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WiCkED


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WiCkEd's Deck Garage
Behind the Crimson Door: Review of Shadow of Infinity
By: WiCkEd
11.15.05 

            I’m back. For sure my friends. My house is still being remodeled but whatever, I have internet back up so it’s sexy enough. Anyways, today I’m taking some time to review Shadow of Infinity, the next set for both us and Japan. Pretty hot if you ask me. If you don’t want spoilers, don’t read on. = P 

CREDIT: DMCOMET…Spike and Baron…those sexy guys with their ability to read Japanese and graciously translate. 

ALSO NOTE:  THESE ARE NOT THE “OFFICIAL” texts/names. Only preliminary. 

Onto the review. 

SOI-JP001
Divine Flame Emperor - Uria
Fire/Pyro/10/0/0

This card cannot be Normal Summon. This card cannot be special summon other than sending 3 face-up Trap cards from your field to Graveyard. This card's attack strength would be increase by 1000 for each Continuous Trap cards in your Graveyard. Once per turn, you may destroy a Magic/Trap card that is set on opponent's field. The effect of that Magic/Trap card cannot be activate.

Well. Damn. This seems like one pain in the ass to ever even play. I guess it’s possible, but highly unlikely in almost any environment be is casual or competitive. 

SOI-JP002
Descending Thunder Emperor - Hamon
Light/Thunder/10/4000/4000

This card cannot be Normal Summon. This card cannot be special summon other than sending 3 Continuous Magic cards from your field to Graveyard. When this card destroy an opponent's monster and it's send to Graveyard, do 1000 damages to opponent's lifepoints. When this card is on your field in face-up defense mode, opponent cannot choose other monsters as target of attack.

Another one of these supreme things….he’s just as bad as the one above.

SOI-JP003
Phantom Emperor - Ravel
Dark/Demon/10/4000/4000

This card cannot be Normal Summon. This card cannot be special summon other than by sacrifice 3 Demon sub-type monsters on your field. Whenever opponent summon a monster, special summon "Phantom Token" (Dark/Demon/1/1000/1000) to your field. The tokens cannot declare attack. Once during your turn, you may sacrifice a monster on your field, this card's attack strength would be increase by the original attack of that monster until the End Phase of the turn. 

Eh, this is the fake Obelisk dude. This…I could see happening under only one duelist…CantDrownAFish is his name…don’t wear it out.

SOI-JP004
E-Hero Bubbleman Neo
Water/Warrior/4/800/1200

This card cannot be Normal Summon.  This card can only be special summon by sending a [E-Hero Bubbleman] on your field and a [Metamorphosis] in your hand to Graveyard.  When this card is face-up on the field, this card have the name [E-Hero Bubbleman].Destroy the opponent's monster battling with this card at the end of Damage Step.

Well, this card is just sort of odd. More so, why the hell would we run Metamorphosis if we have no good targets anymore? Or why would we want a better Bubbleman when one is already too situational? Beats me. 

SOI-JP005
Hero Kids
Earth/Warrior/2/300/600
When this card is successfully special summon, you may special summon any number of [Hero Kids] from your deck to the field
 

I guess this is ok. Sort of swarmy for E-Hero decks. Not really my style…I couldn’t see it working in competitive. Maybe casual?

SOI-JP006
Cyber Barrier Dragon
Light/Machine/6/800/2800

This card cannot be Normal Summon. This card can only be special summon by the effect of [Attack Reflector Unit]. When this card is in face-up attack mode, once per turn you can negate the attack of one of opponent's monster 

Hmm…well. I don’t like this for two reasons. One, it can only be summoned through blah  blah blah. Sort of stupid. The other, number two (no pun intended), why would we put this in attack mode in the first place? Don’t know! Pretty much useless effect there.

SOI-JP007
Cyber Laser Dragon
Light/Machine/7/2400/1800

This card cannot be Normal Summon. This card can only be special summon by the effect of [Photon Generator Unit].  Once during your Main Phase, you can choose and destroy a monster on opponent's field with attack or defense strength higher than this card's.

This is a little odd too. It can only be special summoned via Photon Generator Unit. But the second effect baffles me. Why would this be odd for me? His stats are 2400/1800.  So pretty much you’re only killing 2500+/1900+ which is a bit odd for me. I guess it’s OK.

