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 Trading Card Game Tips from fans

 

 

From: Will Yeomans [mailto:nagash4king@yahoo.co.uk]
Sent: Monday, August 07, 2006 5:52 AM
To: Pojo
Subject: The set after Power of the Duellist, by Nagash

 

After doing a couple of articles of originality and such like (and I hope I got my point across. Over over here I'm notorious for wibbling i.e. Talking a load of nonsense.) I've decided to just post up a spoiler of the new set (no, not Power of the Duellist, that's old news), Cyber Dark Impact, or CDIP on the Konami cards. So, here it is.

My layout goes: Set Number Name ATK/DEF Type Attribute {Level}, effect

Cyber Dark Impact

  1. Cyber Dark Horn 800/800 Machine Dark {4}, when this card is Normal Summoned successfully, choose 1 level 3 or lower Dragon-Type monster in your graveyard, equip it to this card and increase this card's ATK by an amount equal to the ATK of the monster equipped to this card. During a battle between this attacking card and a Defence Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points. If this card would be destroyed as a result of battle, the monster equipped to this card is destroyed instead.

  1. Cyber Dark Edge 800/800 Machine Dark {4}, when this card is Normal Summoned successfully, choose 1 level 3 or lower Dragon-Type monster in your graveyard, equip it to this card and increase this card's ATK by an amount equal to the ATK of the monster equipped to this card. This monster can attack your opponent's life points directly. In this case, this card's ATK is halved during damage calculation. If this card would be destroyed as a result of battle, the monster equipped to this card is destroyed instead.

  1. Cyber Dark Keel 800/800 Machine Dark {4}, when this card is Normal Summoned successfully, choose 1 level 3 or lower Dragon-Type monster in your graveyard, equip it to this card and increase this card's ATK by an amount equal to the ATK of the monster equipped to this card. When this card battles with an opponent's monster, do 300 damage to your opponent. If this card would be destroyed as a result of battle, the monster equipped to this card is destroyed instead.

  1. Cyber Ogre 1900/1200 Machine Earth {5}, discard this card from your hand to the graveyard. If a Cyber Ogre on your side of the field is destroyed as a result of battle, only once you can negate the destruction and and increase its ATK by 2000 points. You can use this effect even in the opponent's turn.

  1. Cyber Esper 1200/1800 Machine Fire {4}, while this card is in face-up Attack Position on your side of the field, you can confirm cards set by opponent.

  1. Allure Queen LV3 500/500 Spellcaster Dark {3}, once per turn during your Main Phase, you may select 1 Monster Card on your side of the field or in your hand and equip it to this card (You can only equip 1 monster at a time to this card). If this card would be destroyed as a result of battle, the monster equipped to this card is destroyed instead. During your End Phase, by sending this face-up card to the graveyard, Special Summon 1 Allure Queen LV5 from your hand or deck.

  1. Allure Queen LV5 1000/1000 Spellcaster Dark {5}, if this card was Special Summoned by the effect of Allure Queen LV3, once per turn during your Main Phase, you may select 1 Monster Card in your opponent's Graveyard and equip it to this card (You can only equip 1 monster at a time to this card). The ATK and DEF of this card become the same amounts as the monster's equipped to this card. During the End Phase of your turn that this card destroyed a monster as a result of battle, by sending this card to the graveyard, Special Summon 1 Allure Queen LV7 from your hand or deck.

  1. Allure Queen LV7 1500/1500 Spellcaster Dark {7}, if this card is Special Summoned through the effect of Allure Queen LV5, once per turn during your Main-Phase, you can choose one monster on your opponent's side of the field and equip it to this card (Only up to one card as the same time). If this card would be destroyed as a result of battle, destroy the equipped monster card instead.

  1. Dark Luscious LV4 1000/300 Fiend Earth {4}, the effects of an effect monster that this card destroys as a result of battle are negated. When this card destroys a monster as a result of battle, during your next Standby Phase, by sending this face-up card to the graveyard, Special Summon 1 Dark Luscious LV6 from your hand or deck.

  1. Dark Luscious LV6 1700/600 Fiend Earth {6}, if this card was Special Summoned by the effect of Dark Luscious LV4, negate the effects of the monsters this card destroys in battle. When this card negates the effects of an opponent's effect monster, during your next Standby Phase, you may send this card to the graveyard to Special Summon 1 Dark Luscious LV8 from your hand or deck.

  1. Dark Luscious LV8 2800/900 Fiend Earth {8}, if this card is Special Summoned through the effect of Dark Luscious LV6, negate the effects of the monsters this card destroys in battle and remove it from play.

  1. Stray Devil 1300/1700 Fiend Fire {3}, when this card is destroyed by battle and is sent to grave, both player gains 800 Life Point.

  1. Violent Ogre 1700/1100 Fiend Fire {4}, when this card is destroyed by battle and is sent to grave, deal 500 points of Direct Damage to both players Life Points.

