2, so you cannot Chain
this effect to a Counter-Trap Card. You can activate
it multiple times in the same Chain. Sending a
“Crystal Beast” monster you control to the Graveyard
is a cost to activate this effect.
This card’s effect “Once per turn, during your Main
Phase, you can draw
1 card.” starts a Chain. It can only be used once a
turn, even if the number of “Crystal Beast” cards in
your Spell & Trap Card Zones becomes less than 4,
and then becomes 4 or more again after you have used
it in a given turn.
This card’s effect “Once per turn, during your Main
Phase, you can Special Summon 1 "Crystal Beast" card
from your Spell & Trap Card Zone”
starts a Chain. It targets 1 “Crystal Beast” card in
your Spell & Trap Card Zones.
Ratings:
4.5/5 Crystal Beast...not perfect, it IS a Field
Magic card after all, but it sure can help
Art: 4/5
You stay classy, Planet Earth :) |
Tebezu |
Ancient Rainbow
The most broken field spell card ever made (outside
of the Seal of whatever held by judges)
I really think crystal beasts are a great theme. The
issue at hand is that people just don't play them
enough.
4.5/5
It provides destruction, draw power, etc.
Versatility is the name of the game and this card
has that |
Turkeyspit |
Ancient City - Rainbow Ruins
It would appear that Konami is getting better and
better at developing playable themes. The Crystal
Beast sub-type is quite an impressive group of
monsters, and Ancient City - Rainbow Ruins is a
large part of what makes them so good.
As integral to the decktype as Necrovalley is to
Gravekeeper's, Rainbow Ruin allows a player to
benefit from the special abilities of Crystal
Beasts, by bestowing bonuses depending on the amount
of Crystal Beasts you have in your Spell/Trap Zones.
1 Crystal Beast:
Ancient City cannot be destroyed. That in itself is
very powerful, preserving this card from the effects
of Heavy Storm and Mobius.
2 Crystal Beasts:
Once per turn you can halve the Battle Damage you
take from a given attack. All of sudden, that Raiza
hit to your face only inflicts 1200 LPs of Damage
instead of 2400, and it's free!
3 Crystal Beasts:
By sending 1 Crystal Beast monster from your Monster
Zone to the Graveyard, you can negate the activation
of a Spell or Trap Card. So, if you have 3 Crystal
Beasts in your Monster Zone and attack into Mirror
Force, you can send one of them to the Graveyard to
allow the other two to continue their attack. Wow!
4 Crystal Beasts:
Holy Hand Size Batman! If you get 4 Beasts into your
S/T zones, you get an extra draw each turn! That is
super power, especially considering that this deck
is a combo deck, and it benefits from large hand
sizes.
5 Crystal Beasts:
Once per turn, you can Special Summon one of the
Crystal Beasts from your S/T zones to the field. If
you choose Ruby Carbuncle, you can get a total of 5
free Monsters into your S/T zones, which is usually
an OTK.
Ancient City - Rainbow Ruins is a near-broken card,
that truly solidifies the Crystal Beast theme.
------------------------------
Traditional:
3/5 - I don't know if Crystal Beasts can be
competitive against Chaos Emperor Dragon or Harpies
Feather Duster, but then they have more power cards
to work with.
Advanced:
5/5 - Truly awesome support for Crystal Beasts. You
three of these.
Card Art:
3/5 - "Somewhere, over the Rainbow...a Roman
Colliseum waits..." |
Lonely Wolf |
Well, after not doing so well at the LCQ’s, Wolfy is
back for some more reviews….
FOTB-EN045
ANCIENT CITY – RAINBOW RUINS
[Field Spell Card]
This card gets these effects, based on the number of
"Crystal Beast" monsters in your Spell & Trap Card
Zone.
•1+: This card cannot be destroyed by a card effect.
•2+: Once per turn, you can halve the Battle Damage
you take.
•3+: You can send 1 "Crystal Beast" monster you
control to the Graveyard to negate the activation of
a Spell or Trap Card and destroy it.
•4+: Once per turn, during your Main Phase, you can
draw 1 card.
•5+: Once per turn, during your Main Phase, you can
Special Summon 1 "Crystal Beast" card from your
Spell & Trap Card Zone..
This nifty field spell card is what really makes
Crystal Beasts so deadly. It can get up to FIVE
effects based on how many Crystal Beasts are in your
spell/trap zone. That is crazy!
With one crystal beast this card can NOT be
destroyed by card effect. Mobius? Nope. MST? Nope.
For only one Crystal Beast, this is a great effect.
A built in Magic Reflector/Field Barrier sort of
effect.
With two Crystal Beasts, you can halve the damage
you take from one monster. Not the best effect, but
not bad. It could save you long enough to draw an
out.
With three crystal beasts, you can lose a Crystal
Beast monster you control to negate a spell or trap
card. Mirror Force….Torrential…Brain Control…you
name it. An excellent effect. The only downside is
that it has be a crystal beast monster, not one that
was turned into a continuous spell card.
With four crystal beasts, you can draw a card.
What’s not to love?
And with FIVE Crystal Beasts, you can special summon
one of them to the field. Ruby Carbuncle for the
win?
If you are running a Crystal Beast deck, you should
be running three of these. PERIOD.