SOI-JP008
Antique Gear
Earth/Machine/2/100/800

When [Antique Gear] is face-up on your field, you may special summon any copy of this card in your hand to the field in attack mode.

Sort of like Hero kids, but more viable. Sort of. They aren’t much to laugh in power about. They’re actually sort of dumb. Antique Gear deck anyone? 

SOI-JP009
Antique Gear Cannon
Earth/Machine/2/500/500
Sacriface this card, do 500 damages to opponent's lifepoints. During this turn's battle phase no player can activate Trap cards.
 

This is sort of cool. A -1 advantage to pull off 500 lifepoint damage (ok, nothing special), but the second bit on negating traps in the battle phase is sort of cool.

SOI-JP010
Proto Cyber Dragon
Light/Machine/3/1100/600
When this card is face-up on the field, the name of this card is treated as [Cyber Dragon]

Well. Jeez. I just don’t get any of the cards in this set thus far. Supporting themes that just aren’t amazingly sexy.

SOI-JP011
Instantaneous Bomber
Wind/Machine/3/1000/1000

When this card is attacked by opponent's monster when in face-down defense mode, damage calculation would not be deal and this card would become an equipment card onto the attacking monster. During the next opponent's Standby Phase, destroyed the equipped monster.

This is sort of like Blast Sphere, without the burn damage. It’s a 1 for 1, with the option of your opponent possibly tributing the monster equipped with this.

SOI-JP012
Machine King - Prototype
Earth/Machine/3/1600/1500

The attack and defense strength of this card is increased by 100 for each Machine sub-type monsters on the field other than this card.

Good for Machine weenie rush? Maybe…

SOI-JP013
Giant Battleship - Covered Core
Earth/Machine/7/2500/800

When this card is Normal Summon put two counters on this card.  This card cannot be destroy as result of battle.  When this card battle, at the end of Damage Step flip a coin.  If it's head, remove a counter from this card.  When this card do not have counters on it and battle, destroy it at the end of Damage Step. 

Ick. I never did like these Big Core things. The counters always bugged me way too much. What’s even worse is more of them are coming, and more support keeps piling up.

SOI-JP014
Guide of Another Dimension
Dark/Warrior/4/1400/1000
When this card is successfully Normal Summon, give control of this card to opponent.  During each End Phase, opponent chooses a card in this card's controller's Graveyard and remove it from the game.

This is somewhat interesting. I don’t see it competitively working. Maybe in some sort of Remove-From-Game deck.

SOI-JP015
Chain Slasher
Wind/Warrior/4/1000/600

In additional to the normal attack, this card can attack another time during Battle Phase for each [Chain Slasher] in your Graveyard.

It’s nothing impressive to attack up to 3 times with. I prefer Ben Kai/Kei. He’s a tad more versatile.

SOI-JP016
Successor of Magic Sealing
Light/Warrior/4/1700/800

When this card is successfully summon, reversed summon, or special summon, for each [Successor of Magic Sealing] in your Graveyard, name a main-type. When this card attack monsters with the named main-type, destroy them without going into damage calculation.

This, I could see POSSIBLY being toyed with in casual play. Competitive I feel it’s a little too low stat wise, but imagine having two in graveyard already. Name Warrior and Fiend. You have pretty much dropped a Dark Realm and E-Hero deck’s efficiency to low numbers, or at least for a few turns.

SOI-JP017
Tenkabito Shien ("Conqueror of Heaven - Shien")
Fire/Pyro/4/1500/1000

This card is not affect by effect of Trap cards.

We have Wildheart. That’s good enough for me.

SOI-JP018
Parasitic Body - Dani (Kisentai Dani)
Earth/Insect/1/?/?
This card attack and defense strength is equal to the number of token monsters on the field x500.

Umm….right. Next card please?

SOI-JP019
Gokipon
Earth/Insect/2/800/800

When this card is destroy in battle and sends to Graveyard, add a Insect sub-type monster with attack strength of 1500 or less from your deck to hand.

Sort of like Pinch Hopper. Less in stats though.

SOI-JP020
Silent Insect
Earth/Insect/2/200/300
When this card is successfully Normal Summoned or Reverse Summoned put it in defense mode. When this card is face-up on the field, negate the effects of all Continuous Magic and Continuous Trap cards.

Hrm…won’t last long…not many Continuous cards worth playing really anyways.

