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Yugioh
Reader Tips, Rants and Raves
From: Testaros25@aol.com
[mailto:Testaros25@aol.com]
Sent: Wednesday, January 11, 2006 1:39 PM
Subject: SOI Cards of Note ~ Testaros25
It's almost time for Shadow of Infinity to come out, so
let's look at the cards that people will be fapping all over
for:
NOTE: ALL NAMES EXCEPT FOR THE 3 SACRED BEASTS ARE THE OCG
NAMES
Uria, Lord of Searing Flames
Pyro/Fire/10*/0/0
This card cannot be Normal Summoned or Set. This card cannot
be Special Summoned except by sending 3 face-up Trap Cards
on your side of the field to the Graveyard. Increase the ATK
of this card by 1000 points for each Continuous Trap Card in
your Graveyard. Once per turn during your Main Phase, you
can select and destroy 1 face-down Spell or Trap Card on the
opponent's side of the field. The effect of the selected
Spell or Trap Card cannot be activated in response to this
effect.
So this card is capable of destroying chainable Traps while
your opponent can't chain with it. This is the only Sacred
Beast searchable by Sangan, and it's a powerful one with the
right cards. With some popular Continuous Traps, such as
Decree, Apophis, and Solemn Wishes, this card can become
pretty powerful. Note that you need any face-up Traps, so
the traps you send to the Graveyard can be Traps such as
Metalmorph.
Hamon, Lord of Striking Thunder
Thunder/Light/10*/4000/4000
This card cannot be Normal Summoned or Set. This card cannot
be Special Summoned except by sending 3 face-up Continuous
Spell Cards on your side of the field to the Graveyard. When
this card destroys your opponent's monster as a result of
battle and sends it to the Graveyard, inflict 1000 points of
damage to your opponent's Life Points. While this face-up
Defense Position card is on your side of the field, your
opponent cannot select another monster on your side of the
field as an attack target.
Ok, now we have a more strict summon requirement. You can't
toss away Equips or Fields, only Continuous. Not a problem,
as there are plenty of those, such as Level Limit - Area B,
Dark Snake Syndrome, and Swords of Concealing Light. The
burn effect is pretty decent, but it doesn't combo with
Ojama Trio, sadly. You can also make this guy a wall by
having him in DEF, leaving your Des Wombat safe as your
opponent dies from DSS.
Raviel, Lord of Phantasms
Fiend/Dark/10*/4000/4000
This card cannot be Normal Summoned or Set. This card cannot
be Special Summoned except by Tributing 3 Fiend-Type
monsters on your side of the field. When your opponent
Normal Summons a monster, Special Summon 1 "Phantom Token"
(Fiend-Type/DARK/Level 1/ATK 1000/DEF 1000) to your side of
the field. The "Phantom Token" cannot attack. Once per turn
during your Main Phase, you can Tribute 1 monster on your
side of the field to increase the ATK of this card by the
original ATK of the Tributed monster until the End Phase of
this turn.
The Token's name is still unknown, but the summon
requirement is easy. You can use Giant Germ for starters. If
you play OCG, Devil's Sanctuary is the answer there. You can
also Heavy Storm your own Statue of the Wickeds to get some
Fiends out. Note that the Token summoning only works when
your opponent NORMAL SUMMONS. That won't likely happen
unless your opponent summons one of the D.D. Trio or Exiled
Force (or Tribe if they play Traditional). The power up
effect is decent for a turn, but 4000 ATK is enough, don't
you think?
Cyber Barrier Dragon
Machine/Light/6*/800/2800
This card cannot be Normal Summoned or Set. This card cannot
be Special Summoned except by the effect of "Attack Reflect
Unit". Once per turn, if this card is in face-up Attack
Position, you can negate 1 attack from your opponent's
monster.
This is what the 4th Ultra Rare was wasted on? This one
takes 2 Cyber Dragons, and if that's the case, I'll just
stick with Cyber Twin Dragon, thank you. 800 ATK is nothing,
but if the effect worked when it was in either position,
then it might be more playable. I guess this is only for
fans of Zane Truesdale.
Cyber Laser Dragon
Machine/Light/7*/2400/1800
This card cannot be Normal Summoned or Set. This card cannot
be Special Summoned except by the effect of "Photon
Generator Unit". Once per turn during your Main Phase, you
can select and destroy 1 face-up monster on your opponent's
side of the field with an ATK or DEF that is more than the
ATK of this card.
