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Trading Card Game Tips from fans
From: maurice delamar [mailto:mxdelamar@yahoo.com]
Sent: Tuesday, January 31, 2006 7:17 AM
Subject: Some Cool Cards Coming From Shadow Of
Infinity--Maurice D.
Hello again, fellow Pojo and Yu-Gi-Oh fans! I would like to
share with you some cards from the upcoming English release
of Shadow Of Infinity, that might perk some interest out of
some of you, if not many. We all know that the "Sacred
Beasts" are in this set, and everyone will be trying to get
all the good cards. ...But what about all of those common
and Rare cards that will be left behind? Well, I am here to
mention some of those exact kinds of cards that actually
aren't as half-bad as they are cracked up to be. Anyway,
here they are, with translations courtesy of the spoilers
from the Pojo Forum's "Official Shadow Of Infinity Thread,"
and more importantly, redbaronii for his/her own
translations on his/her site.
Hero Kids
Earth/Warrior/Level 2/300 ATK/600 DEF
When this card is successfully Special Summoned, you may
Special Summon any number of "Hero Kids" from your Deck to
the field.
Think of Hero Kids as a Warrior version of Nimble Momonga,
except it comes to the field in any face-up battle position
as you please. Because it is a Warrior, it should be
considered in a Warrior deck, as some sort of insurance.
Just because you run a Warrior deck, doesn't mean you will
be unbeatable once you get out all of your Command Knights
and D.D. Assailants. If you get in a bind, and you Special
Summon this guy, you will have some monsters for you to
stall with. Plus, it makes great Tribute bait for all the
popular Tribute monsters like Mobius and Cyber Dragon.
Antique Gear Cannon
Earth/Machine/Level 2/500 ATK/500 DEF
Sacrifice this card to do 500 points of Direct Damage to
your opponents Life Points. During this turn's Battle Phase,
neither player cannot actitvate Trap Cards.
This is one card I await with eager anticipation. Forget its
puny stats; let's take a look at what it offers. Not only
does it inflict 500 points worth of Direct Damage to your
opponent, during your Battle Phase, he or she can't use any
Traps he/she had set down. That means no Sakuretsu Armors,
no Magic Cylinders, and anything else that can only be
activated during the Battle Phase. Combo this with Cold Wave
(Of which I had a tip about earlier; why don't you check it
out?), and it's even nastier! For the rest of your turn,
there is almost nothing that will stop you from getting to
your opponent's Life Points. There is a Spell Card in the
same set that lets you summon this card from your hand, too.
Finally, it goes well with both Gigantes and Bazoo the Soul
Eater, because you can always use Return from the Different
Dimension to reuse its effect again!
Instantaneous Bomber
Wind/Machine/Level 3/1000 ATK/1000 DEF
When this card is attacked by your opponent's monster while
in face-down Defense Position, damage calculation would be
ignored, and this card would be treated as an Equip Card,
and equipped onto the attacking monster. During your
opponent's next Standby Phase, destroy the equipped monster.
If you remember Blast Sphere from all the Yu-Gi-Oh games,
this is its little brother. It works just like BS, but it
doesn't have the burn effect. Nevertheless, you still will
be able to destroy the monster that it is equipped on, if
you can find a way to prevent it from being destroyed via
Heavy Storm and other S/T removal. Nothing a Cold Wave can't
solve! It's also great food for Sylpheed.
Successor of Demon Sealing
Light/Warrior/Level 4/1700 ATK/800 DEF
When this card is successfully Normal Summoned, Reverse
Summoned, or Special Summoned, for each "Successor of Demon
Sealing" in your Graveyard, declare one Attribute. When this
card attacks monsters with the declared Attribute, they are
destroyed without applying damage calculation.
I think this is Konami's attempt to help people with
original decks deal with all the cookie cutter decks running
amok ever since October's ban list. In essence, the
Successor lets you declare up to two Atrributes, and destroy
any monsters with the declared Attribute. I can see this as
an answer to Warrior decks, post-ban Chaos decks with Chaos
Sorcerer, "flip-flop control" (By the way, what in the
friggin Hades is that? All I know is it has something to do
with Flip monsters and Tsukuyomi...), and Dark World. The
Successor is also a great addition to Chaos, since it offers
a chance to destroy some of the most commonly played cards
in the metagame. By decaring the right Attributes, you can
pretty much screw a deck over. Call Light and Earth against
a Warrior deck, and you've got it made. D.D. Assailant? You
won't have to see her ugly face for a while. Maurading
Captain? Good as toast. D.D. Warrior Lady? Successor makes
her his female dog. I don't think I need to go any further.
