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From: Steve Strohl [mailto:strollymonster@gmail.com]
Sent: Sunday, February 12, 2006 2:48 PM
Subject: Enemy of Justice Set Review - Steve Strohl
I've been writing these set reviews for a while now, from at
least Flaming Eternity. I just did a new one for the
recently revealed Enemy of Justice set.
Secret Squirrel recommended that I send my reviews into the
site as articles for you guys to post up. I've been a Pojo'r
for years, so it's a welcome opportunity for me. Here's the
first article, the set review of Enemy of Justice. I'll
follow up with the past set reviews I've done, and you guys
can publish them in any order you'd like!
***
It's that time again, when I pull myself out of the void to
post a way-too-long review of every card in a new set.
I'll make this clear now- This review is based off of
Japanese fan spoilers, and all effects and names are subject
to change for the English release.
This post is for those that want some idea of what to
anticipate. I do this so that people can be introduced to
the next set and try to see it in the context of how it will
affect the metagame.
As always, credit goes to the fine fellows at DMComet
<http://dmcomet.net/> , without whom this wouldn't be
possible. The spoiler I used can be found here <http://dmcomet.net/eoj.txt>
.
SET REVIEW BEGINS NOW!
EOJ-JP001
D-Hero Devilguy
Dark/Warrior/3/600/800
When this card is in face-up attack mode, once per turn you
can remove an opponent's monster from the game. The player
that use this effect cannot battle during that turn. The
monster removed by this effect, at your second Standby
Phase, would return onto opponent's field in the same mode.
We don't start off in the best of ways. Minute in size, the
Devilguy introduces us to the new D-Hero monsters, the
"rivals" of the E-Heros. The effect is something like a very
limited BLS-EoTB effect. The problem is, you may not battle
if you decide to give the monster a vacation. Essentially,
you remove a monster in the hopes that you'll use the next
turn to get in an attack. Highly searchable as a DARK
Warrior, but I don't think it'll see play outside of a
D-Hero deck.
EOJ-JP002
D-Hero Diehardguy
Dark/Warrior/3/800/800
When this card is face-up on the field, if a monster with
[D-Hero] in its name other than this card would be destroy
as result of battle and sent to Graveyard, special summon
that monster onto your field during your next Standby Phase.
This effect can only be used once per turn.
This is an interesting new effect. Essentially, you can keep
D-Heros coming back to you if they're killed in battle. The
problem is that the Diehardguy can't protect himself,
meaning he'd be an early and obvious target. Add in weak
stats and he's unlikely to stick around. Again, D-Hero only,
methinks.
EOJ-JP003
D-Hero Diamondguy
Dark/Warrior/4/1400/1600
When this card is face-up on the field, you can look at the
top card on your deck. If that card is a Normal Magic sends
it to Graveyard, and you can activate the effect of that
Normal Magic at the Main Phase of your next turn. If outside
of Normal Magic card put it to bottom of the deck. This
effect can only be activate once per turn.
Rare
A very strange effect. The stats are much better than the
other D-Heroes so far, so that's a good start. The effect
essentially offers you a way to accelerate your deck. Since
most of the most powerful cards in the game are normal
spells, the monster offers a way to thin the deck without
losing powerful effects. If it's not a spell, then you could
end up hurting yourself by putting something you needed at
the bottom of the deck. Risky, without a doubt. It might be
a good add in a deck heavy on Normal Spell cards, but will
likely be left for D-Heros.
EOJ-JP004
D-Hero Dreadguy
Dark/Warrior/8/?/?
When special summon by effect of [Clocktower of Seclusion],
destroy all monsters on your field except cards with
[D-Hero] in its name. Afterward, you can special summon up
to 3 monsters with [D-Hero] in its name from your Graveyard.
During the turn this card is special summon, when monster
with [D-Hero] in its name on your field would be destroy as
result of battle, the battle damages done to controller
would become 0. This card's attack and defense strength is
equal to the total original attack strength of all monsters
with [D-Hero] in its name outside of this card.
