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 Trading Card Game Tips from fans

 

From: maurice delamar [mailto:mxdelamar@yahoo.com]
Sent: Saturday, May 13, 2006 7:52 AM
To: yugiohcrew@pojo.com
Subject: Some Cool Cards Coming From Enemy Of Justice--Maurice D.



Salutations, fellow Pojo and Yu-Gi-Oh fans. It's that time again, for a new Yu-Gi-Oh! set to come from the shores of Japan. This time we're getting Enemy of Justice, a set crawling with D-Heroes, Faeries, and other neat-o cards. But like my last CCG article about cards from Shadow of Infinity, I'm only focusing on cards no higher than a Rare rarity. So anyway, here they are, courtesy of spoilers from both the official Enemy of Justice discussion thread in the Pojo.com forums, and redbaronii.



Cyber Gymnastics

Earth/Warrior/Level 4/800 ATK/1800 DEF

Discard one card from your hand. Destroy one card in face-up Attack Mode on the opponent's field. This effect can only be used once per turn.



Wow! It was love at first sight when I first saw this card on both the Yu-Gi-Oh! GX anime and a picture of her when EOJ was out in Taiwan. Okay; she has the body of an Amazoness, but her effect is just too sweet. If you can part with one card from your hand, you can nuke any face-up Attack Position monster on the field. Her 1800 DEF makes sure you get to use it during your next turn, too. She is searchable by Sangan, Giant Rat, and Warrior Lady from the Wasteland. What can I say; she's just a sexy card, in all aspects.



Birdman of Victory--Joe

Wind/Winged Beast/Level 6/2300 ATK/1400 DEF

When this card is successfully by sacrificing a Wind Main-Type monster, return all Magic and Trap Cards to the owners' hands.



At long last, it looks like we are getting a solid Wind Tribute monster. By Tributing a Wind monster on the field when you are Tribute Summoning him, Joe can "bounce" all Spell and Trap cards to their owner's hands, clearing your opponent's back field. Bottomless Trap Hole can destroy him and remove him from play, but his effect will still resolve; BTH doesn't negate his Normal Tribute Summoning. 2300 ATK is pretty decent, too.



Harpy's Pet Baby Dragon

Wind/Dragon/Level 4/1200 ATK/600 DEF

This card adds effect according to the number of monsters with "Harpy" in their names on your field other than "Harpy's Pet Baby Dragon:"

When this card is face-up on the field, your opponent cannot select monsters with "Harpy" in their names on your field other than "Harpy's Pet Baby Dragon."
Double this card's original ATK and DEF.
Once per turn, destroy one card on the field.
Rare



Here is a card for all you Harpie Lady fans. Harpy's Pet Baby Dragon may very well the best Harpie Lady-based card ever made. As the number of Harpie-type cards grow, so does the array of effects it has. The best part is, you can use any monster with "Harpie" in its name, save Harpie's Brother. Just imagine this and three Harpie Lady 1s on the field...you'll get a 3300 ATK Level 4 colossus that can destroy one of your opponent's card on the field!



Lightning Gear--Ouka

Light/Angel/Level 6/2400 ATK/1400 DEF

This card can be summoned without a sacrifice. If summoned in this way, send it to the Graveyard at the End Phase.

Rare



A free 2400 ATK beatstick is always good. Ouka can be used to beat down those annoying Cyber Dragons, and you can try using Wormhole/Dimensionhole to save it from being destroyed before you end your turn. And of course, it's food for Chaos Sorcerer, Freed the Brave Wanderer, and Soul of Purity and Light.



Green Declarer

Light/Angel/Level 2/500 ATK/500 DEF

Discard this card and another Angel Sub-Type monster from your hand to the Graveyard to activate. Negate the activation of a Magic Card and destroy it. This card can be used even during the opponent's turn.

Rare



Okay...I think I've never seen something like this. Green Declarer lets you negate a Magic Card by discarding it and another Fairy from your hand. Normally, this is an automatic -2 from your hand, but with Ray of Hope, they can return back to your deck. Besides, what would you rather lose: two cards from your hand, or all the face-up monsters on your field after your oppnent activates Lightning Vortex?



Violent Declarer

Green Declarer

Light/Angel/Level 2/500 ATK/500 DEF

Discard this card and another Angel Sub-Type monster from your hand to the Graveyard to activate. Negate the activation of a Trap Card and destroy it. This card can be used even during the opponent's turn.

Rare



I can see this alongside Ruin--Queen of Oblivion, helping her give Traps the finger while she attacks. Negating Traps like Mirror Force and the nerve-grating Sakuretsu Armor is always good.



Bringer of Sparkling Light

Light/Angel/Level 4/1600 ATK/0 DEF

When this card is face-up on the field, all cards that would be sent to the Graveyard would be removed from the game instead.

Rare



Finally, a good high-ATK Level 3 Light monster! 1600 ATK is simply incredible for this guy's level, plus it can remove Sangan, Mystic Tomato, and other cards weaker than it from play. With Soul of Purity and Light on the field, 1900 ATK monsters will have to suicide into the Bringer of Light, if they want to get rid of it during battle.



