CSOC-EN006
EARTH
Level 1
ATK/100 DEF/100
[Machine/Effect]
•While in Attack Position: Once per turn, you can
roll a six-sided die. Reveal cards from top of your
Deck equal to the roll and Special Summon 1 Level 4
or lower "Morphtronic" monster from among them,
ignoring the Summoning conditions. Shuffle the rest
into the Deck.
•While in Defense Position: Once per turn, you can
roll a six-sided die. Look at cards from top of your
Deck equal to the roll, then return them in the same
order.
Card Ratings
Traditional: 1.00
Advanced:
1.75
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - 11.20.08
Morphtronic Celfon is one of my least favorite of
the Morph monsters.
He's Level 1, and a Machine of the Earth attribute
with 100 attack and 100 defense. Spectacular.
In short, depending on the position of the card, you
get a couple of random effects here.
Attack: Roll a die, and reveal the top cards of your
Deck equal to the result. You can Special Summon a "Morphtronic"
monster of the cards picked up, ignoring the
summoning conditions, and shuffle the rest of the
cards back into the Deck.
Defense: Roll a die, and pick up the top cards of
your Deck equal to the result, and return them in
the same order.
In short, I think this is junk, even where it
belongs.
Ratings:
1/5 all around
Art: 3.5/5 The phone in the back looks like various
Morphers from random installments of Power Rangers.
The monster itself sort of looks like a monster from
the short lived FOX Cartoon Medabots.
General Zorpa
Morphtronic Celfon
This is one of the new Morphtronic cards, very
reminiscent of the Roid monsters as well as the
Transformers franchise. This is one of the better
ones, able to easily Special Summon other
Morphtronic monsters from your deck. This is
important, as they work best when there are a lot of
them, like the old Gadget monsters.
As far as the Morphtronic monsters go, I feel that
they are ok. They wield one of the best removal
cards in the game (Morphtronic Accelerator), but
only back that card up with rather crappy monsters
and bad spell and trap support. Morphtronic Radion
is the only one that is reallyany good, and it is
really hard to carry an entire archetype while
relying on just Radion, Accelerator and Celfon.
Traditional-1/5
Advanced-1.5/5
Mr. Random
CSOC-EN006
Morphtronic Celfon
EARTH
Level 1
ATK/100 DEF/100
[Machine/Effect]
*While in Attack Position: Once per turn, you can
roll a six-sided die.
Reveal cards from top of your Deck equal to the roll
and Special Summon 1
Level 4 or lower "Morphtronic" monster from among
them, ignoring the
Summoning conditions. Shuffle the rest into the
Deck.
*While in Defense Position: Once per turn, you can
roll a six-sided die.
Look at cards from top of your Deck equal to the
roll, then return them in
the same order.
93542102
Common
This monster isn't that much useful because of how
low its attack is and its defense effect. While in
attack, roll a die and look at that many cards on
top of your deck. You get another monster that has
Morphtronic in its name, but there really isn't any
good Morphtronic monsters out there. Monsters don't
last in the game so going into defense won't matter,
besides defending with this card just has you
looking at the next cards.
Traditional: 1/5
Advanced: 1/5
Otaku
Whee!
More TransformersMorphtronic
cards! Morphtronic Celfon is a Level 1
Earth/Machine. Level 1 makes sense: cell phones
are tiny. Obviously, they are machines. It’s
the Earth part that confuses me. I see a cell
phone, I think “Air”. Earth/Machines are fairly
well supported, at least. Morphtronic Celfon
has a teeny, tiny 100 ATK and DEF points. Only
a few monsters in the game can’t run over
it, and pretty much anything that sees play
can. The good news is that you can go crazy
with Machine Duplication to get three of
these out on your field pretty easily. So why
would you want to?
The saying “strength in numbers” applies here,
and in more ways than one. Even if they are all
weak Monsters, it’s nice to have multiple copies
of something in play (especially since then you
won’t have to draw into them). Obviously if
this card is totally useless, you shouldn’t run
it anyway (easily avoiding drawing into it). So
now we come to the second application of that
cliché: this card’s effect, or rather both of
its effects. While in Attack position, once per
turn you may roll a die: “reveal” that many
cards from the top of your deck and Special
Summon one Level 4 or less Morphtronic
Monster. No English released Morphtronic
Monster has a level higher than four, so that
isn’t as limiting as it sounds. There are some
higher level support cards for this theme, but
they aren’t named “Morphtronic”.