Ultra/Ultimate Rare
Sorry, Dreadguy, but you're just too hard to use.
Clocktower's need for 8 turns to build up the resource to
summon this guy makes it just too unlikely and unreliable to
ever be used effectively in a tournament setting. The
Dreadguy's effect is actually pretty nice...it will likely
give you a full field of D-Heros. Even though the D-Heros
are pretty weak, the battle damage would be zero if they get
killed, so that' a nice bonus. The attacks of the Heros
could defintely add up, especially if they're mostly
Diamondguys
(14*3=4200) Unfortunately, unless the D-Heros get better
support in terms of Time Counters, this guy won't see play.
EOJ-JP005
Cyber Tutu
Earth/Warrior/3/1000/800
When all monsters on opponent's field have their attack
strength higher than this card's attack strength, this card
can attack opponent directly.
Erm...not so much. It's highly searchable, but that it
requires the opponent have only monsters with over 1000 ATK
out, meaning a single f/d monster would foil your plans. I
suppose this could see play in a Burn deck, since it gets
around all 3 major stall cards. Still, I wouldn't recommend
it.
EOJ-JP006
Cyber Gymnetics
Earth/Warrior/4/800/1800
Discard a card from hand. Destroy a monster in face-up
attack mode on opponent's field. This effect can only be use
once per turn.
This will see play, guaranteed. A Warrior that offers
reusable monster killing is generally a good thing. It's
very much like a limited TIV that's RoTA-ble. The discard is
a painful cost, though. Very likely going to be used as a
single tech copy.
EOJ-JP007
Cyber Prima
Light/Warrior/6/2300/1600
When this card is successfully sacrificed summon, destroy
all face-up Magic cards on the field.
Super/Ultimate Rare
Eh...not really a fan. This is something that might be good
against Burn and Field spell decks, but if I'm going for a
2300 Light Warrior, I'd rather use the self-protecting
SSLV5. It does have the potential to be used in Soul Control
since it has a tribute triggered effect, and it would take
care of annoying things like SORL, Snatch, and Premature.
Playtest it, but I'm not particularly fond. Warriors would
use SSLV5, and everyone else would probably just use Mobius.
EOJ-JP008
Cyber Giraffe
Light/Machine/3/300/800
Sacrifice this card. Until End Phase of that turn, all
damages done to this card's controller by effect of cards
would become 0.
Not really a fan. I suppose you could side this against a
burn deck that does a lot of damage during your turn, like
Dark Eradicator Warlock, or Chain Energy. Honestly, Des
Wombat is an all around better pick than this, since it
won't cost you field prescence and lasts longer than just
your own turn.
EOJ-JP009
Cyber Phoenix
Fire/Machine/4/1200/1600
When this card is face-up on the field, negate all effects
of Magic/Trap cards that target a Machine sub-type monster
on your field. When this card is destroy and sent to
Graveyard as result of battle when it's face-up, draw a card
from your deck.
Super/Ultimate Rare
This is almost an auto-include in Machine-based decks.
Protection from targeted non-monster effects, and it
includes a cantrip effect that allows the user to break even
in terms of card advantage. I've been waiting a long time
for more effects like that, so it's a positive sign for the
game.
EOJ-JP010
Searchlightman
Light/Machine/3/1000/1000
Reverse: Opponent cannot set card(s) this turn.
Erm...I don't really know about this. I've found that a lot
of people set before they attack, but maybe that's just my
meta. It's got decent stats and it's searchable, but it will
depend largely on your opponent's play style, which
generally isn't a good thing to depend on. It might have
some synergy in Cold Wave decks, though.
EOJ-JP011
Victory Viper XX03
Light/Machine/4/1200/100
When this card sucessfully destroy an opponent's monster,
choose one of the following effects and activate.
- Increase this card's attack strength by 400.
- Destroy a face-up Magic/Trap card on the field
- Special Summon a [Option Token] onto your field that have
the same Main-Type, sub-type, level, attack, and defense
strength as this card.