SOI-JP021
Chainsaw Insect
Earth/Insect/4/2400/0
When this card battle, at the end of Damage Step opponent draw a card.

Umm…how do you say “No”?

SOI-JP022
Ooarikuikuiari ("Giant Anteater Eating Ant")
Earth/Insect/5/2000/500

This card cannot be Normal Summon.  This card cannot be special summon other than by sending two Magic/Trap cards on your field to Graveyard.  Instead of this card attacking,you can destroy a Magic/Trap card on opponent's field.

Well, I wonder if the last bit is optional? If so, sure, I guess this is OK for casual. Not to me, but someone will use it. I know this.

SOI-JP023
Saber Beetle
Earth/Insect/6/2400/600
When this card 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.

A trampling insect? Cool. Well. Not really.

SOI-JP024
Devildozer
Earth/Insect/8/2800/2600
This card cannot be Normal Summon.  This card cannot be special summon other than by removing 2 Insect sub-type monsters from your Graveyard.  When this card does battle damages to opponent, send the top card from opponent's deck to Graveyard.

Well…OK. Guess this is the Insect reply to Dark Necrofear? Maybe. Only time will tell.

SOI-JP025
Yomigaeru ("Yomi Frog")
Water/Aqua/1/100/100

When this card is in your Graveyard at your Standby Phase, and you don't have Magic/Trap cards on your field, you can special summon this card to your field. This effect cannot be activate if a [Yomigaeru] is face-up on your field. 

This isn’t anything amazing.  Or it isn’t to me.

SOI-JP026
Devil Frog
Water/Aqua/3/1200/800
This card's attack strength is increase by number of [Tadpole] in your Graveyard * 300.

Make your damn Frog decks. See if I care.

SOI-JP027
Princess - Pikeru
Light/Spellcaster/4/2000/0

This card can't be normal summon. This card can only be special summon by the effect of [Ordeal of Princess]. During your Standby Phase, gain Lifepoint equal to the number of monster on your field x800.

OK, so pumped Pikeru that  has no defense, weak to Book of Moon and Enemy Controllers? Guess its cool if you like Pikeru. Not really my thing.

SOI-JP028
Princess - Kuran
Dark/Spellcaster/4/2000/0

This card can't be normal summon. This card can only be special summon by the effect of [Ordeal of Princess]. During your Standby Phase, do damages to opponent's lifepoints equal to number of opponent's monsters on the field x600.

Read above.

Memory Crusher
Dark/Demon/3/1000/600
When this monster successfully direct attack opponent, do damage to opponent equal to number of monsters in opponent's Fusion deck x100.

LOL!!! Omfg!!111 Anti-E-Hero!!!

SOI-JP030
Amplified Malice
Dark/Undead/4/700/1000

When this card is face-up on the field, during opponent's standby phase, for each[Amplified Malice] in your Graveyard, discard a card from the top of opponent's deck.

Another oddball miller. Sort of interesting. Doesn’t seem to flip any switches with me.

SOI-JP031
Grass Phantom
Water/Plant/3/1000/1000

This card's attack strength is increase by number of [Grass Phantom] in your Graveyard * 500.

PLANT SUPPORT! Good game. Right here.

SOI-JP032
Sandmoth
Earth/Rock/4/1000/2000

When this card is destroy while in face-down defense mode other than by battle and send to Graveyard, special summon this card to your field with original attack and defense strength switch.

Nobleman of Crossout blocker? Only use I’m seeing. Or it could combo with say…Gate to the Different Dimension.

SOI-JP033
Divine Dragon - Excelion
Light/Dragon/5/1500/900

When this card is Normal Summoned, for each [Divine Dragon - Excelion] in your Graveyard,you get one of the following effect.  You cannot get the same effect more than once.

- Increase this card's attack strength by 1000.

- When this card destroy an opponent's monster, this card can attack once more in continuous

- When this card destroy an opponent's monster and send it to Graveyard, do damage to opponent equal to the attack strength of the destroyed monster.

Now, really, this card can actually be OK if you use it right. All of the effects are pretty good, the only downside being the fact they need to be in the graveyard for multiple effects. And the first one played gets no perks at all. I say it’s one of the few cards people will want from the set.