You lose 1 Cyber Dragon for this? I'll stick with the Cyber
Dragon, thank you. Sure, this can kill a powerful monster,
but how useful is that when a powerful monster is summoned
on your OPPONENT'S turn?
B.E.S. Covered Core
Machine/Earth/7*/2500/800
Put 2 counters on this card when you Normal Summon it. This
card is not destroyed as a result of battle. If this card
battles a monster, toss a coin at the end of the Damage
Step. If the result is heads, remove 1 counter from this
card. If this card battles without a counter, destroy this
card at the end of the Damage Step.
Enough with the battleships! Three of them is enough! Well,
I guess this card is a blessing, as it adds a big beatstick
to Boss Rush decks. Being able to take out Monarchs, Jinzo,
and other monsters Big Core is unable to destroy is a huge
plus.
Goddess of Extermination - Ruin
Fairy/Light/8*/2300/2000
This monster can only be Ritual Summoned with the Ritual
Spell Card, "End of the World". If this card destroyed your
opponent's monster as a result of battle, it can attack once
again in a row.
Invasion of Chaos brought us the Envoys, and Shadow of
Infinity brings us what I like to call the "Apocalypse
Monsters", due to their names and Ritual Spell Card, End of
the World. Note that End of the World requires you to
sacrifice EXACTLY 8 stars. Not 9, not 10, not 75, JUST 8.*
Ruin is somewhat like Black Luster Soldier, with the double
attack effect. Note that she only gets one extra attack,
despite on how the text can be interpeted.
King of the End - Demise
Fiend/Dark/8*/2400/2000
This monster can only be Ritual Summoned with the Ritual
Spell Card, "End of the World". By paying 2000 Life Points,
destroy all cards on the field except this card.
Packing a slightly bigger punch than Ruin, Demise is Chaos
Emperor Dragon's counterpart. The differences is that the
Life Point payment is doubled, it doesn't affect the hand,
and there's no damage in the mix. This card is useful for a
Direct Attack, but is it worth the 2000 LP?
Frog Sandeath
Aqua/Water/8*/2500/2000
"Des Frog" + "Des Frog" + "Des Frog"
A Fusion Summon of this monster can only be conducted with
the above Fusion Material Monsters. Increase the ATK of this
card by 500 points for each "Yomigaeru" in your Graveyard.
You can still Morph him, it's just that you can't use Fusion
Subs. There's an interesting combo here. Use Des Croaking to
clear the field, summon this beast, and if you have 3
Yomigaerus in the Graveyard, attack for 4000. Sure, it's not
as powerful as 3 Des Frogs, but it's still as crippling. Too
bad there isn't a Quick-Play Spell that acts as
Polymerization....
Devildozer
Insect/Earth/8*/2800/2600
This card cannot be Normal Summoned or Set. This card cannot
be Special Summoned except by removing from play 2
Insect-Type monsters in your Graveyard. When this card
inflicts Battle Damage to the opponent's Life Points, send
the top card from your opponent's Deck to his/her Graveyard.
Insects got a huge boost with this set, and this card is no
exception. Easy summon requirement and deck destruction is
gooooood. People often call this the "Necrofear of Insects"
because of the similar summon requirements.
Saber Beetle
Insect/Earth/6*/2400/600
During battle between this attacking card and a Defense
Position monster whose DEF is lower than the ATK of this
card, inflict the difference as Battle Damage to your
opponent's Life Points.
Insects get a decent Trampler as well. Being on par with
Dark Driceratops, this card is nothing special aside from a
well-needed beatstick.
Chainsaw Insect
Insect/Earth/4*/2400/0
When this card battles, after Damage Calculation your
opponent draws 1 card from his/her Deck.
Of the 3 Level 4 2400 ATK monsters, this is the best one.
Why? It doesn't have a silly maintainence cost or a
summoning drawback. Sure, it gives your opponent hand
advantage, but that's only if battles with a monster, so
attacking directly with this card isn't that bad. Besides,
comboing this with Greed/Null and Void is a good combo.
Plus, opponent drawing = faster deck-out.
