FLIP: Return all Monster Cardson the field to their
respective Decks and shuffle them. You and your
opponent then pick up cards untill you both have the
same numberof Monster Cards that were returned to
each Deck. Special Summon the Level 4 or lower
monsters to the field in face-down Defense Position.
The rest of the cards picked up are discarded to the
Graveyard.
Type - Rock/Effect
Card Number - DB1-EN092
Card Ratings
Traditional: 2.7
Advanced:
3.8
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 05.02.06
ExMinion OfDarkness
Morphing Jar #2
This card used to be so great -- and still can be,
for those who can protect it and reuse it.
However, I realize I'm not the best person to talk
about this deck. Dawn Yoshi, the creator of the "Ghandipants"
deck, absolutely abuses this card as a form of
deckout. Which is pretty much all it's going to get
used for. It used to be restricted to 2 for a
reason; it essentially ends the Battle Phase, it
gets rid of key Spell and Trap cards, and with the
right protection (Desert Sunlight anyone?) it's
pretty much guaranteed to get its effect off.
5/5 in the right deck, 1/5 everywhere else, for a
3/5 average.
As
our week progresses, we're looking at completely
random cards and we don't seem to have a theme.
Anywhooo, we're looking at Morphing Jar #2 today, my
most hated of all Jars. I honestly hated running
into this as opposed to Fiber Jar, back when we
could still use.
Morphing Jar #2 is a very nasty destruction card. It
returns all monsters on the field to the opponents
decks respectively. Then each player picks up NOT
draws cards until they each have the same number of
monsters on the field.
The monsters that are Level 4 or below or set on
each players field respectively. Keep in mind that
monsters of Level 5 or above count toward the number
of monsters you had though and are discarded along
with any magic or trap cards you pick up.
This card is very annoying, and you could lose many
cards from your deck, even if you just have two or
three monsters on the field.
However, it's actually better for you to hit one
then run one, except in a hardcored destruction
deck. If you hit one, you get first chance to use
any flips you may have gotten.
Ratings:
3/5 all around, you may not see many, but watch out
when you do
Morphing Jar #2:
Like most jars, an interesting card.
When flipped, this can do up to three things!
1) Stop your opponent attacking, since everything is
face-down;
2) Mill your opponent of all the non-monster cards
he picks up before getting enough monsters;
3) Change the number of monsters he controls, if he
picks up a tribute monster.
The increased prevalance of tribute monsters makes
this card more interesting, as (3) is the most
useful ability. The only downside is that, to ensure
you don't get screwed over by his effect, Mr. Jar #2
must be the only monster you control, and that's
just a little too risky.
Morphing Jar #2
Attrib: Earth
Type: Rock/Effect
Level:3
Atk: 800
Def: 700
FLIP: Return all Monster Cards on the field to their
respective Decks and shuffle them. You and your
opponent then pick up cards until you both have the
same number of Monster Cards that were returned to
each Deck. Special Summon the Level 4 or lower
monsters to the field in face-down Defense Position.
The rest of the cards picked up are discarded to the
Graveyard.
=/.
I don't really like reviewing this card. To be
honest, it has alot of rulings on it that confuse
the hell out of a player like myself (Who will never
see it in the later rounds of a regional or sjc, me
being the top notch competitor I am =].).
Its for those stall deck thingies...maybe Dawn Yoshi
will whip out a review. He loves this card.
Morphing Jar #2 is a powerful monster that can screw
over opposing strategies like nothing else I’ve ever
seen, and saved me a duel many a time. The effect is
simple, once activated all monsters on the field
return to their respective owners decks and then
both players pick up until they get as many monsters
as they had returned by this effect, and special
summon As many as possible to the field in face down
defense. Any other cards picked up are sent to the
grave.
This is field disruption to the max. I’ve nailed
tribute monsters with this, essential spell and
traps and pretty much decked people out with it. At
worst if used correctly it’s a battle phase ender
which may make the opponent lose a few cards, so all
in all not bad.
Traditional ; 3.8/5
Advanced ; 4/5
Art ; 4/5
MPS ; 5/5
Tebezu
morphing jar #2
This card is annoying. In his deck out deck he is a
5/5 because this card easily becomes a needleworm.
And after you flip him multiple time he gets more
and more deadly.
as tech I think this card is a 2/5
I use to run it back with 3 scapegoats to help clear
the field. It is annoying but flip-flop control has
it beat.
Otaku
Today we look at an old favorite, Morphing
Jar #2.Yes, I have a lot of “old
favorites” – I’ve been playing since the English
Yugi and Kaiba Starter decks, after all. I
think this was called Chaos Pod in
Japan. That is a good name for it: many are
befuddled by rulings/wording issues, and even if
you understand it completely, what it does to
the field is indeed quite chaotic. The card
sends all Monsters in play to their respective
owner’s decks, counting how many are sent. This
matters because things like Token Monsters that
can’t be sent to the deck so the effect just
destroys them and that’s that: they won’t matter
for the rest of what happens. An important note
is that if Morphing Jar#2 was destroyed
in Battle (or the player chains an effect to
destroy it before it resolves completely), it
won’t be able to send itself back into its
owner’s deck, nor be counted for that purpose.
