Legacy of Darkness

 

By wartortle32

 

        Seeing as how I got positive feedback on the last set of articles I wrote, I decided that I would do the same thing for the next set, Legacy of Darkness, that I did for Labyrinth of Nightmare to help you guys who have no idea what is coming.  For those of you who are more experienced duelists or for you Japanese duelists, there probably isn’t a reason for you to read through this as you should have a good idea what’s coming.  A note of warning:  these next series of articles will contain spoilers so if you don’t want to know what cards will be coming, stop reading now and go back to pojo.  And yes, I’m using Edo’s translations again for these spoilers.  Note that the name of these cards will almost never be exactly the same when they are released in English as Upperdeck likes to change the names around.  Edo’s site is http://www.stormpages.com/edhrzic/Yugioh.htm

I’m not going to give the exact wording, just the jist of it.

 

Like last time, I will break this up into 6 parts.  LoD will be composed of the Japanese sets Struggle of Chaos and Mythological Age.  In part 1, I’m going to look at the magic cards that come out of Struggle of Chaos.

 

 

Struggle of Chaos focused a lot on fiends, warriors and dragons.  So you will see a lot of the magic cards revolve around these types.

 

Revival from the Underworld

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This card lets you choose 1 fiend monster in your grave.  Then you select monsters on your field whose combined levels equal to the level of the fiend monster in the grave.  Then you get to special summon that monster to the field.  I don’t see this card as that great.  You’re basically replacing the monsters that you currently have on the field.  But since there will be a few good fiend monsters in this set to be released, you might want to consider using this if you have some really strong fiend monsters in the grave.  Too bad you cant revive Hades with this.

 

Double Trap

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This card destroys 1 card on the field that has the ability to negate trap cards.  I’m pretty sure you’re all thinking the main use of this card, to kill Jinzo.  However, this card is very limited in its use.  There are only a few cards this card can destroy.  You’re better off using regular monster removal such as tribute to the doomed to destroy Jinzo.

 

United Army

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This permanent magic card gives each of your warrior subtype monster a 200 attack boost for each warrior you have on the field.  So if you have 5 warriors, you get 1000 attack boost for each monster. 

This is kind of like a field magic card for warriors.  But usually, you’re only going to have 1 or 2 warriors on the field.  Maybe 3 tops.  Monsters just don’t survive that long in today’s environment.  So you’re looking at maybe 200-400 attack boost.  I don’t think that is worth it.  You’re better off going with the regular equip attack boosts such as mage power or united we stand.

 

Calling Reinforcements

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This magic card lets you bring a warrior which is level 4 or under from your deck to your hand.  This card is restricted to 2 in Japan, so you can expect the same here.  There will be a lot of good warrior monsters released so this card will be abused in warrior decks. 

 

Sealing Ward of Light

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This field magic card lets you name 1 subtype.  All monsters of that type cannot attack during the turned they are summoned (any kind of summon).  This is more of a side deck card.  Once you know what kind of deck you’re going up against, then you can main deck it.  It’s like a specialized vengeful bog spirit.  Still, it will only hold the opponent for so long.  All this does is prevent any fast break 1 turn KO of your LP unless they destroy this magic card.

 

Warrior’s Return

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This puts 1 warrior monster from the grave to your hand.  Unlike Calling Reinforcements, this card can get any warrior monster.  With a lot of great warriors being released like Initiate Troops, this will have a spot in warrior decks along with Calling Reinforcements.

 

Immense Dragon Wing Burst

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And this begins the magic cards revolving around dragons.  This card returns 1 level 5+ dragon monster on your field to the owner’s hand.  Then it destroys all magic and traps on the field.  Unless you use change of heart or a similar stealing card, you’ll be returning your own monster most of the time.  And since the dragon has to be level 5+, you’re going to lose some monster advantage. 

 

Fire Dragon Fire Bomb

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This card can only be used if you have a dragon on the field.  Then you choose one of the following effects.  1.  Do 800 damage to the opponent. 2.  Destroy 1 monster on the field with 800 def or less.  This isn’t that great of a card as not too many good monsters have 800 def or less other than goblin attack force. 

 

Stomping Crash

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You can only play this card if you have a dragon on the field.  Destroy 1 m/t on the field and the controller of that card takes 500 damage.  This is a nice card.  It’s kind of like MST, but it isn’t quickplay.  However, it makes up for that a little by doing some damage in the process.  Definitely a good card in any dragon deck.

 

Super Regneration

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This card lets you draw 1 card for each dragon monster you discarded or tributed this turn.  It isn’t permanent, so use it when you have discarded or tributed 2 or more.  That should be too hard when you have strong dragons like tyrant dragon.  Or you could have discarded a dragon for something like tribute to the doomed or magic jammer.  But you definitely don’t want to use this when you only got rid of 1 dragon as that would make this much like an upstart goblin.

 

Emergency Rations

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This quick play magic card lets you put 1 m/t from your field to the grave, but you cant target itself.  Then you gain 1000LP.  This card is pretty bad.  You might as well have used Dian Keto as at least that doesn’t have a bad effect.