Traditional: 2.5/5 (Not sure how well Crystal Beasts
would do here)
Advanced: 5/5 for a Crystal Beast deck, 1/5 anywhere
else
Art: 4/5
Thursday, June 28th
Today we look at the Archfiend equivalent of E-hero
Captain Gold. |
Bob Doily |
Wednesday
Here we are Crystal beast support card. Following in
the footsteps of other archetypes the crystal beasts
received a field card. Fortunately it was one with
less suck. The first effect that protects it from
being destroyed by an effect as long as you have a
Crystal Beast in the backfield is awesome, something
that Sanctuary in the Sky and other field cards
needed to make them useful. That allows you to
actually gain a benefit from the other effects
instead of worrying about protecting your support.
The other effects are quite nice, self-restricting
to the point that you could say some are too so.
Unfortunately they do not truly become beneficial
until most of your backfield is full. Halving battle
damage is nice, but not truly a necessity. It does
follow that this is one of the earlier effects
because having two backfield Crystal Beasts wouldn’t
be too hard. Naturally the Special Summoning and
drawing effects are the best, especially since they
can stack.
The usefulness of this card really comes down to
room within your own personal build. It has the
potential to be quite effective, but it also has the
potential to be a useless -1 if played wrong. It is
definitely something to consider for the deck, just
don’t overdo it. Outside of the archetype it is
useless, just like ratings for it. |
Tomas Mijares
Top 8
SJC
San Jose
THe ONe PG 16 on the Pojo |
Ancient City Rainbow Ruins
Field Spell
Card
This card gets these
effects, based on the number of ‘Crystal Beast’
monsters in your Spell & Trap Card Zone. 1+: This
card cannot be destroyed by a card effect. 2+: Once
per turn, you can halve the
Battle
Damage you take. 3+: You can send 1 ‘Crystal
Beast’ monster you control to the Graveyard to
negate the activation of a Spell or Trap Card and
destroy it. 4+: Once per turn, during your Main
Phase, you can draw 1 card. 5+: Once per turn,
during your Main Phase, you can Special Summon 1
‘Crystal Beast’ card from your Spell & Trap Card
Zone.
Well here we have one of the best Crystal Beast
support cards in the game. This field card is the
centerpiece of Crystal Beast control decks. Many
different builds of Crystal Beasts have been made
and have done well. At US Nationals Adam Donahue was
6-0 With Crystal Beasts and Marc Glass got a Deck
Profile for his great Crystal Beast Build. In Marc
Glass's build, not only did he have 3 Ancient City -
Rainbow Ruins but 2 Terraforming as well to make
sure he got Ancient City as it is a key card to the
deck. Many Crystal Beast decks are really fast and
games can go a lot faster with Ancient City -
Rainbow Ruins controlling the game.
Let's breakdown the card. With 1+ Ancient City can't
be destroyed by an effect, so no MST, no Heavy
Storm, no Mobius. That right there is enough to just
start the control and leave it there and that you
don't have to protect it with cards like Magic
Reflector or Field Barrier.
With 2+ You can halve the Battle Damage you would
take, so that Monarch will only be hitting you for
1200 and not 2400. This give the deck a lot of time
to draw out what it needs to win. Taking less Damage
is great and all you need is 2 Crystal Beasts in the
Spell/Trap Zone to have that happen.
With 3+ you can send 1 "Crystal Beast" Monster you
control to negate a spell or trap. Now when I first
looked at this card, I overlooked the wording. This
effect is really handy and it works well with the 2+
effect. You have to send a Monster that you control
so the Crystal Beast has to be in the Monster Zone
and is SENT to the Graveyard and thus makes it
unable to be put into the Spell/Trap Zone. Many may
ask, Well why is that a good effect? Well usually
you will have 1-2 Crystal Beasts in the Monster Zone
to begin with and also it doesn't take away Crystal
Beasts from the Spell/Trap zone to use the other
effects. But don't feel bad at all when you send
that Crystal Beast to the Graveyard, remember with
the 2+ effect, you only take Half Damage from one
source and then also you can Crystal Blessing the
Crystal Beast back later on in the game.
With 4+ you can draw a card. That is what makes this
card over the top. Drawing 2 cards a turn is
unbelievable, it's like having Pot of Greed every
turn! You also can Play another Ancient City -
Rainbow Ruins to use the effect again, so don't
think it's a waste of a card in your hand as you can
use the effect again. This makes the deck so much
faster and when you have 4, you get the card and you
have the 4 Crystal Beast monsters you need to play
Crystal Abundance!
With 5+ you can Special Summon 1 Crystal Beast from
the Spell/Trap Zone. This can really come in handy,
not only because it's a free monster, but if you get
rid of your opponent's field and backrow, or they
just have that sitting trooper, bring out Crystal
Beast Ruby Carbuncle and just go on an All-out
attack. You can do many things with the 5th effect.
Getting any Crystal Beast in the Spell/Trap Zone can
be game ending, like if the life is low you can get
Crystal Beast Amethyst Cat to attack for game or
maybe even Crystal Beast Sapphire Pegasus to fill
that 5th Zone with a Carbuncle and go for game the
next turn.
This is just an Amazing card, and it's hard to
believe it's only a rare in Force of the Breaker
with how good of a card this really is.
Traditional:
2/5 I don't
really like Crystal Beasts in this format
Advanced: 5/5 This card makes the Crystal Beast deck
work and succeed, watch out for this card in many
Crystal Beast decks. So many great effects, try it
out and see for yourself how good this card really
is!
- Tomas Mijares |
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