The same goes for any other Monster that can be
destroyed before the effect fully resolves. For
example, activating a Raigeki Break to
destroy something if Morphing Jar #2
wasn’t flipped in Battle means the destroyed
card won’t be counted. Okay, now that we have
that much cleared, time for more of the effect.
XD As stated you count how many Monsters were
successfully returned to the deck. Now you pick
up cards until you pick up as many Monsters as
you sent back. “Pick up” as the card text
states, is not the same as “draw” for cards.
This is for effects like Solemn Wishes
that trigger when cards are drawn. Now, any
actual Monster card drawn counts as a Monster.
If it is a Level 4 or lower Monster that can be
Special Summoned, it is Special Summoned to the
field in the Set position (facedown DEF mode).
If it is not a Level 4 or lower Monster, or it
is Level 4 or lower Monster but cannot be
Special Summoned, then it is discarded. If it
is a Spell or a Trap card, it is also
discarded. As stated, this occurs until you
pick up as many Monsters as were sent to the
deck by the effect Morphing Jar #2:
Monsters that are discarded still count.
If you want a simplification, just realize that
Morphing Jar #2 cannot actually deck out
an opponent by its effect. It can bring them
down to zero cards if there are no Monsters in
the deck other than the ones sent via
Morphing Jar #2’s effect, but there is no
way to win directly from the effect. You can
win the turn after if it did take them to zero
cards in deck, but not directly the turn of the
effect due to them running out of cards. You
cannot get rid of more Monsters than were sent
in either, since you can’t interrupt the effect
while it is taking place and any Monster that
doesn’t actually physically return to the deck
is not counted for the amount needed to be
picked up for the effect to resolve.
Whew, that’s a lot.
As for the cards actual use, I could see running
it again. Just like you wouldn’t set Cyber
Jar if you were winning with a field full of
Monsters, it can be quite useful as an emergency
technique should the opponent have clear field
advantage in terms of Monsters. Set Morphing
Jar #2, it gets destroyed, and anything they
had is at risk for loss or guaranteed loss if it
isn’t Level 4 or less and capable of being
Special Summoned by the effect of Morphing
Jar #2. Now, why would setting Monsters be
better? Well, if the opponent had all level 4
or less beatsticks that, at worst could be
forced into a Set DEF position, they can’t
attack anymore that turn without help. Also,
most beatsticks have a lower DEF score than ATK
score, so on your turn you might be able to take
out the worst one and either level out or gain
control of the playing field. If they have
Monsters that can’t be Special Summoned or need
Tribute to be Normal Summoned, then if you are
fortunate those Monsters will be downgraded into
something else. If they have non-beatsticks,
even low level ones, perhaps you can sabotage
their set up by forcing them into something less
useful. Now, these are the low end for
benefits. The high end is as good as possibly
clearing their field and having to discard every
card from their deck so that on their next draw
phase, they lose. High unlikely though. More
likely is that they do have to discard a few
Spells and Traps, and they don’t get as many
good Monsters as they had before.
Oh, and remember, you can’t Flip Summon a
Monster that was just Special Summoned. So it’s
not like your opponent can Flip Summon a
Magician of Faith they just set or anything.
Ratings
Traditional:
2/5 – So very hard to get the effect off and
there won’t be a whole lot of Monsters in play.
On the bright side there are so many Monsters
that can’t be Set by Morphing Jar #2’s
effect and the decks are so Spell heavy that if
it goes off, it should really mill them.
Advanced:
3.5/5 – A very nasty card that might be worth
running outside of Depletion decks now. Why?
Well, for those of us who aren’t world champs,
it’s nice to have that clutch card for when
things go horribly wrong. There is also nothing
wrong with a little milling early on: it’s not
like they get to cherry pick what Spell is sent
to the discard. So even if Magician of Faith
is one of the Monsters set and they get a Spell
in hand from the whole deal, its one less
possible use of that Spell and still a thinner
deck… which can be quite dangerous if the player
running Morphing Jar #2 knows what s/he
is doing. Also, we see more Tribute Monsters
now, increasing the likelihood of a good
return. Especially the Monarchs –
Mobius is far less useful when revived from
the Graveyard.
Limited:
3/5 – While it can be utterly devastating here,
your opponent’s deck will mostly be low level
Monsters that can be set via Morphing Jar #2.
So you’ll usually just block some attacks and
force them to change out some Monsters. Still
useful, but no where near as devastating.
Summary
A handy trick for many decks, especially
depletion, it might be time that this Jar
replaced the void left by Cyber Jar. At
least as best as it can.