SOI-JP034
Goddess of Extermination - Ruin
Light/Angel - Ritual/8/2300/2000

Descended by [End of the World].  You must sacrifice cards from your hand and/or field with total levels of 8. When this card would destroy an opponent's monster in battle, this card can continue to attack once again.

I wonder if this’ll be errata’d? If not…I’ll run 1…or a whole deck.

SOI-JP035
King of the End - Demise
Dark/Demon - Ritual/8/2400/2000

Descended by [End of the World].  You must sacrifice cards from your hand and/or field with total levels of 8. Pay 2000 lifepoints, destroy all cards on the field except this card.

OLD CED in Ritual Form with an extra 1000 LP cost? Seems OK to me.

SOI-JP036
Frog Sandeath
Water/Aqua - Fusion/8/2500/2000
[Death Frog] + [Death Frog] + [Death Frog]

When this card is Fusion Summon, it can only be done by the above cards.  This card's attack strength would be increase by 500 for each [Yomigaeru] in your Graveyard.

Frog deck people. Here you go.

SOI-JP037
Hero Heart
Magic - Normal

This card can only be activate when you choose a face-up monster with [E-Hero] in its name on your field.  Half the attack strength of the chosen monster, and it can attack two times during a battle phase.

Hm…not really anyone’s style. I don’t see it working competitively either.

SOI-JP038
Magnet Circle LV2
Magic - Normal
Special Summon a Machine sub-type monster from your hand with Level 2 or lower.

Heavy Mech Support Platform anyone?

SOI-JP039
Antique Gear Factory
Magic - Normal

Choose a monster card with [Antique Gear] in its name in your hand. Remove from game cards with [Antique Gear] in their name from your Graveyard until the level of them is doubled of the chosen card. The chosen card, during this turn, can be summon without sacrifice.

Drastic to me…but this works, given the fact it combos with Return From the Different Dimension. 

SOI-JP040
Antique Gear Drill
Magic - Normal
This card can only be activate when there's a monster with [Antique Gear] in its name on your field and discard a card from your hand.  Choose a Magic card from your deck, and set it onto your field.  That Magic card cannot be activate during this turn.

Cool searcher, only downside is the vulnerability. Only time will tell.

SOI-JP041
Martyr of Phantoms
Magic - Normal
This card can only be activate when your have two or more cards in your hand, and you have face-up [Divine Flame Emperor - Uria] and [Descending Thunder Emperor - Hamon] on your field.  Send all cards from your hand to Graveyard, special summon 3 [Martyr of Phantoms Token] (Dark/Demon/1/0/0) in attack mode to your field.

Just “wtf”.

SOI-JP042
Cyclone Boomerang
Magic - Equipment

This card can only be equipped on [E-Hero Wildman].  Increase the attack strength of the equipped monster by 500.  If the equipped monster is destroy by other cards' effect and send to Graveyard, destroy all Magic/Trap cards on the field.  Do damages to opponent equal to number of destroyed Magic/Trap cards * 100. 

Interesting. One of the better E-Hero equips out there. Or at least I think it’d work more than the others.

SOI-JP043
Seal of Heritance
Magic - Equipment

This card can only be activate when you have 3 monsters with the same name in your Graveyard.  Choose one of those monsters and special summon it on to your field, and equipped this card onto it.  When this card is destroy, destroy the equipped monster.

Ojamas anyone?

SOI-JP044
Ordeal of Princess
Magic - Equipment

This card can only be equipped on a [White Magician - Pikeru] or [Black Magician - Kuran]. The attack strength of the equipped monster is increased by 800. When the equipped monster destroy a monster with level of 5 or higher in battle, sacrifice the equipped monster, and

special summon a [Princess - Pikeru] if this card is equipped on [White Magician - Pikeru],or [Princess - Kuran] if this card is equipped on [Black Magician - Kuran], from your hand or deck to the field.

Well, I thought that this would be a little simpler. Guess its just a bit more different than I thought. Well here’s an idea. For those of you wanting a Princess deck, here you go.

SOI-JP045
Photon Generator Unit
Magic - Quickplay

This card can only be activate by sacrificing two [Cyber Dragon] on your field.  Special Summon a [Cyber Laser Dragon] from your hand, deck, or Graveyard to the field.

::waits as people crap pants::

SOI-JP046
End of the World
Magic - Ritual

This card is needed for descendance for [Goddess of Extermination - Ruin] and [King of the End - Demise].  From your hand and/or field, sacrifice monster cards with the total level same as the monster to be Ritual Summon.