Super/Ultimate Rare
Gradius is back in a big way, and I'm happy about it. Very
searchable and highly synergystic with the other machine
support in the set. The options given are interesting.
There's the basic and necessary attack boost, though I wish
it were a little larger. The destruction of a S/T is a nice
addition, but the problem is that you generally want to kill
S/Ts before you attack (Sak Armor). The most original effect
is the duplication one, one of the best token effects we've
seen in the game. The best way to use this card would be a
deck that had a lot of protection for the Gradius and also
provided easy kill fodder (Ojama Trio). The spell that goes
with this card is also an excellent compliment. This card
will have decks based on it, most definitely.
EOJ-JP012
Birdman of Gale - Joe
Wind/Bird/6/2300/1400
When this card is successfully sacrificed summon by
sacrifing a Wind main-type monster, return all Magic/Trap
cards on the field to owner's hand.
A Giant Trunade in monster form...it's good for clearing the
field for a final attack, but the unfortunate truth is that
he still leaves himself open for chained cards, like
Torrential, Bottomless, and Waboku/Roar. A definite possible
pick for Wind decks, though, as they lack good tribute
monsters, which this is for Wind decks.
EOJ-JP013
Harpy Pet Baby Dragon
Wind/Dragon/4/1200/600
This card gains effect text equal to number of monster with
[Harpy] in its name on your field other than [Harpy Pet Baby
Dragon].
1 - When this card is face-up on the field, opponent cannot
choose monsters with [Harpy] in its name on your field as
target of attack other than [Harpy Pet Baby Dragon]
2 - Doubled this card's attack and defense strength
3 - Once per turn, you may destroy a card on opponent's
field.
Rare
Another retrained creature, infinitely better than the old
dragon. Again, highly searchable. This one counts all
creatures with Harpy in the name, meaning the Sisters and
Chick both count towards it (though why you'd use the chick,
I don't know). Harpies swarm like no other, so getting the
effects won't be difficult. The first one is fairly weak,
only offering a Marauding Captain protection. The second
effect is good, turning the dragon into a more formidable
2400/1200. The final effect is excellent, offering a free
kill every turn for both S/Ts and monsters. The only problem
is that the Dragon can only have one of these effects and
not multiple. Still, great support for Harpy monsters, who
have gained some new playability with this set and the
structure.
EOJ-JP014
Lightning Gear - Skyflash (Lightning Gear - Hiramakuu)
Light/Angel/4/1000/500 When this card attack opponent's
lifepoints directly, draw a card from your deck. Send this
card to Graveyard during the End Phase of the turn this card
is successfully Normal Summoned, Reversed Summon, or Special
Summon.
The weakest of the gears. It feels like it's missing some
important effect, because it's horrible as it is. Weak, and
it dies at the end of the turn. It needed trample or
something to make it even remotely likely that the draw card
effect would trigger.
EOJ-JP015
Lightning Gear - Sakuraka
Light/Angel/6/2400/1400
This card can be Summoned without sacrifice. If summon by
this way, send this card to Graveyard at End Phase.
Rare
Better, with potential. Skill Drain loves this card as a
free 2400 summon.
It replaces the Orcs/Goblin Elites that people (like myself)
were running.
It also has potential in a deck based on Monster
Gate/Reasoning, since it won't be a dead card in hand.
EOJ-JP016
Lightning Gear - Rumbling Dragon (Lightning Gear - Gouryuu)
Light/Angel/8/2900/1800 This card can be Summoned by
sacrificing 1 monster. If summoned by this way, send this
card to Graveyard at End Phase. When this card attack a
monster in defense mode, and the attack strength exceed that
defense strength, do battle damages to opponent equal to the
difference.
Super/Ultimate Rare
One of my favorite cards from the set, largely because I
have both Skill Drain and Reasoning Gate decks, both of
which will be using this card. A 1-trib 2900 trampler is an
excellent pick in limited (look for it, guys
<http://www.pojo.biz/board/images/smilies/biggrin.gif> ) and
great for the two decks I've mentioned. I imagine even Fairy
and Light decks will consider using this guy.