Revealed cards not chosen are simply shuffled
back into your deck. While in Defense position,
you still roll a die, but this time you merely
get to see those cards and return them to the
top of the deck in the same order. In an actual
Morphtronic themed deck, this little one
is simply speed, if you can keep it alive. I
know many players don’t like dice roll based
cards. I understand why: you don’t get a
concrete result from it. That being said, Yu-Gi-Oh
has a lot of ludicrously overpowered cards that
might have been balanced with a dice roll, or at
least a little less broken. What’s more, those
cards that are so obscene tend to hide those
that are still far too powerful for the sake of
the game, so that basically we trade one messed
up metagame for the next. So as you can tell by
the mini-rant, I am totally fine with dice-roll
based cards. After all, this is a Trading
Card Game. If you don’t like luck in your
game, you don’t play a TCG: everyone I’ve ever
played has had a deck you draw random (or at
least semi-random) cards from. I am sure there
are a few exceptions, but for most games, the
goal is to show your skill by how you control
the luck aspect.
So what does that mean with a card like this?
Combos! A Defense Position Morphtronic
Celfon will always see at least the
top card of your deck, so take advantage of it
by making it a guaranteed draw for the low, low
price of 500 LP and some removal bait with
Archfiend’s Oath. Although you could
theoretically throw these two into any deck,
realistically you won’t because it’s too much of
an investment unless you can fully capitalize
upon it. It is still something for
Morphtronic decks to consider.
Morphtronic Celfon also combos well with its
self: get an idea of whether or not an Attack
Position copy will hit another Morphtronic
Monster by using a Defense Position copy’s
effect. The obvious downside is that you may
not roll high enough to know for sure. That is
the nature of such cards, though, and a well
built deck won’t worry too much. Look at the
obvious: if you roll a one on a Defense Position
copy of Morphtronic Celfon, you instantly
know if your Attack Position copy has zero
chance of failing, and of course, can pull of
that Archfiend’s Oath combo.
What about protecting it? Honestly, I don’t
know if you should. There are countless effects
in this game that need a Monster as part of the
cost, including some of the other Morphtronic
Monsters. Chances are you can count on one of
them using a spent Celfon as fodder. If
you do want to protect it, you’ll probably want
to avoid things like Messenger of Peace,
Gravity Bind, and Level Limit – Area B:
this card is too small to be reliably
protected. On the other hand, Swords of
Revealing Light, Nightmare Steel Cage,
and similar cards would keep it alive. I’d
probably look towards the Morphtronic
support cards we have first, though.
Morphtronic Magnen can create an “attack
lock” like Marauding Captain.
Morphtronic Radion boosts the ATK or DEF of
other Morphtronic Monsters. An upcoming
Field Spell for Morphtronic Monsters can
boost their ATK, and when it’s destroyed while
in play you get to Summon
a Morphtronic Monster form your
Graveyard.
Ratings
Traditional:
1/5 – Not unless there’s a
OTK for the Morphtronic Monsters.
Advanced:
3/5 – It’s another solid entry for the
Morphtronic Monsters, and a boon to actual
Morphtronic decks.
Art:
3.5/5 – The eyes give it more of a Mega Man
vibe than a Transformers look. It also
reminds me of Dialbolic (j. Tel-Tel Boy), which
is a plus in my book. Wow, three ways for me to
get my geek on.
Summary
MorphtronicCelfon is only meant for Morphtronic
decks, and that should be no surprise. Used as
intended, you should be able to structure the
deck so that rarely will a dice roll for this
character not help you, but instead quickly fill
your field with Morphtronic Monsters to
let the combos begin. Protect it for repeated
use or just sac it to pay for another effect,
either way it should speed the deck up.
-Otaku
Anteaus
Morphtronic Celfon
I don't really like die-roll effect cards (such as
Snipe Hunter), mainly because I can never roll the
number I want and/or need. Now, Morphtronic Celfon
has an interesting die-roll effect because you're
not looking for one number in particular; rather,
the die roll determines how many cards you get to
see and whether or not you get to Special Summon
one. Now, right there, that's a playable card. The
ability to pull cards off the top of your deck,
searching through them, and (hopefully) special
summoning one to the field (it has to be level 4 or
lower, just to remind you all), is a great effect in
general.
However, this card is mired by the lack of a decent
Defense-position effect, and his 100 ATK/100 DEF
stats. If this card had better stats, it would
definitely see some play in dedicated Morphtronic
builds, but as it stands this card belongs in the
common box.
In Traditional, he'll get laughed at. Best to not
even attempt playing this here.