Conquerer of Heaven--Shien
Fire/Pyro/Level 4/1500 ATK/1000 DEF
This card is not effected by the effects of Trap Cards
Shien is basically a Fire version of Elemental Hero
Wildheart. It's actually decent, and can help a Fire deck,
what with its immunity to Trap Cards. This and Molten
Destruction equals trouble for your opponent. Like Wildheart,
Shien can be searched by Sangan, and can also be searched
through UFO Turtle and The Thing in the Crater.
Chainsaw Insect
Earth/Insect/Level 4/2400 ATK/0 DEF
When this card battles, at the end of the Damage Step, your
opponent draws one card.
The first time I saw this guy when Shadow of Infinity
spoilers were shown in the Japanese Cards forums, I was
like, "WTF?" Looks like the Big K has done it again;
providing us with another crazy high-ATK Level 4 with an
equally horrendous drawback. When Chainsaw Insect battles,
your opponent draws a card at the end of the Damage Step.
This alone will keep most duelists from even giving it a go.
On the other hand, you can make some nasty card combos with
this. With Protector of the Sancturary, the card-drawing
effect is nullified, and you'll just have a Level 4 2400 ATK
behemoth. Skill Drain obviously has made a new friend. Other
cards that combo well with CI include Trap Dustshoot, Heavy
Slump, Appropriate, and Greed.
Giant Anteater-Eating Ant
Earth/Insect/Level 5/2000 ATK/500 DEF
This card cannot be Normal Summoned. This card cannot be
Special Summoned except by sending two Spell/Trap Cards on
your field to the Graveyard. Instead of attacking with this
card, you can destroy a Spell/Trap Card on your opponent's
side of the field.
This Insect is similar to one of the Sacred Beasts, Uria, in
how it is summoned. You have to send two of your Spell/Trap
Cards on your field to the Graveyard, and it has Uria's S/T
removing effect, but your opponent can chain something else
upon the activation of the effect. It's like a permanent
Mobius with only 2000 ATK, which is actually more than
enough ATK, really. It's still a good offensive wall, which
is what it does best. I am definitely going to give this bug
a test run once I get my hands on it.
Devildozer
Earth/Insect/Level 8/2800 ATK/2600 DEF
This card cannot be Normal Summoned. This card cannot be
Special Summoned except by removing two Insect monsters from
your Graveyard from play. When this card does Battle Damage
to your opponent, send the top card of your opponent's deck
to the Graveyard.
This is the Insect equivalent of Dark Necrophia/Dark
Necrofear, which focuses on deck destruction. Like its
female Fiend predecessor and many with summoning effects
similar to hers, Devildozer is a Special Summon, so you can
still Normal Summon afterwards. Its 2800 ATK is also
stellar. The best part of all is: it's only a Rare! With
this and three Needle Worms, your opponent's deck will be
all but gone!
Yomigaeru
Water/Aqua/Level 1/100 ATK/100 DEF
When this card is in your Graveyard during your Standby
Phase, and you do not have Spell/Trap Cards on your side of
the field, you can Special Summon this card to your field.
This effect cannot be activated if a "Yomigaeru" is face-up
on your field.
Possibly the best common in the whole set. This little guy
is literally begging to be abused. You can discard it
through the effects of cards like Lightning Vortex or
Raigeki Break, then it can return to your field during your
Standby Phase. This is also perfect for Spiritual Water
Art--Aoi and Familiar Possessed--Eria.
Sandmoth
Earth/Rock/Level 4/1000 ATK/2000 DEF
When this card is destroyed in face-down Defense Position
other than as a result of battle, and sent to the Graveyard,
Special Summon this card to the field with its original ATK
and DEF switched.
Possibly my most anticipated Shadow of Infinity card. Why?
It's another great addition to a Rock deck, and its effect
helps the theme. This monster is the answer to Dark Hole,
Torrential Tribute, Exiled Force, and anything else that can
destroy face-down monsters...except Nobleman of Crossout. If
anyone summons Exiled Force and destroys a face-down
Sandmoth, they'll end up seeing a 2000 ATK beatstick. This
also makes your opponent pay for using Mystic Swordsman and
his ilk. Let them run your Sandmoth over, then summon it
back and laugh. You can also abuse its effect, using your
own Dark Hole to clear the field, and attacking directly
with your 2000 ATK Sandmoth. I find its effect to be
awesome, and I'm glad Konami though of it.
Magnet Circle Lv 2
Normal Spell Card
Special Summon a Machine Sub-Type monster from your hand
with Level 2 or lower.
