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
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
--------------------------------
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
--------------
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
--------------
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
--------------------------
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
Sealing
Ward of Light
------------------------
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
-------------------
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
----------------------------------
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
-------------------------
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
------------------
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
---------------------
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
---------------------
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.