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Cyber Jar – Yu-Gi-Oh! Throwback Thursday (2002)

Cyber Jar
Cyber Jar

Cyber Jar – #SRL-EN077

FLIP: Destroy all monsters on the field, then both players reveal the top 5 cards from their Decks, then Special Summon all revealed Level 4 or lower monsters in face-up Attack Position or face-down Defense Position, also add any remaining cards to their hand. (If either player has less than 5 cards in their Deck, reveal as many as possible.)

Date Reviewed:  December 19th, 2024

Rating: 3.07

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:



King of
Lullaby

Hello Pojo Fans,

Cyber Jar has returned to Semi-Limited status, so it’s perfect to be a Throwback Thursday choice.

One of the best monsters in the early days of Yu-Gi-Oh, and for a long LONG while it was banned because of its power as well as how it could help out Empty Jar style decks. Now with speed being so key, setting Cyber Jar and flipping it or having your opponent attack into it is far too slow or too much of a risk with all the removal in the game.

Flip to destroy all monsters is a great board-wipe effect. Each player can benefit from that now with how archetypes are structured, so this effect isn’t as game-deciding as it once was. Each player gets five cards then and the Level 4 or lower monsters get summoned face-up or face-down while everything else goes to the hand. This is the closest to the show version of Card of Sanctity that we’ll get. Decks that play heavily on Level 4 or lower monsters benefit from this, and stuff that loves being destroyed enjoy having this card as a teammate. If you flip Cyber Jar during your turn you have the advantage because you can still attack or play cards. When you are on the defensive with Cyber Jar, it gives your opponent something to work with when they may have been scrounging. It can be a great out like how Fossil Dyna flipping face-up would be for players.

Long ago it was not balanced, now though, I think it’s pretty balanced. You are on your back-foot if you are defending with Cyber Jar, while you are on front-foot with flipping it on your turn. You both get monsters (presumably), and regardless of if they get summoned you will get those cards. In its own style it could still have an impact, like the mentioned Empty Jar style, even if Cyber Jar destroyed rather than staying on the field (there’s ways around that like Shallow Grave). Love the card, fond memories of the card, and a board-wipe is a board-wip.

Advanced- 3/5     Art- 4/5

Until Next Time,
KingofLullaby



Crunch$G

Throwback Thursday this week brings us another Jar card that was banned for many years, but not long ago was brought back to the TCG for legal play: Cyber Jar.

Cyber Jar is a Level 3 DARK Rock Flip with 900 ATK and DEF. Low stats, DARK is great, and Rock is pretty nice. The only effect this has is a FLIP effect where it destroys all monsters on the field, then each player reveals the top 5 cards from their Decks to have each player Special Summon any revealed Level 4 or lower monsters to their fields in Attack Position or face-down Defense Position, with the remaining cards going to the owner’s hand. Also if a player doesn’t have 5 cards in their Deck, you reveal as many as possible. It’s yet another tool for Empty Jar, and honestly a more powerful piece than Morphing Jar since this doesn’t require you to discard your hand and it can put more Morphing Jars or Morphing Jar #2 on your field to flip up with Book of Taiyou or something, which you’ll probably see more of with the 5 new cards you’ll get. It stays at 1, like Morphing Jar, mainly cause you don’t want Empty Jar to be more consistent than it currently is. It’s honestly impressive we’re at a stage where we can have Cyber Jar legal for the Deck, but Empty Jar is the only place to run this in 2024.

Update: Nevermind, the card is at 2 now, guess Konami doesn’t see Empty Jar as a threat.

Advanced Rating: 3.5/5

Art: 4.5/5 Is that a face?



Mighty
Vee

To celebrate its glorious arrival at Semi-limited in the recent banlist, Throwback Thursday brings us Cyber Jar, fitting for Mimighoul week. A member of the notorious Jar family, Cyber Jar is a level 3 DARK Rock Flip monster– while it recently came back to 2 in the TCG, it’s still Forbidden in the OCG from ancient times. Its stats aren’t good at all, with only 900 attack and defense, but as usual with these prehistoric cards, it’s the effect that’ll get ya.