EOJ-JP017
Royal Knights
Light/Angel/3/1300/800
When this card destroy a monster as result of battle and
send to Graveyard, increase your lifepoints equal to that
monster's defense strength.
Erm...Life Gain hasn't been good in a long time. It's
probably not going to be worth it. Angels already have
better LP gain cards.
EOJ-JP018
Green Declarer
Light/Angel/2/300/500
Discard this card and another Angel sub-type monsters from
your hand to Graveyard to activate. Negate an activation of
an opponent's Magic card and destroy it. This effect can
only be use in opponent's turn.
Rare
The first of the unique new "hand counter" cards.
Unfortunately, their playability is limited to a very
specific kind of deck. Two cards from the hand to stop one
on the field is a trade very few are willing to make. Add in
the specificness of the discard (Angel Monster), and the
only deck that would run this would be one that's also
running Ray of Hope or the other new one that returns two
RFG'd Angels to hand.
EOJ-JP019
Purple Declarer
Light/Angel/2/300/500
Discard this card and another Angel sub-type monsters from
your hand to Graveyard to activate. Negate an activation of
an opponent's Trap card and destroy it. This effect cannot
be use in opponent's turn.
Rare
Pretty much the same thing I said above.
EOJ-JP020
Artemis of Harvest
Light/Angel/4/1600/1700
When this card is face-up on the field, draw a card
everytime a Counter Trap would be activate.
This is actually somewhat interesting. Angels and Counter
Traps work well together in this set, and adding some card
draw tacked to a decently-sized monster is a good idea. Only
for an Angel/Counter deck, though.
EOJ-JP021
Reiyad of Relief
Light/Angel/4/1400/1500
When this card is face-up on the field, whenever a Counter
Trap would be activate return 2 Angel sub-type monsters that
are removed from game into your hand.
The Declarators love this card when they're used with the
card below.
Discard the Declarator + cost when the Bringer of Sparking
Light is out, then use this guy to get them back when
someone uses a counter trap. Yeah, I think it's too
situational, too.
EOJ-JP022
Bringer of Sparking Light
Light/Angel/3/1600/0
When this card is face-up on the field, all cards that would
send to Graveyard would be removed from the game instead.
Rare
Banisher of the Light Redux. Practically the same except
with a decent attack and no defense. I honestly think
Banisher is better than this, because it's more likely to
last longer.
EOJ-JP023
Giver of Judgment - Boltenis
Light/Angel/8/2800/1400
When you successfully activate a Counter Trap, this card may
be special summon by sacrificing all monsters on your field.
When this card is successfully special summon this way, you
may destroy number of cards on opponent's field equal to
number of Angel sub-type monsters sacrificed.
Ultra/Ultimate Rare
The win condition of the Angel/Counter decktype this set is
promoting. It's strong in that it's not a nomi, meaning that
it's not totally useless if you don't have a counter trap
ready. Ideally, you'd summon this during your opponent's
turn when you have two to three monsters out. It's somewhat
situational, but the deck that uses it could utilize it
well. Just don't run more than two copies. A decent monster,
but the deck will need to be based around him.
EOJ-JP024
Guard Dog
Earth/Beast/3/1500/500
Reverse: Opponent player cannot special summon during this
turn.
Eh...not that good, honestly. Searchable, which is a plus.
The problem is that a lot of Special Summoning happens in
the first main phase, meaning that this card would be
useless. I don't see this card making much play.
EOJ-JP025
Vacuum Itachi ("Vacuum Weasel")
Wind/Beast/3/500/1500
Reverse: Opponent cannot activate Magic/Trap during this
turn.
Same problem: Most S/T use happens before the opponent
attacks. Unless you're using Desert Sunlight, this generally
won't be something you'd want to use. That could be the
basis of a weird new deck, I suppose...use Desert Sunlight
to flip up the preventative Flip monsters in this set.