  1. Flame Ogre 2400/1700 Fiend Fire {7}, this card cannot be Special Summoned. When this card is successfully summoned, draw a card from your deck.

  1. Snipestalker 1500/600 Fiend Dark {4}, discard a card from hand. Choose a card on the field and roll a dice. If the result is anything other than a 1 or a 6, destroy the chosen card.

  1. Blast Devil 1000/300 Fiend Fire {3}, when a chain of Magic or Trap effects happens, deal 500 points of Direct Damage to your opponent.

  1. Vanity Devil 2400/1200 Fiend Dark {6}, this card cannot be Special Summoned. When this card is face-up on the field, monster(s) cannot be Special Summoned.

  1. Boundary Statue of Abyss 1000/1000 Fiend Dark {4}, if this card is face-up on the field, all monster except Dark Attribute monsters cannot be Special Summoned.

  1. Boundary Statue of Gale 1000/1000 Winged-Beast Wind {4}, if this card is face-up on the field, all monster except Wind Attribute monsters cannot be Special Summoned.

  1. Boundary Statue of Hellfire 1000/1000 Pyro Fire {4}, if this card is face-up on the field, all monster except Fire Attribute monsters cannot be Special Summoned.

  1. Boundary Statue of Flash 1000/1000 Fairy Light {4}, if this card is face-up on the field, all monster except Light Attribute monsters cannot be Special Summoned.

  1. Boundary Statue of Drought 1000/1000 Rock Earth {4}, if this card is face-up on the field, all monster except Earth Attribute monsters cannot be Special Summoned.

  1. Boundary Statue of Heavy Rain 1000/1000 Aqua Water {4}, if this card is face-up on the field, all monster except Water Attribute monsters cannot be Special Summoned.

  1. Vanity Ruler 2500/1600 Fairy Light {8}, this card cannot be Special Summoned. When this card is face-up on the field, your opponent cannot Special Summon any monster(s).

  1. Earth Mother Iris 2400/1200 Fairy Light {6}, when a Chain 3 is accumulated, draw a card from deck. When an effect by the same name card activates on the same chain multiple times, this effect cannot be activate.

  1. Lightning Punisher 2600/1600 Thunder Dark {7}, when 3 chain link are formed, 1 card on the opponent’s field is destroyed. When multiple cards of the same name are Chain Links in one chain, this effect cannot be activated.

  1. Bodyguard of Queen 1700/1200 Warrior Earth {4}, when this card is face-up on the field, any of the Allure Queen on your field cannot be chosen as an attack target.

  1. Combofighter 1600/800 Warrior Wind {4}, when this card is face-up on the field, during your Main Phase 1 when a Chain happens, during this turn this card (can attack two times during Battle Phase).

  1. Combomaster 2200/1500 Warrior Wind {5}, when this card is face-up on the field, during your Main Phase 1 when a Chain happens, during this turn this card can attack two times during Battle Phase.

  1. Beastman Ares 500/500 Beast Earth {3}, when this card is face-up on the field, whenever a chain happens, increase this card's ATK by 500.

  1. Assault Rhinos 1500/1500 Warrior Earth {3}, once per turn, you can move this card to an adjacent monster card zone that is not in use. If this card attacks an opponent’s monster right in front of it, increase this card’s attack strength by 500 points during the damage step.

  1. Storm Shooter 2300/500 Winged-Beast Wind {7}, once during your turn, you can choose one of the following effects and activate it. - Move this to the adjacent monster card zone that is not in use. - Return an opponent's Monster, Magic, or Trap directly in front of this card to its owner's hand.

  1. Alien Beda 800/500 Reptile Earth {2}, once during your turn, this card can move to the adjacent unused monster zone. When there's not opponent's monster, Magic, or Trap card directly in front of this card, this card can attack opponent directly.

  1. Alien Mars 1000/1000 Reptile Fire {3}, when this card is face-up on the field, negate the effect of all monsters other than Alien Mars with an "A Counter" on it.

  1. Cyber Dark Dragon 1000/1000 Machine Dark {8} [Cyber Dark Horn] + [Cyber Dark Edge] + [Cyber Dark Keel], this card cannot be Special Summoned except by a Fusion Summon. When this card is successfully Special Summoned, select a Dragon-type monster from your Graveyard and equip it to this card. Increase this card's ATK by an amount equal to that monster's ATK. For every monster card in your Graveyard, increase this card's ATK by 100. When this card is destroyed as a result of battle, the monster equipped to this card is destroyed instead.

  1. Cyber Ogre-2 2600/1900 Machine Earth {7} [Cyber Ogre] + [Cyber Ogre], a Fusion Summon of this Monster can only be conducted with the above Fusion Material Monsters. When this card is in battle, half of the ATK of the opposing Monster is added to this card's ATK.