Cyclone Boomerang
Spell/Equip
You can only equip this card to "Elemental Hero Wildheart".
Increase the ATK of the equipped monster by 500 points. If
the equipped monster is destroyed by a card effect and sent
to the Graveyard, destroy all Spell and Trap Cards on the
field. Inflict 100 points of damage to your opponent's Life
Points for each Spell or Trap Card destroyed in this way.
Each set comes with more Hero support, and this one is no
exception. Wildheart becomes a 2000 ATK beatstick, and if
your opponent kills it with a Spell or Monster Effect, you
get a Heavy Storm along with minor damage. Note that this
card is NOT included in the damage.
Seal of Succession
Spell/Equip
You can only activate this card when you have 3 monsters
with the same name in your Graveyard. Select 1 of those
monsters from your Graveyard, Special Summon it to your side
of the field, and equip it with this card. When this card is
destroyed, destroy the equipped monster.
People are saying that this is the new Premature Burial, and
that PB will get banned. I say that those people are stupid,
because this is too situational to replace PB. If anything,
this card will work with King of the Skull Servants and some
other cards in this set, such as Chain Slasher, Successor of
Magic Sealing, and Grass Phantom.
Reincarnation
Spell/Continuous
Monsters Tributed for a Ritual Summon are not sent to the
Graveyard, but instead are returned to their owner's Deck(s).
Then shuffle your Deck(s).
Can this make Ritual Decks possible? The way I see it, use
Manju in the summoning and use him over and over again. This
card can also help with the Apocalypse Monsters, shuffling
Demise into the deck for summoning Ruin and vice versa.
Full Burst
Trap/Normal
When this card resolves, discard your entire hand to the
Graveyard. Inflict 200 points of damage to your opponent's
Life Points for each card discarded in this way.
This does NOT work with Dark World!!!! The hand discarding
is a cost, not an effect (like Dark World Lightning). This
card's true purpose is for decks that rely on having no
hand. Said decks involve Cybernetic Cyclopean, Blade Knight,
Mechanical Hound, and, sometimes, Ultimate Obedient Fiend.
Goblin's Perfunctionary Action
Trap/Counter
Pay 500 Life Points. Negate the activation of 1 Spell Card.
Return that Spell Card back to its owner's hand.
"But my opponent can just use the effect again!!!" But would
they want to discard another card for Vortex? Would they
want to pay another 1000 LP for Confiscation? Would they
want to pay another 2000 LP for Final Countdown? This card
is best used against Spells that have costs.
Malfunction
Trap/Counter
Pay 500 Life Points. Negate the activation of 1 Trap Card.
Set that Trap Card face-down in its owner's Spell & Trap
Card Zone.
Would they want to pay half of their remaining LP for Solemn
Judgement? Would they want to pay another 1000 LP for Seven
Tools? Do they have a hand to discard for Rope of Life?
Would they like to destroy another of their own monsters for
Assault of GHQ? This card is best used against Traps that
have costs.
Succession Probability 0%
Trap/Normal
Select 2 random Fusion Monsters from your opponent's Fusion
Deck. Send the selected cards to the Graveyard.
Anti-Hero much? This card is best used against a Hero Deck,
as it usually has mass Fusions. If Morph wasn't restricted,
then a Morph Deck is even better to use this against.
There's a monster in the set named Memory Crusher, which,
when it attacks directly, deals 100 damage to your
opponent's Life Points for every Fusion Monster they have in
their Fusion Deck. These two cards are great counters for
the decks mentioned.
This is pretty much all the wanted cards. I'll end this on a
high note, telling y'all about a new Promo in Japan:
Elemental Hero Elixerer
Warrior/Light/10*/2900/2600
"Elemental Hero Avian" + "Elemental Hero Burstinatrix" +
"Elemental Hero Clayman" + "Elemental Hero Bubbleman"
This card cannot be Special Summoned except by Fusion
Summon. This card's Attribute is treated as WIND, FIRE,
EARTH, and WATER. When this card is successfully Fusion
Summoned, return all cards that are removed from the game
into their respective owner's Deck and shuffle the Decks
afterward. For each monster on your opponent's side of the
field with the same Attribute as this card, increase the ATK
of this card by 300 points.
This is Testaros25, signing out.
~ Testaros25@aol.com
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