EOJ-JP026
Beating Aos
Earth/Spellcaster/4/800/1500
Sacrifice an Earth main-type monster outside of this card
from your field, special summon an Earth main-type monster
from your hand. This effect can only be activate once per
turn. The monsters special summon by this effect would be
destroy when [Beating Aos] leaves field.
EOJ-JP027
Raging Eria
Water/Spellcaster/4/800/1500
Sacrifice a Water main-type monster outside of this card
from your field, special summon a Water main-type monster
from your hand. This effect can only be activate once per
turn. The monsters special summon by this effect would be
destroy when [Raging Eria] leaves field.
EOJ-JP028
Blazing Hiita
Fire/Spellcaster/4/800/1500
Sacrifice a Fire main-type monster outside of this card from
your field, special summon a Fire main-type monster from
your hand. This effect can only be activate once per turn.
The monsters special summon by this effect would be destroy
when [Blazing Hiita] leaves field.
EOJ-JP029
Devastating Wynn
Wind/Spellcaster/4/800/1500
Sacrifice a Wind main-type monster outside of this card from
your field, special summon a Wind main-type monster from
your hand. This effect can only be activate once per turn.
The monsters special summon by this effect would be destroy
when [Devastating Wynn] leaves field.
A new set, another bunch of practically identical Charmer
creatures. These guys offer Elemental decks a way to get
their bigger creatures out for a single tribute. The problem
is that the biggie dies if the Charmer dies...and with their
stats, that's ridculously likely. A nice thought, but are
practically guaranteed to be ignored like the other Charmer
creatures.
Come on, Konami, give these things some better support!
EOJ-JP030
Battery Man D
Light/Thunder/1/0/1900
When this card is face-up on the field, opponent cannot
choose a Thunder sub-type monster as target of attack other
than [Battery Man D].
I'll say what I said before...I'm disappointed by the end of
the Battery Line. AA was the best, C was mediocre, and this
new one is just sad. Nice DEF, to be sure, but I was hoping
for an effect that sped up the win condition of Battery
decks, which is 3 AAs. However, it should still see play in
a Battery deck, because of the new Dragon. If D is sac'd to
it, the dragon gains an important self-protection ability.
EOJ-JP031
Super Electromagnetic Operating Voltic Dragon
Light/Thunder/5/2400/1000 When you successfully sacrificed
summon by using one of following monsters, this card gain
respective effect.
- Battery Man D: Negate the Magic/Trap effect that target
this card.
- Battery Man C: When this card attacks a monster in defense
mode, and the attack strength is higher than the defense
strength, do battle damages to opponent equal to the
differece.
- Battery Man AA: Increase this card's attack strength by
1000.
Super/Ultimate Rare
Another of my favorite cards in this set. Konami surprises
by giving Battery decks another win condition. Essentially,
you give the dragon a new effect depending on what Battery
you sac for it. Thankfully, the dragon doesn't even require
a Battery sac, making it MUCH more versatile. It starts as a
LV5 2400, which is great to start with. The D offers a very
handy self-protection, the C gives it trample, and the AA
turns it into a 1-tribute 3400 attack monster. No matter how
you cut it, and excellent monster and tremendous addition to
the Thunder family.
EOJ-JP032
E-Hero Phoenix Guy
Fire/Warrior - Fusion/6/2100/1200
[E-Hero Featherman] + [E-Hero Burst Lady] This card can only
be Special summon by Fusion Summon. This card cannot be
destroy as result of battle.
Ultra/Ultimate Rare
EOJ-JP033
E-Hero Shining Phoenixguy
Fire/Warrior - Fusion/8/2500/2100
[E-Hero Sparkman] + [E-Hero Phoenixguy]
This card can only be special summon by Fusion Summon.
Increase this card's attack strength by 300 for each
monsters with [E-Hero] in its name in your Graveyard. This
card cannot be destroy as result of battle.
