Pojo's Yu-Gi-Oh! news, tips, strategies and more! | |||||
|
|||||
Card Game Featured Writers Releases + Spoilers Anime Video Games Other
Magic
This Space |
Trading Card Game Tips from fans
February 2008
Pack
Analysis: Jesse Anderson
Hey guys, Delinquent Duo is back
to review one of the new duelist packs that
was recently released, Jesse Anderson.
Crystal Beasts have been a favorite deck
type of mine because of our unique they are,
but Crystal Beasts have never been able to
break out as a Tier 1 deck. Did this new
duelist pack give Crystal Beasts the help
they needed? Let’s see, but first I have
some major complaints to get off my chest.
Hey
UDE, what the heck!?
First of
all, I can’t stand that they changed Johan’s
name to Jesse. Why do they always have to
change the names and make them stupid?
Second, when I first read about
this pack coming out, I was really excited
because in the
Which of these cards will really help
Now that
I’ve gotten my complaints out, let’s look at
some of the cards from this set to see if
this deck type really got any help.
Crystal Release- Equip Spell Card
Equip only to a "Crystal
Beast"
monster. It gains 800
ATK. When this card is sent from
the
field to the
Graveyard, you can place 1 "Crystal
Beast"
monster from your
Deck, in your
Spell & Trap Card Zone,
face-up as a
Continuous Spell Card.
Pros: 1.)
Cons: 1) Release is an
equip card, a big negative against it. 2)
Even with 800 ATK, most of the Crystal Beast
monsters are too weak. 3) Equip cards are
VERY vulnerable to bouncing (Raiza, Phoenix
Wing Wind Blast).
Overall: I hate that this
is an equip card, but the fact that it
replaces itself warrants it to be used in
two’s or even three’s in this deck. You
want to get Crystal Beasts in your s/t zone
as quickly as possible, and when this card
goes to the graveyard, it gives you another
monster. If you’re trying to summon Rainbow
Dragon, that’s two different Crystal Beasts
for you. If you’re going for Crystal
Abundance, that’s two more towards getting
four in your s/t zone. This card has enough
upside that I give it a
PASS.
Crystal Tree- Continuous Spell Card
Each
time a "Crystal
Beast"
monster(s) is placed in either
player's
Spell & Trap Card Zone, place 1
Crystal Counter on this card. You
can send this card to the
Graveyard to take a number of "Crystal
Beast(s)"
monster from your
Deck equal to the number of
Crystal Counters on this card,
then place those
monsters in your
Spell & Trap Card Zone,
face-up, as
Continuous Spell Cards.
Pros: 1.) You only need a Crystal Beast
to go to your s/t zone to get a counter, so
this card can fill up quickly. 2.) There is
no max amount on this card, so you can take
it up to five. 3.) Can get you a Pegasus if
you’re having trouble drawing one.
Cons: 1) This card is a
continuous spell, which can get in your way
when trying to get more Crystal Beasts into
your s/t zone. 2.) You need to have enough
space in order to activate the card, meaning
if you have 2 spots open, but 3 counters,
then you can’t activate it and it’s stuck as
a dead card.
Overall: I don’t like
this card at all in a Crystal Beast deck.
Crystal Beasts can fill up the s/t zone
quick enough, so you don’t need this card.
Also, being a continuous spell just takes up
space in your s/t zone, which is so precious
in a Crystal Beast deck. Crystal Tree is
unnecessary and gets a
FAIL.
Crystal Pair- Trap Card
Activate only when a "Crystal
Beast" monster you
control is
destroyed by battle and sent to
the
Graveyard. Place 1 "Crystal
Beast"
monster from your
Deck in your
Spell & Trap Card Zone,
face-up as a
Continuous Spell Card. You take
no
Battle Damage this turn.
Pros: 1.) Most of the
time, you will get 2 Crystal Beasts in your
s/t zone. 2.) You won’t take any battle
damage for the turn, which helps because
Crystal Beasts are weak.
Cons: 1.) It’s a trap
card which takes up valuable space in your
s/t zone. 2.) The Crystal Beast has to be
destroyed by battle to work, very
situational. 3.) Can become a dead card
that sits in your s/t zone and get in the
way
Overall: This card is
just too situational to warrant any play.
Crystal Beast decks usually don’t use any
traps, with the only traps maybe being
played are Mirror Force and Torrential
Tribute. Crystal Release is good because it
only has to go from the field to the
graveyard, but Crystal Pair needs the
monster to die by battle. So, if your
opponent used Raiza, Smashing Ground,
Fissure, etc. this card is pointless. Space
is too valuable to waste on this card so it
gets a FAIL.
Crystal Counter- Trap Card
Send
all cards in your
Spell & Trap Card Zone to the
Graveyard. Place as many "Crystal
Beast"
monsters as possible from your
Graveyard in your
Spell & Trap Card Zone,
face-up as
Continuous Spell Cards. During
the
End Phase,
destroy all
face-up "Crystal
Beast" cards you
control.
Pros: 1.) Can completely
fill up your s/t zone with Crystal Beasts in
a single move. 2.) Only needs one Crystal
Beast in your s/t zone in order to be
activated. 3.) Will give you more Crystal
Beasts in your s/t zone at the end of the
turn. 4.) Combos incredibly well with
Crystal Abundance. 5.) Chainable trap
Cons: 1.) Again, trap
cards can take up valuable space. 2.)
Forces you to put as many Crystal Beasts as
possible into your s/t zone, meaning if you
have to place 5, you can’t activate any
spell cards. 3.) I’m not sure, but this
might blow up your Rainbow Ruins, although
I’m not 100% sure. Rainbow Ruins survives a
Heavy Storm if you have 1
Overall: I can see why
this card is an Ultra Rare in a duelist
pack, meaning it’s going to be hard to get a
lot of them. Crystal Counter can combo so
well with Crystal Abundance, especially
since Abundance is pretty much the only way
that Crystal Beasts can win. Since this
card is a trap, I would probably only play 2
of these, maybe even only 1 depending on how
the deck build would turn out. Whether you
play one or two, this card definitely gets a
PASS.
After looking at the support
from this set, two cards are worth adding to
your Crystal Beast deck. Unfortunately,
they are super rares and ultra rares, so I
hope you have good luck pulling them. I
would like to add that every Crystal Beast
support card in Phantom Darkness is crap and
shouldn’t be used at all. My final thought
on Crystal Beasts is that they still don’t
have enough destruction to become a Tier 1
deck, but they’re still incredibly fun to
play.
The new ban-list for the TCG
will be out either Thursday or Friday and I
will definitely give my thoughts on it, but
after that I’m not sure what I will review.
If anyone would like to trade me some Dark
Bribes, leave me some comments or questions,
deck fixes, you can e-mail me at
Tinytim126@yahoo.com. Remember: 1.)
don’t ever give up and 2.) don’t ever cheat.
-Delinquent Duo
P.S. The
ban-list for the OCG has been released, but
that is NOT 100% for sure the ban-list for
the TCG.
|
||||
Copyright© 1998-2008 pojo.com This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site. |