This is the Spell card that I was refering to with Antique
Gear Cannon earlier. It also lets you bring out almost any
Level 2 or lower Machine monster, as long as you can Special
Summon it. This is perfect for Cyber-Stein!
Antique Gear Drill
Normal Spell Card
This card can only be activated when there is a monster with
"Antique Gear" in their name, and you discard a card from
your hand. Choose a Spell Card from your deck, and set it
onto your field. That Spell card cannot be activated during
this turn.
If you use any of the Ancient Gear monsters, you definitely
need to give this card a spin! This literally lets you reuse
any Spell Card of your choice. This is an excellent way of
being able to reuse Quick Play Spell Cards like Mystical
Space Typhoon.
Cyclone Boomerang
Equip Spell Card
This card can only be equipped on "Elemental Hero
Wildheart." Increase the ATK of the equipped monster by 500
points. If the equipped monster is destroyed by the effects
of other cards, and sent to the Graveyard, destroy all
Spell/Trap Cards on the field. Do damage to your opponent
equal to the number of the destroyed Spell/Trap Cards times
100.
This is an Equip Card for possibly my second favorite
Elemental Hero, Wildheart. Wildheart becomes a 2000 ATK
monster who gives Traps like Torrential Tribute and
Sakuretsu Armor the bird, and if he is destroyed by the
effects of other cards, all the Spell/Trap cards will be
destroyed through a Heavy Storm effect. This effect,
however, does burn damage to your opponent. With all the
monster removal out there, this Equip might not be as bad,
after all. Go ahead and use Smashing Ground a Cyclone
Boomerang-toting Wildheart...if you dare!
Seal of Heritance
Equip Spell Card
This card can only be activated if you have three monsters
with the same name in your Graveyard. Choose one of the
monsters and Special Summon it onto the field, and equip
this card onto it. When this card is destroyed, destroy the
equipped monster.
This is a Premature Burial without the Life Point payment,
and a strict activation requirement. This is a cool card to
try out if you are using Cyber Dragon, since you could bring
them back on the field en masse through Proto Cyber Dragon's
effect. Like Premature Burial, you can Giant Trunade it back
to your hand without destroying the equipped monster, so
feel free to try that, too. It's also good for giving any of
your monsters one more chance to use their effects!
Karma Cut
Normal Trap Card
Discard one card from your hand. Remove a face-up monster on
your opponent's side of the field from the game. If there
are monsters in the Graveyard with the same name as the
removed monster, remove all of them from the game.
This is the Trap version of the Magician's Force Spell Card,
Dark Core, but with a nice little bonus of removing extra
copies of the removed monsters in your opponent's Graveyard
from play. This is great against Mystic Tomato and the other
elemental searcher monsters of its kind, as well as Cyber
Dragons and Maurading Captain. It's a good Trap because it
can also just plan remove any face-up monster from play.
Generation Change
Normal Trap Card
Destroy one face-up monster on your side of the field. Add a
card with the same name as the destroyed card from your deck
to your hand.
Generation Change lets you search for another copy of the
monster you destroy through its effect. This actually combos
well with two cards from Invasion of Chaos: Pinch Hopper and
The Thing In the Crater. Not only will you be able to get
another copy of those cards from your deck, you can Special
Summon an Insect or Pyro monster, too! It's also great for
monster that have effects activated after being sent to the
Graveyard in any way, such as Skull-Mark Ladybug!
Goblin's Perfunctionary Actions
Counter Trap
Pay 500 Life Points. Negate the activation of a Spell Card,
and return it to your opponent's hand. That card cannot be
activated again during this turn.
For only 500 Life Points, you can negate a Spell Card, then
throw it right back to your opponent's hand. What's more,
he/she can't use it again for the remainder of the turn. You
can follow up during your next turn with D.D. Designator,
and nail that exact Spell Card, sending it out of play.
Malfunction
Counter Trap
Pay 500 Life Points. Negate the activation of a Trap Card,
and set it back onto the field again.
This is even better than the above card, because it can
negate a Trap Card and reset it back onto your opponent's
side of the field again. Better yet, you won't have to worry
about that card until the next turn. 500 Life Points is a
small price to pay to render an opponent's Royal Decree or
Sakuretsu Armor useless, until you can find a way to destroy
it next turn.
That pretty much wraps up the common and Rare cards from SOI
that actually sound good enough to playtest. I am sure as
heck going to give all these cards a spin. If you have any
comments about this CCG Card Tip/Thought, e-mail me at
mxdelamar@yahoo.com. Until next time!
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