Cyber Jar comes with its single Flip effect, destroying all monsters on the field then forcing both players to reveal the top 5 cards of their deck– each level 4 or lower monster among them must be Special Summoned in either attack position or face-down defense position, while the other cards get added to the hand. It’s supposed to facilitate the other Jars, but as I personally experienced in Stairway to the Destined Duel, Cyber Jar has a much more destructive impact: it completely changes the game state and makes the outcome entirely reliant on RNG. Whenever Cyber Jar triggers, there’s always the possibility of swarming the field with strong level 4 monsters while your opponent is stuck with nothing at all, or vice versa. More commonly, you’ll both be stuck with a hodgepodge of low-level monsters to duke it out with. Like the related Fiber Jar, low-investment ways to completely change the game state have always been frowned upon. Additionally, it’s part of the infamous Empty Jar deck that everyone loves to hate, so it’s not surprising that Cyber Jar has been on the list for so long. Some people say it’ll be even more toxic than ever since Mimighoul can access it, but I disagree, given that it still takes a lot of work to make Empty Jar work. In the modern era, unless you’re Mimighoul, being a Flip monster just isn’t what it used to be– you could take someone by surprise, but many decks can outright remove Cyber Jar while it’s set or at least set up an indestructible monster. That’s not even considering how you’re at the mercy of RNG for the 5 cards you reveal. Cyber Jar is still a fun card, but the factors that made it broken are from a bygone era; I wouldn’t be too surprised if it came back to Unlimited in the future and Empty Jar does nothing…again!

+Board wipe and swarm effect can completely upend the game state
+Has niche applications in deck out FTKs like Empty Jar
-Effect can easily backfire by helping your opponent or doing nothing meaningful at all
-Still a Flip monster with no other abilities at the end of the day

Advanced: 2.5/5
Art: 3/5 For the longest time I never noticed that it had the trademark Jar grin.



Alex
Searcy

How many times have I been back now?  That’s a good question and one I don’t have a count for, but I’m happy to be back here doing CotD for Pojo again.  How many times have I reviewed Cyber Jar…another food question, one I didn’t have time to look up.  I can say never have I reviewed it at being legal x3 per Deck.

Cyber Jar is arguably the strongest and weakest it’s ever been.  On the strongest side, a Flip (ideally on your Turn, and assuming the Flip is successful) clears the Field of Monsters.  It does clear back row Pendulum Monsters, and even grants you the bonus of any Monsters in this category and row destroyed not receiving their effects when destroyed.

Also, on the strongest side, with the Extra Deck doing and being more than it ever has, it could potentially throw five Monsters on your Field to extend and build powerhouses for you.  These are certainly good things.  

It can be a way of getting multiple Monster Effects off at a time for you, and has a place in Empty Jar and possibly Machine builds, though I’m not sure THREE would be necessary anywhere…ever.  

The last point being anything that doesn’t hit the Field remains in Hand, so you’re ideally netting a powerful or important Magic or Trap to your Field.

Some of the weakest points in this argument, without retelling simply the inverse of these things happening for and helping your opponent…

It kills Hand Traps…which hurts both players as these Hand Traps come to the Field.  Either player is forced to Set any Monsters they choose not to place in Attack position, as well.

There’s always the possibility your opponent gets more Monsters to the Field than you , most painfully when you get 0 and they get 5…but that’s painful whether they get 1-5 when you’re sitting in the 0 position.

Sending Monsters to the Graveyard is beneficial to either player, in countless ways, and that alone, regardless of new Monsters hitting the Field, could just as easily go your opponent’s way, as it could yours.  

Cyber Jar is, again, arguably it’s highest risk/reward run it’s ever been, and you could argue it’s quicker than ever to end a game (despite the slowness of relying on a Flip).

It’s very likely a win or lose on a Flip and I feel that’s going to deter people from it, more often than not, but I wouldn’t be surprised to see one pop-up occasionally.

Rating:  3.25/5
Art:  5/5


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