Ultra/Ultimate Rare
I'm really not a big fan of these new fusions that use the
same ingredients of old fusions. Essentially, they just add
a bit of versatility to E-Hero decks...if you're worried
about your fusion getting killed before he'd ever get his
burn effect, just go for the one that won't die in battle.
The problem is, things that size rarely die in battle in the
first place...so the effect is more of an afterthought than
anything else. It won't hurt to have them in an E-Hero deck
(unless those SOI fusion haters are commonly used in your
meta), so they'll end up using them anyways.
EOJ-JP034
E-Hero Sailorman
Water/Warrior - Fusion/5/1400/1000
[E-Hero Bubbleman] + [E-Hero Featherman] This card can only
be special summon by Fusion Summon. When you have set
Magic/Trap card, this card can attack opponent directly.
A nice potential game-ender, and could be very handy against
MoP burn decks.
Again, as a fusion, it can't hurt to have it for an E-Hero
deck.
EOJ-JP035
E-Hero Wild Wingman
Earth/Warrior - Fusion/8/1900/2300
[E-Hero Wildman] + [E-Hero Featherman]
This card can only be Special summon by Fusion Summon.
Discard a card from your hand, destroy a Magic/Trap card on
the field.
Super/Ultimate Rare
Wildheart is undoubtedly the best lowlevel E-Hero, and this
Fusion is pretty great. E-Heros will want to run this guy,
but no one else...it's actually sort of pointless to review
these, since Fusions can't hurt the deck ^.^;
EOJ-JP036
E-Hero Necroid Shaman
Dark/Warrior - Fusion/6/1900/1800
[E-Hero Wildman] + [E-Hero Necrodarkman] This card can only
be Special summon by Fusion Summon. When this card is
successfully special summon, destroy a monster on opponent's
field.
Afterward, choose a monster in opponent's Graveyard and
special summon it to opponent's field.
A highly unique effect that almost justifies using the
Necro. However, a Fusion sub (KoTS) would be a much better
idea. The effect can be very handy, turning a Jinzo into a
Magician of Faith. It's a very versatile tool that E-Hero
decks will like.
EOJ-JP037
Misfortune
Magic - Normal
Choose a face-up monster on opponent's field to activate. Do
damage to opponent equal to halved of the original attack
strength of the chosen monster. Your monster cannot attack
during this turn.
Lava Golem Burn loves this card, 1500 damage for one card,
and the no-attacking thing doesn't hurt at all. Use it
there, but probably nowhere else.
EOJ-JP038
H - Heat Heart
Magic - Normal
Choose a face-up monster on your field to activate. Increase
the chosen monster's attack strength by 500. When that
monster attack a monster in defense mode, and the attack
strength is higher than the defense strength, do battle
damages to opponent equal to the difference. This card's
effect would lasted until end of turn.
Not all that bad. Essentially +500 and Trample at the cost
of a single card.
Would have been better as a Quickplay, but this is still
worth playing.
EOJ-JP039
E - Emergency Call
Magic - Normal
Choose a monster with [E-Hero] in its name from your deck
and add it into your hand.
3 more ROTAs for E-Heros, GREATLY increasing their
playability. Fusion summoning just got a GREAT deal easier
for the deck. Good job Konami, this is the kind of support
the Heroes needed.
EOJ-JP040
R - Right Justice
Magic - Normal
For each monster with [E-Hero] in its name on your field,
destroy a Magic/Trap card.
DANG. This is INCREDIBLE support, since getting multiple
E-Heroes in play isn't difficult at all. Destroying two to
three S/Ts is easily possible. The only catch is that you
have to be careful not to use it when you have more Heros
than they do S/Ts...otherwise, you could end up destroying
your own. A practical MUST for E-Heros. Konami's on a roll,
here!
EOJ-JP041
O - Over Soul
Magic - Normal
Choose a monster with [E-Hero] in its name from your
Graveyard, special summon it to the field.
Just incredible. This line of 4 cards has added more
playability to E-Heroes than anyone would have guessed.
