FLIP: Destroy all monsters on the field. Both
Players then pick up 5 cards from the top of their
respective Decks and Special Summon all Level 4 or
lower Monster Cards among them on the field in
face-up Attack Position or face-down Defense
Position. The rest of the cards picked up are added
to their respective hands.
Type - Rock/Effect
Card Number - DB1-EN043
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 04.27.06
Goodbye, unskilled field control and oversized
On the plus side, getting rid of this +5 for each
side prevents an opponent down to topdecking from
coming back and getting a lucky win, and slows down
a lot of combo decks that could otherwise go off in
1 or 2 turns.
On the minus side, it makes it even harder to come
back from a bad situation (most of the Jars did that
by default, and the only one that's left could
peanlize you for flipping it if your opponent is
running Dark World.)
It's still a good speed card in Traditional for the
decks that need to run it.
Today we look at an ever popular member of the Jar
family, the newly Banned Cyber Jar.
Now, here's a card I'm actually ok with seeing
Banned. Cyber Jar is very powerful. Destroying all
monsters on the field and allowing each players to
draw five cards PLUS some possible swarming for each
player all from the flip of ONE card is incredible.
That right there is enough to warrant a Ban, I
However, as powerful as Cyber Jar is, it is extremly
dangerous to use.
Suppose yours goes off and your opponent gets three
or more monsters and you end up with a hand of
magic, trap, and tribute cards. Or vice versa to the
opponent. That right there is reason enough NOT to
Ban Cyber Jar.
People seem to be turning to Morphing Jar for a
similar effect to replace their lost Cyber Jar. Good
idea...only time will tell.
Traditional: 3.95/5 (general)
Traditional Mill/One Turn Kill decks: 5/5
Art: 4.5/5 Again, still sweet art this week.
You stay classy, Planet Earth :)
Last Turn, Cyber Jar, Exchange of the Spirits review
It’s dead!!! It’s dead!!! The otk is
(By the way my Luster Dragon review was sent in
late, you don’t want to miss it)
Now this deserved banning, though other things
deserve it more.
Cyber Jar is the second greatest "Pot Luck" card Yu-Gi-Oh
can provide, after the almighty flying tree.
Not only can it add life to a late game topdecking
war, make milling viable, and create some of the
greatest lucksacks in the known universe, it also
makes Bottomless Trap Hole an inriguing card.
This was definetly powerful, but also very risky.
Only the daring played it, and only a few could use
it properly, but those that did had enormous fun.
This loss shall be sorely missed (though I never
wanted to risk it).
Cyber jar has always been one of my favourite
monsters with its awesome Dark hole destruction
effect, hand filling draw effect, and swarming
effect all moulded into this decent little Dark
Cyber jar fell out of favour towards the end of the
last list, and I cant really see why. Its always
been very beneficial to me, but most complain that
it helps the opponent out more than yourself. I cant
really see how , since you both receive the same
effect, but regardless, im sure the time of the
effect activation comes into it.
Overall, a great draw power card , a great monster
removal card and a superb overall monster.
Traditional : 5/5 Chaos fodder
Advanced : banned/5
Art : 4/5
MPS : 5/5
It is banned.
But it was a card you either lived by or died at.
Decks running a lot of battle searchers
(Vampire/Zombie Decks) made this card. Not only did
it remove threats off the field, it allowed you o
thin your deck out and draw into the searchers