Labyrinth of
Nightmare
A Look Ahead
As
most of you know, the next set to be released in English is the Labyrinth of
Nightmare set. This is a
combination of the Japanese sets Spell of Mask and Labyrinth of Nightmare. I’m going to give you a small glimpse to
see what is to come in this 6 part glimpse. 2 parts each for magics, monsters, and
traps, one each for Spell of Mask and Labyrinth of Nightmare. I’m not going to go too much in depth as
that is for the Card of the Day to do in the future when the set is actually
released.
A note of warning to you people who don’t want to
know what is coming up: This will contain small spoilers so you should stop
reading here and go back to surfing the Pojo site.
Something different about the monster series here
is that I am not using the translations from
Without further ado, I give you some of the monster
cards to come out of Labyrinth of Nightmare, part II.
These are some of the
monsters that come from the Japanese set Labyrinth of Nightmare. I’m not going to cover every single
monster as you know every set has its deadbeats (i.e. Science Soldier) that
aren’t worth my time.
Jougen the Master of the
Dead
-----------------------------------
This monster has stats of
200/1300 and lets you randomly discard 1 card in your hand to destroy all
monsters on the field that were special summoned. Plus, monsters cannot be special
summoned while this card is face up.
The effect is really nice, especially if your opponent relies on
graveyard recursion, but with stats of only 200/1300, I don’t see it lasting for
more than a few turns. Maybe a side
deck candidate.
Kaiku the Turner of the
Dead
---------------------------------
Meet the new wave of 1800
monsters. Not only that, it has a
positive effect too. When this
monster does battle damage to the opponent, you can remove two monsters from his
graveyard. Especially good for
removing high attack monsters so that they can’t come back via monster reborn or
premature burial. Expect it to be
popular in beatdown decks.
Summoner of
Illusions
--------------------------
This monster has a flip
effect that lets you sacrifice 1 monster on the field to special summon a fusion
monster from your fusion deck.
However, that fusion monster is destroyed at the end of your turn. Note that when you summon a fusion
monster this way, you cannot use monster reborn on it or a similar monster
revival card.
Bazu the Eater of
Souls
--------------------------
This monster has a base
attack at 1600. However, it lets
you remove up to 3 monsters from your grave. For each monster you remove, you
increase this monsters attack by 300.
So it can go all the way up to 2500. But the increase is only for 1
turn. So when the opponent’s turn
comes around, all you’ll have is a 1600 monster waiting to be picked
off.
Dark
Necrophia
------------------
This is probably going to
be the most wanted card in the set. It has stats of 2200/2800 and it can only be
special summoned by removing 3 fiend monsters from your grave. If this card is sent to the grave by the
opponent, at the end of the turn, this monster gets equipped to an opponent’s
monster. As long as this is
equipped, you get to control that monster.
This card is really annoying.
There really isn’t any feasible way to stop the effect unless you remove
it from the grave before the end of the turn you destroy it. With its sub-par attack, you’ll mostly
use it for defense until it gets destroyed for some
reason.
Radiant
Soul
------------------
This monster with stats of
6/2000/1800 can only be special summoned by removing 2 light monsters from the
grave. (I did allude to the fact
that removing monsters to summon other monsters earlier) And then, all of the opponent’s monsters
get a 300 attack cut during the opponent’s battle phase. With all of these special summon
monsters that require a sacrifice from the grave, they are really only good for
the type of deck described by their effect. You want to get these monsters out as
soon as possible so you want to get those kinds of monsters into the grave as
fast as you can so you can summon these special summon monsters that have pretty
good effects. So naturally, an all
light deck would benefit greatly from this. You can really mess up the opponent’s
strategy, especially if it is beatdown if the opponent can’t destroy this
monster fast.
Ifrit the Spirit of
Fire
---------------------------
This is a level 4 monster
with stats of 1700/1000. It can
only be special summoned by removing 1 fire monster from your grave. In addition, this monster gets a 300 atk
boost during your standby phase. So
basically, when you summon this monster, you basically get a dark elf without
the 1000Lp payment of attacking.
But then, on the opponent’s turn, it’s going to dip back down to 1700,
making it easy target for 1800 monsters.
Aqueria the Spirit of the
Water
-------------------------------
This is also a level 4
monster with stats of 1700/1000. It
can only be special summoned by removing 1 water monster from your grave. In addition, during the opponent’s
standby phase, you can change the mode of one of the opponent’s monsters. I personally don’t think that this
spirit is as good as the other elements.
However, it can still be useful, especially when used against a summoned
skull.
Titan the Spirit of
Stone
---------------------------
This monster is the same
as above except that the effect requires you to remove 1 earth monster from the
grave. During the opponent’s battle
phase, this monster gets a 300 ATk boost.
It’s basically the opposite of the fire spirit. Instead of gaining the boost on your
turn, it gains it on the opponent’s turn.
So it’s harder to destroy, but it isn’t that strong of an attacker on
your turn either.
Giruda the Spirit of
Air
---------------------------
This level 4 monster has
stats of 1600/1200, and you can only summon it by removing a wind monster from
the grave. It’s kind of similar to
the water spirit, but it changes the mode of an opponent’s monster at the end of
the opponent’s turn instead of the start. This can be good or bad depending on
the situation. If the opponent sets
a monster on the same turn, it would be better to use this as the water spirit
couldn’t affect that monster whereas this one can.
Tornado
Bird
---------------
This monster has a flip
effect that returns 2 magic or trap cards back to the owner’s hand. This can be good for either clearing
your way for an assault on the opponent, or to simply reuse your premature
burial. Remember however, that most
of the time, if you return the opponent’s traps, they will be able to simply
activate that trap in response. So
choose wisely when to use the effect.
Zombie the Dark
Hero
--------------------------
This level 4 monster has
stats of 2100/500, but its effect really screws it over. It can’t attack the opponent’s LP
directly and for each monster it kills, it loses 200 ATK points. The only use would be to leave it out as
a wall, but then you might as well use Jirai Gumo. The only real use of this card is to
fuse it with another monster to create…
Last Soldier from Another
World
------------------------------------
This monster, stats of
2350/2300 is fused by the monster above and Magic absorber. When this monster is special summoned
(from fusion or from grave recursion), you destroy all your other monsters on
the field. However, no other
monsters may be summoned in any way.
That includes flip summons and special summons. If you were to clear the opponent’s
field and then use something like Imperial Order, you’ve almost got the game in
the bag.
Well, I hope you’ve
enjoyed this 6 part look into Labyrinth of Nightmare. I may do something like this again for
Legacy of Darkness (I believe that is the working name of the set after LoN),
depending on how busy I get. Until
then, this is wartortle32 signing off.