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. Oh and before I forget to note, I
am getting translations from
Because
I’m not actually going to post the text on the card, just the jist of it.
Without
further ado, I give you some of the trap cards to come out of Labyrinth of
Nightmare, part II.
These are most of the
traps that come from the Japanese set Labyrinth of Nightmare
Intensify Power
-----------------
This is definitely a side
deck worthy card. It takes all equip magics on the field and equips them all to one monster that
you choose. If the equip would be
illegal, it is destroyed. If your
opponent is heavy on equip magic cards, you can seriously turn the tide of
battle by taking all his cards.
Especially evil when you take the opponent’s Power of Magicians or Power
of Teamwork.
Dark Spirit of Silence
------------------------
This trap negates an
attack by an opponent’s monster and forces another opponent’s monster to
attack. If that monster is in defense,
it switches to attack mode. Very dangerous card for face down effect monsters. At the very least, you get to negate 1 attack
for free. But you can also screw with
the opponent’s strategy by forcing his weak monsters in defense to go to attack
mode.
Imperial Command
----------------------
This permanent trap
negates all flip effects. And in
addition, there is absolutely no cost to keep it active, nor will it be
restricted. If your deck is flip effect
heavy, you had better stock up on some MSTs. This game can ruin an opponent’s strategy for
the entire game. It no doubt will be a
hindrance to almost every deck as most have man eater bugs or magician of
faiths.
Force Field
------------
Not too interesting of a
card. It’s like a magic jammer, but it only negates magic cards that target 1
monster. There is no cost to activate
however. Most effecte against cards like change of heart or tribute to
the doomed.
Nest of Ghosts
-----------------
I found this card to bit a
bit costly to use, but it’s up for you to decide. This permanent trap lets you remove any
amount of monsters that you want from your grave. Then you can destroy 1 monster on the field
that has a level equal to the number of monsters you removed. So if you remove 4 monsters from your have,
you can destroy a level 4 monster. This
card has too high a cost to be used repeatedly.
You probably don’t have much more than 16 monsters total in your deck so
you may be able to use this twice. Then
it becomes useless, taking up space in your m/t zone until you get more
monsters in your grave.
Wrath From Beyond the
Grave
----------------------------------
This permanent trap does 100 damage to your opponent’s LP during your standby phase
for every opponent’s monster that is removed from the game. This is a pretty good burn card. Combo it with Soul release and you basically
get a minor goblin official that can be activated at any time. And since monster removal will be very
popular in this set (look for that when I do monsters) you can get a high
amount of damage every turn.
Charm of the Spirit of
Protection
-------------------------------------
This gives a monster a 100
ATK boost for each monster in your grave for 1 turn. It’s not really that great as it is only
really effective near the end of the game.
Stick with Rush Recklessly as will normally give you a higher attack
boost anyway.
Counter Punch
-----------------
This trap says that if a
monster attacks a monster in defense with a higher defense than the attacking
monster’s attack strength, the attacking monster is destroyed. Plus, damage is calculated as normal. Certainly the card for you
if your strategy is stall with high defense monsters. Put this usually means that you destroy the
weaker attack monsters so don’t expect this to be game breaking.
Indiscriminate Destruction
------------------------------
This card is one of those
“fun” cards, and boy is it fun if you like to gamble. This permanent trap card lets you roll a dice
during your standby phase. Then,
monsters will the same level as the number you rolled are destroyed. If you roll a 6, all
monsters level 6 and above are destroyed. This card is too chancy to be reliable. It can be a last ditch attempt to win the
game, but more often than not, you will roll a meaningless number.
The Naked King
------------------
Who wants to bet this
card’s name will be edited? This
permanent trap negates all equipment cards.
Not really that exiting, but you might want to side deck this if you run
against a equip heavy deck.
Ouija Board
-------------
This card starts the death
message. You activate this card during
the opponent’s turn, and then every opponent’s turn afterward you play the next
letter from your hand or deck. Then if
you assemble all 5, you win. It’s a lot
harder to assemble than it sounds, so you’ll want a lot of protection if you
want to use an Ouija board deck. Don’t think that you can throw the 5 messages
in your deck and expect to get it to work.
You will need a deck that focuses solely on getting and protecting the
message.