  1. Magic Card, (Infecting) Cell "A", put an "A Counter" on a face-up monster on your opponent's field.

  1. Magic Card, A Flash of Magic Sealing, this card can be activate when there's monsters on each place of monster zone on opponent's field. Destroy all monsters on your opponent's field.

  1. Magic Card, Limit Lift, pay 1000 Life Points. Special Summon a Ritual monster with from your hand. The Ritual monster Special Summoned by this effect cannot attack, and is destroyed in the End Phase. Only 1 Limit Lift can be played per turn.

  1. Magic Card, Instant Fusion, pay 1000 Life Points. Special Summon a Fusion monster with level 5 or less from your Fusion deck. The Fusion monster Special Summoned by this effect cannot attack, and is destroyed at the End Phase. Only 1 Instant Fusion can be play per turn. (This Special Summon is treated as Fusion Summon).

  1. Magic Card, Linear Cannon, Tribute a monster on your field. Do damage to your opponent equal to half of that monster's original ATK. During the turn this card is activate, no other Magic cards can be activate.

  1. Magic Card, Countercleaner, pay 500 Life Ppoints. Remove all counters on the field.

  1. Quick-Play Magic Card, Chain Strike, inflict damage to your opponent equal to the number of Chain Links formed when this card was activated x400. When multiple cards of the same name are Chain Links in one chain, this card cannot be activated.

  1. Quick-Play Magic Card, Miracle Reborn, this card can only be activated as Chain Link 4 or more. Choose 1 monster from your graveyard and special summon it to your side of the field. When multiple cards of the same name are Chain Links in one chain, this card cannot be activated.

  1. Quick-Play Magic Card, Gust of Wind, this card can be activated after or at 3 chain links. Destroy 1 Magic or Trap card on the field. When multiple cards of the same name are Chain Links in one chain, this card cannot be activated.

  1. Quick-Play Magic Card, Level Down!?, choose a face-up monster on the field with LV to activate. Return the chosen card to owner's deck, Special Summon a monster with the same name with lower LV than that card from owner's Graveyard ignoring the summoning requirement to owner's field.

  1. Continuous Magic Card, Shortest Circuit, during this card's controller's Standby Phase, pay 500 Life Points. Whenever a monster card returns to the hand, remove it from game instead.

  1. Continuous Magic Card, Position Change, select a a monster from your field and move it to an adjacent unused slot. This effect can be used once per turn.

  1. Trap Card, Trapwire, this card can only be activated when the column this card is set in have cards on all of yours and your opponent's field. All cards in this column are destroyed.

  1. Trap Card, Straight Flush, this card can be activate when there's card on each place of Magic/Trap zone on opponent's field. Destroy all Magic and Trap cards on your opponent's field.

  1. Trap Card, Justibreak, this card can be activate when a face-up Normal monster on your field is target of attack declaration. Destroy all monsters in attack mode on the field except Normal monsters.

  1. Trap Card, Reverse Dimension, this card can be activate when monster(s) originally owned by you is remove from game by opponent's effect. Special Summon one of those monster to your field.

  1. Trap Card, Chain Healing, increase your Life Points by 600 points. If this card is activated in a chain and is Chain Link 2 or Chain Link 3, this card returns to your Deck. If this card is activated in a chain and is Chain Link 4 or more, this card returns to your hand.

  1. Trap Card, Chain Strike, deal 500 Life Points damage to opponent. When this card is activate during chain 2 or 3, shuffle this card into your deck. If activate during chain 4 or later, return this card into your hand.

  1. Trap Card, Byroad Sacrifice, this card can be activate when a monster on your field is destroy as result of battle. Special Summon a Cyber Ogre from your hand.

  1. Trap Card, Troy Bomb, you can only activate this card when the control of 1 Monster on your side of the Field is switched to the opposing player. Destroy that Monster and inflict damage to the player equal to its ATK.

  1. Trap Card, Cumulative Happiness, this card can only be activated as Chain Link 4 or more in a chain. Draw 2 cards from your Deck. When multiple cards of the same name are Chain Links in a chain, this card cannot be activated.

  1. Trap Card, Cyber Shadow Guardna, this card cannot be activated outside your opponent's Main Phase on their turn and this card will become a Monster and be Special Summoned to a Monster Card Zone. (Machine Sub-Type, Earth, 4 Stars, Attack: ?/Defense: ?) This card's ATK and DEF are the same as the ATK and DEF as a Monster on the opponent's Field in attack mode. At the opponent's next End Phase, set this card back in a Magic/Trap zone.

  1. Counter Trap Card, Ascending Black Horn, negate the Special Summon of an opponent's monster and destroy it.

  1. Counter Trap Card, Vanity Call, this card can be activate after or on Chain 4. Pay half of your Life Points, negate all effects and activation of cards on the same chain, and destroy all those cards.

This card spoiler was brought to you by Nagash, at nagash4king@yahoo.co.uk

 


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