H--Hero Heart

Normal Magic Card

Chose a face-up monster on your field to activate. Increase the chosen monster's ATK by 500 points. When that monster attacks a monster in Defense Mode, and the ATK of the monster is higher than the DEF, do battle damage equal to the difference. This card's effect lasts until the end of the turn.



This is the first card to the HERO Flash! Magic cards. You can use this for any monster, and increase its ATK by 500 points. Not only that, you can trample! It's best alongside a monster that can negate Effect Monster effects after it battles your opponent's monster in Defense Position.



E--Emergency Call

Normal Magic Card

Choose a monster with "E-Hero" in its name in your deck, and add it to your hand.



It's Reinforcement of the Army, but only for the Elemental Heroes. You would be a fool to not consider this card in your Elemental Hero deck!



R--Right Justice

Normal Magic Card

For each monster with "E-Hero" in its name on your field, destroy a Magic or Trap card on the field.



Sweet! You can nuke a certain number of S/Ts for each Elemental Hero on your field. This card just might prompt people to splash some Elemental Heroes in some of their mono-elemental decks (cough, Wildheart in Earth decks, cough).



O--Over Soul

Normal Magic Card

Choose a Normal Monster with "E-Hero" in its name, and Special Summon it onto your field.



If you are running any of the four Normal Elemental Heroes, you may think about having at least one of these babies. Monster recursion is scarce in the Advanced Format.



HERO Flash!

Normal Magic Card

This card can only be activated when you remove "H--Hero Heart," "E--Emergency Call," "R--Right Justice," and "O--Over Soul" from your deck from the game. Special Summon a Normal Monster with "E-Hero" with its name from your deck. During this turn all Normal Monsters with "E-Hero" in its name can attack the opponent directly.



And here it is, the HERO Flash! card. By removing Hero Heart, Emergency Call, Right Justic, and Over Soul from play, you can have all your Normal Elemental Heroes clock your opponent directly. Mmm, I can just see three Burstinatrixes blast the opponent already...



Deification of Light

Quick-Play Magic Card

Special Summon an Angel Sub-Type monster from your hand. The ATK of the monster summoned this way is halved, and is destroyed during the End Phase.

Rare



At first glance, this card may sound as horrible as the cost from your hand should you consider it. But in reality, it's really not that half bad (No pun intended alongside the half-ATK effect.) It can give you an instant sacrifice for larger Fairies like Airknight Parshath and Lightning Gear--Ouka.



Guard Penalty

Quick-Play Magic Card

Choose a monster on the field. If the chosen monster switches to Defense Mode this turn, draw a card from your deck.

Rare



I have two words for this card: Aqua Spirit! Chain Guard Penalty from her effect, and it's like an instant Graceful Charity. ...Well, you do have to discard two cards after drawing from its effect, leaving you with only one card.



Grand Cross

Quick-Play Magic Card

This card can only be activated when "Macrocosmos" is on the field. Do 300 Life Points damage to your opponent, and destroy all monsters on the field.



This is the card Amnael used against Jaden in Yu-Gi-Oh! GX; which was so powerful, "it warps space!!!" Geez, I loved that part. Now you too can warp space...only you won't be able to do the kick-butt warping voice thing alongside using the card. Getting serious again, this is one seriously powerful Quick-Play Spell card. While "Macrocosmos" is out, you can nuke every last monster on the field, and do 300 damage to your opponent. Even better is you, for the time being, can have three of these potential Common Dark Holes in your deck.



God Bird Attack

Normal Trap Card

Sacrifice a Bird Sub-Type monster on your side of the field. Destroy two cards on the field.



Winged Beasts now have a potential 2:2 card in their arsenal. The overly-adorable Harpie Girl now has a use, as well as Garuda the Wind Spirit.



Macrocosmos

Continuous Trap Card

You may Special Summon a "Primeval Sun--Helios" from you deck or hand. When this card is face-up on the field, all cards that would be sent to the Graveyard are removed from the game.



This is the card you'll need to use Grand Cross. Macrocosmos itself can put a serious wrench in virtually anything used in the current YGO enviroment, from Chaos to CC, to Flip-Flop and Dark World. You name it, Macrocosmos screws it up for them. You can also summon a Primeval Sun--Helios from your deck or hand, which isn't too bad, either.



Kickback

Counter Trap

Negate the Normal or Reverse Summoning of a monster, and return it to the owner's hand.

Rare


Monarchs, watch yourselves. It looks like you're finally getting a dose of your own medicine with this card. There's nothing more satifsying to see your opponent smirk, summon Mobius the Frost Monarch, and you chaining Kickback to its summoning. For losing just one card (Kickback), you have made your opponent lose not only the monster he/she sacrificed for Mobius, but also his/her Normal Summon for the turn. Talk about ouch. Well, it isn't called "Kickback" for nothing!



That should cover some of the cool Common to Rare cards in the set. Either way, Enemy of Justice is shaping up to be a really awesome set. At any rate, if you have something to say about this CCG article, you know my address: mxdelamar @yahoo.com. Until next time!



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