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 2, I’m going to look at the magic cards that come out of Mythological Age

 

 

Mythological Age is based around the spirit monsters.  But more on that when I get to the monsters section.

 

Spirit Sealing Mirror

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This card lets you look at the opponent’s hand.  Then you can send a spirit monster there to the graveyard.  This card is good as a side deck for hand disruption and is a perfect counter for the dreaded Yatagarasu.  Since the spirit monsters have to be returned to the owner’s hand at the end of the turn, you should play this when you know that there will be a spirit monster in their hand.  That shouldn’t be too hard, as you will see a spirit monster get returned to the owner’s hand.  And since the spirits cannot be special summoned, you have taken care of it for good.  At the very least, you get to see what the opponent has in store for you.

 

Elemental Spring

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This permanent magic gives you 500 LP whenever a monster is returned to a player’s hand.  This is perfect for and against spirit decks.  Since the spirits return to your hand at the end of your turn anyway, you might as well make some use of it and gain some LP.  And if you know you’re going against a spirit deck, you may want to include this as you get the LP even if an opponent’s monster returns to their hand.  This also works well with penguin soldier.

 

A Mind That Reflects As Water

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If this is equipped on a monster with 1300 attack or more, this is destroyed.  The equipped monster cannot be destroyed by battle or by monster targeting effects.  Note that this card doesn’t prevent all monster targeting effects, just the ones that would kill it.  The only good targeting monster removal I can think of at the moment would be Tribute to the Doomed.  But the prevention of death from attacks is very nice.  You can build up a pretty good defense with this.  Also note that it doesn’t prevent battle damage, so if a monster is in attack mode equipped with this, and a monster with higher attack power attacks it, you still take damage equal to the difference.

 

The Legendary City, Atlantis

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Sea decks, rejoice!  This card will turn a lot of people into believers of sea decks.  This field magic gives 200 ATK and DEF to water monsters on the field like Umi, but has the added effect of subtracting 1 level from all your water monsters on the field and in your hand.  This card also counts as the card Umi.  This means that you can summon the Legendary Fisherman without any tribute at all.  It also means that you can possible build your deck around gravity bind since now your 7 colored fishes can attack when gravity bind is active.

 

The Fused Weapon, Murasame Blade

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This equip card gives warriors an 800 attack boost.  In addition, this equip cannot be destroyed my magic cards.  Not a bad effect, but I would trade a higher attack boost for the ability to be not destroyed.  With only 800 attack boost, most players normally wouldn’t even bother to waste their MST on this equip card.  Just stay with the more powerful equips.

 

Thieving Smoke Bomb

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If the monster equipped with this is destroyed by a card effect, then you can look at the opponent’s hand and discard a card there.  I don’t think this card is that great.  First off, this doesn’t activate if destroyed by an attack or if it is tributed.  And second, the opponent will be ready for the effect so he can simply set his good m/t cards before he destroys the monster. 

 

Forced Transfer

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Finally, the useless Griggle and Ameba have a use.  Each player chooses 1 monster on his or her side of the field.  Then you switch control of those 2 monsters.  So now with this, you can simply give the opponent your griggle or ameba and you can then destroy the griggle or ameba to cause more damage.  This card also works great with the spirit monsters since they will simply go back to your hand at the end of the turn anyway.  That way you basically got a permanent change of heart.

 

Spirit Fixation Equipment

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This permanent magic card stops the effect of spirits returning to your hand at the end of the turn.  However, you have to discard 1 card from your hand at the end of your turn to keep this card around.  This card wouldn’t be too bad in a spirit deck.  You can also choose not to discard a card and destroy this card.  To make this card even better, you could combo this with Forced Requisition to force the opponent to discard as well.  Some of the spirits have awesome effects, so the discard may be a small price to pay to keep control of the field.

 

Second Chance

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This permanent magic card gives you 1 chance per turn to negate a coin flip and reflip the coin.  That means that now Time Wizard has a 75% chance of succeeding.  Fairy Box also has a 75% chance of succeeding.  However, I don’t think that this card is worth the space in your deck as you could replace it with something more powerful

 

Disturbance Between Heaven and Earth

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This permanent magic card forces each player to play with his deck face up.  As of right now, there isn’t too much use for this card.  Later on as Reverse Quiz gets released, it could be semi-useful.  Since both players know what your top card will be, it isn’t that great of an advantage.

 

Quiet Theft

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You target a monster with this card.  Then if that monster does any battle damage to the opponent during this turn, your opponent discards 1 card at random from his hand.  This card is pretty bad in my opinion.  You might as well use a forceful sentry or confiscation as then at least you can choose which card to destroy or return.  Or you could simply stick with Robbin’ Goblin as that is permanent at least.  The only advantage that this card has over RG is that this card only requires battle damage to be done, not damage to LP, so basically and successful attack will activate this card.

 

Genocide War

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This card destroys all monsters with battle damage during the end step of the battle phase of this turn.  So basically, and monster that has attacked a monster or that has been attacked with a monster will die this turn.  I suppose this would be a good way to kill Jinzo or other high attack monsters with your weaker monsters.  Just play this card and suicide your monsters in an attack.  Seems pretty wasteful to me though…

 

Magic Gardner

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So finally, counters have been released.  You choose one of your face up magic cards on the field and put a counter on it.  If the magic card would be destroyed, destroy the counter instead.  Basically, this card gives a magic card a layer of protection.  So you have to kill the magic card twice to really kill it.  It is pretty good for messenger of peace or toon world.