Just a ritual… No trouble here. ::hides goat and dagger under black cloak::

SOI-JP047
Antique Gear Castle
Magic - Continuous

Increase the attack strength of all face-up monsters on the field with [Antique Gear] in its name by 300.  Whenever a monster is Normal Summon, put a counter on this card. Whenever a monster with [Antique Gear] in its name would be sacrifice summoned, you may remove counters from this card equal to the number of sacrifices required instead of sacrifices.

Hmm…this makes Antique Gear people a little happier. Interesting way to use them too. I’m thinking Gears might even have a shot with some of this support.

SOI-JP048
Reincarnation
Magic - Continuous

Monsters sacrifice for Ritual Summons would not goes into Graveyard, but owner's deck instead.  Shuffle the deck afterward.

Ritual decks just got +5 points of viability.

SOI-JP049
Super Junior Showdown!
Trap - Normal

This card can be activate when opponent's monster declare attack.  Negate that battle, and a monster in face-up attack mode with attack strength lower than that monster on opponent's field and a monster in face-up defense mode with defense strength lower than that monster on your field would battle instead.  At the end of that battle, Battle Phase would end.

Odd. OK though.

SOI-JP050
Miracle Kids
Trap - Normal
Until End Phase of this turn, decrease the attack strength of an opponent's monster by number of [Hero Kids] in your Graveyard * 400.

Interesting way to benefit the Hero Kids. Could make fun casual fun.

SOI-JP051
Attack Reflector Unit
Trap - Normal

This card can only be activate by sacrificing a [Cyber Dragon] on your field. Special summon a [Cyber Barrier Dragon] from your hand or deck.

::waits again:: 

SOI-JP052
Damage Condensar
Trap - Normal

This card can only be activate when you receive battle damages, and discard a card from your hand.  Special summon a monster from your deck to the field with attack strength lower than amount of battle damages received in face-up attack mode. 

Sort of interesting…I see this possibly benefiting E-Heros. Or Antiques. 

SOI-JP053
Karma Cut
Trap - Normal

Discard a card from your hand.  Remove a face-up monster on opponent's field from the game.  If there're monsters card with the same name as the removed card in opponent's Graveyard, remove all of those cards from the game. 

Interesting. That’s good and bad karma for you  babe. 

SOI-JP054
Lost Next
Trap - Normal

Choose a face-up monster on your field.  Send a monster with the same name as that monster from your deck into Graveyard. 

Hurting yourself? OK…suicide deck. I will make one. 

SOI-JP055
Generation Change
Trap - Normal

Destroy one face-up monster on your field.  Add the card with the same name as the destroyed card from your deck to hand. 

This is the reverse of the previous card. 

SOI-JP056
Full Burst
Trap - Normal

After this card is activate, send your entire hand to Graveyard.  Do damages to opponent equal to number of cards send this way * 200. 

No exactly my cup of tea. I suppose this and that Ritual dude…would be hot. (cough TRAFL) 

SOI-JP057
Successful Rating 0%
Trap - Normal
Randomly send two Fusion monsters from opponent's Fusion deck to Graveyard.

Kick those E-Hero’s ass. Baby YEAH! 

SOI-JP058
Option Hunter
Trap - Normal
This card can only be activate when a monster card on your field is destroy in battle and sent to Graveyard.  Increase your lifepoints equal to the original attack strength of the destroyed monster.
 

Sounds OK to me…puts the big Gods to less waste when they die. Gain 4000 LP out of them. 

SOI-JP059
Goblin's Perfunctory Action
Trap - Counter
Pay 500 lifepoints, negate an activation of a Magic card, and return that Magic card back to owner's hand.
 

Hm…combo with Mind Crush? 

SOI-JP060
Malfunction
Trap - Counter
Pay 500 lifepoints, negate an activation of a Trap card, and return it set.
 

Read above.

            Well guys, that was the set for you. I can’t say I’m too impressed with it. I see a lot of support for decks coming that could very well work. What suprises me is the fact the sets are becoming less competitive. Giving support to decks to give them the possibility to become competitive (Frogs, Gears, etc.). Very cool. Later guys!

                                                                        -WiCkEd

Send decks into: plasmamullet696@yahoo.com

 

           

            

 


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