*Gives Konami standing ovation* Now please, stop cramming so
much Hero stuff in every set and ease up now.
EOJ-JP042
Hero Flash!!
This card can only be activate when you remove [H - Heat
Heart], [E - Emergency Call], [R - Right Justice], and [O -
Over Soul] from your Graveyard from the game. Special Summon
a Normal Monster with [E-Hero] in its name from your deck.
During this turn all Normal Monsters with [E-Hero] in its
name can attack opponent directly.
Rare
I assume this is a Normal Spell, given the location in the
spoiler. A Hero deck will likely already be using the four
cards mentioned, and this one rewards it. It is somewhat
situational, but it is potentially game-ending.
If you've used all 4 cards, you probably have somewhat of an
advantage. If you had 3-4 Normal Heros out, you could
probably get rid of well over 3000 LP. Use a single copy of
this and two of each of the HERO cards.
EOJ-JP043
Power Capsule
Magic - Normal
Choose one of the effects of a [Victory Viper XX03] face-up
on your field.
This card's effect would become that effect.
Gradius's support. Essentially, this allows you to use
Gradius's effects without killing a monster. It's either a
small attack boost, a MST, or a token creature. Run 3 in the
Gradius deck, but nowhere else.
EOJ-JP044
Deification of Light
Magic - Quickplay
Special Summon an Angel sub-type monster from your hand.
That monster's attack strength would be halved, and destroy
it at the end of turn.
This might see play in decks running big angel creatures,
but I think the best use would be for decks running Saturn.
Get her out easier to sac for her effect. As a Quickplay,
it's versatile, so put it in consideration for Angel decks.
EOJ-JP045
Guard Penalty
Magic - Quickplay
Choose a monster on the field. When the chosen monster would
switch to defense mode during this turn, draw a card from
your deck.
Rare
Eh...I suppose this could be useful if you've got a deck
with a load of position swtich card. However, it seems like
too much work just to draw a card. This is a space-filler,
much like Upstart Goblin or Jar of Greed. Use either of
those over this.
EOJ-JP046
Grand Cross
Magic - Quickplay
This card can only be activate when [Macrocosmo] is on your
field. Do 300 lifepoint damages to opponent, and destroy all
monsters on the field.
A Dark Hole for Alchemy Decks. The burn is inconsequential,
but definitely great for a deck that's using the Helios
creatures.
EOJ-JP047
Dimensional Rip
Magic - Continuous
All monsters that would send to Graveyard would be removed
from game instead.
A semi-Banisher of the Light in Continuous Spell form. It
will have a lot of uses in various decks, particularly ones
that use Gren Maju Da Eiza.
EOJ-JP048
Clocktower of Seclusion
Magic - Field
During each Standby Phase of opponent's turn, put a Time
Counter onto this card. When this card have four or more
Time Counters on it, battle damages would not be done to
this card's controller. When this card is destroy and send
to Graveyard while it have 4 or more Time Counters, special
summon a [D-Hero Dreadguy] from your hand or deck.
Super/Ultimate Rare
Urg. Takes too long to get going and then requires it to be
destroyed, so you'll need something like Gryphon Duster if
you don't want to depend on your opponent.
EOJ-JP049
Lifechanger
Trap - Normal
This card can only be activate when your lifepoints is 8000
or more less than opponent. Both player's lifepoints become
3000.
Rare
This might find a spot in Last Turn decks, but it would
require that the opponent gain life somehow. Too situational
to be worth using, IMO.
EOJ-JP050
Elemental Charge
Trap - Normal
For each monsters on your field with [E-Hero] in its name,
increase your lifepoints by 1000.
Actually not all that bad. A 2-3K LP gain can be a
lifesaver, and this would be something nice to have after
you use Hero Flash!! when you've got a bunch of Heroes out.
And it's chainable.
EOJ-JP051
Destiny Destroy
Trap - Normal
Send the top 3 cards on your deck to Graveyard. For each
Magic/Trap card send to Graveyard by this effect, you take
1000 lifepoints damages.
Rare
Interesting. It offers deck thinning, but the cost is really
too risky for something as small as getting 3 cards to the
grave. Not worth potentially taking 3000 damage. Even 1000
is too much.
EOJ-JP052
Destiny Signal
Trap - Normal
This card can only be activate when one of your monster on
the field is destroyed as a result of battle. Special summon
a monster with [D-Hero] in its name that is Level 4 or lower
from your hand or deck.
Hero Signal for D-Heroes. Not really much more to say.
EOJ-JP053
D-Time
Trap - Normal
This card can only be activate when a monster with [E-Hero]
in its name on your field leaves the field. Add a monster
with [D-Hero] in its name with level lower than that monster
into your hand from your deck.
Rare
If it were continouous, maybe it would be more likely to see
play. As it is, only for E/D-Hero hybrids that need more
searching. The restrictions make it a bit situational for my
taste.
EOJ-JP054
D-Shield
Trap - Normal
This card can only be activate when a monster in attack mode
with [D-Hero] in its name on your field would be target of
attack. This card would become an equipment card, and
equipped on the attacked monster and strength it to defense
mode. The equipped monster cannot be destroy as result of
battle.
Turn any D-Hero into a Spirit Reaper that doesn't instantly
die to targeting. Actually a worthwhile card for D-Hero
decks...it can be a gamebreaker.
EOJ-JP055
God Bird Attack
Trap - Normal
Sacrifice a Bird sub-type monsters fron your field. Destroy
2 cards on the field.
Birds got a big boost. As a 2-2, it breaks down to a 1-1.
It's chainable and works with the ever-swarming Harpies. The
only weakness is that it requires the destruction of two
cards, so you have to be careful to use it so you don't
destroy your own.
EOJ-JP056
Elemental Absorber
Trap - Continuous
Remove a monster card from your hand from the game. All
opponent's monsters with the same main-type as that card, as
long as this card is on the field, cannot declare attack.
Rare
I really don't see this seeing much play, since pure
Elemental decks are rarer than hen's teeth. You could combo
it with DNA Transplant for a complete anti-attack lock,
though.
EOJ-JP057
Macrocosmo
Trap - Continuous
You may special summon a [Primerval Sun - Helios] from your
hand or deck.
When this card is face-up on the field, all cards that would
send to Graveyard would be removed from game instead.
A nice addition to Alchemy decks. A way to summon the first
Helios and it also serves as a Banisher of the Light. Staple
for Alchemy, but not many other uses.
EOJ-JP058
Miracle Arrival
Trap - Continuous
Special Summon one of your Angel sub-type monster that is
removed from game.
When this card leaves the field, destroy that monster. When
that monster is destroy this card is destroy.
Rare
Angels love it, especially in this Angel/Counter subtype. If
you use Deification of Light to get out Boltenis and an RFG
card is out, you can use this to get that Boltenis back at
full strength. A great add to that decktype, but nowhere
else.
EOJ-JP059
Cracking Hatchet
Trap - Continuous
Choose a face-up monster on the field to activate. When this
card is face-up on the field, the attack strength of the
chosen monster is decrease by 500 during each of your
Standby Phase. When that monster is destroy, destroy this
card.
Ew. Better ways to take care of monsters that don't take as
long and aren't as vulnerable to removal.
EOJ-JP060
Kickback
Trap - Counter
Negate the Normal or Reverse Summon of a monster, and return
that monster to owner's hand.
Rare
Great against Mobius and Soul Control decks, but I'd rather
use Compulsory Evacuation Device over it in just about any
other situation for more versatility.
SPOON'S TOP 10 OF SET
Lightning Gear- Sakuraka
Lightning Gear- Rumbling Dragon
God Bird Attack
Victory Viper XX03
Cyber Gymnetics
Cyber Phoenix
Super Electromagnetic Operating Voltic Dragon
E- Emergency Call
R- Right Justice
O- Oversoul
That does it for this review...I hope everyone enjoys it!
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