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 4, I’m going
to look at the trap cards that come out of Mythological Age.
Chained
Dynamite
---------------------
This
card gives a 500 attack boost to one of your monsters. If this card is destroyed by another card
effect, then you can destroy 1 card on the field. This isn’t too good of a card.
The second effect only activates if the opponent uses MST or Heavy
Storms it, but why would he even do that?
You could destroy it yourself, but that really is a waste of cards. The 500 ATk boost isn’t enough to make it
good.
Lost
-----
This
card removes 1 card from the opponent’s grave.
This may not seem too great, but it is like an anti monster reborn,
premature burial, magician of faith, call of the haunted, and mask of darkness
all at once. If the opponent tries to
use any of those cards, you can simply activate this card to remove their
selected card from the grave. The
effect of their card will simply be wasted.
Bubble
Crush
---------------
Each
player chooses cards to discard from the field or his hand until the combined
amount of cards on their field and in his hand is no more than 5. This can be a very powerful card when
activated at the right time. You can
completely decimate the opponent’s hand or their field with minimal damage to
yourself if you play enough cards to reduce your combined amount to 5.
Imperial
Oppression
----------------------
This
permanent trap lets both players pay 800 LP to negate and destroy a special
summon. I don’t like cards that benefit
both players. This will hurt you just
as much as it will hurt the opponent. I
suppose that it can be useful if you are in the lead, but I don’t think it’s
worth a spot in your deck.
Bottomless
Pit Trap
----------------------
This
card destroys and removes a monster that was summoned and has 1500 or more
attack points. This card is really good
as it can destroy special summon monsters as well. However, no, you wont be able to use this to destroy the summon
of a Jinzo either. It’s on the same
level as Torrential Tribute in power.
Drug
Reaction
----------------
This
is one of the reasons why upstart goblin was cut to one. Effects that increase your opponent’s LP
become damage to their LP instead. That
means that Snatch Steal just became an extremely powerful card when combined
with this as they will continue to lose 1000 LP per turn. Or use it with Upstart to make the opponent
lose LP while you draw cards.
Definitely a good side deck card against those pesky LP gaining decks.
Ill
Prediction
---------------
This
permanent trap lets you choose 1 card in the opponent’s hand at random during
your standby phase. Guess if it is a
magic, trap, or monster. If you are
right, do 700 damage to the opponent.
This card is awesome. Even if
you guess wrong, at least you get a peek at 1 card in the opponent’s hand. And once you use this card enough, it
shouldn’t be that hard to determine what’s in the opponent’s hand. Definitely a good card for burners.
Grasp
of the Spirit
---------------------
When
a Spirit monster is returned to your hand, your opponent chooses one of his
monsters on the field and returns it to his hand. But you have to pay a cost of 500 LP per standby if you want to
keep this around. Not too bad of a card
for a spirit deck. Especially if you
have Elemental Spring on the field.
Then you can pay for the cost with the returning of the monster.
Body
Strengthening Supplement Super Z
----------------------------------------------
During
this turn, if 2000 or more damage is done to your LP, you gain 4000 LP. So most of the time, this will stop the
damage and give you an extra 1000 LP.
It’s a good card to prevent those fast break 1 hit KOs. Unfortunately, those fast breaks usually
involve Jinzo, so you’ll have to be wary of that.
Lost
Property
---------------
You
activate this card during your opponent’s draw phase. You opponent chooses one of the cards that he would draw and puts
it in the grave. This card is somewhat
like time seal. It gives you no hand
advantage over the opponent and unfortunately can only be activated during the
draw phase, so you cant activate this in response to heavy storm like you can
time seal.
Devil
Comedian
------------------
Flip
a coin. If you call it right, remove
your opponent’s cemetery from the grave.
If you’re wrong, take the number of cards in the opponent’s grave, and
discard that many from the top of your deck. Like any card that involves a
flip, I don’t really like this card.
The disadvantages are much greater than the benefits of using this. You’re really risking decking yourself if
you’re wrong.
Last
Battle!
-------------
You
can only activate this card during the opponent’s turn and if you have less
than 1000 LP. You choose one of your
monsters on the field and all other cards on the field and in both hands are
sent to the grave. Then your opponent
special summons a monster from his deck and they do battle. No player takes any damage from the
battle. At the end of the turn, the
person with the remaining monster wins.
As I think of the inevitable ruling problems to come out of this card,
my head spins. What happens if one of
the monsters is wall of illusion? Can I
use the effects of the gate guardian pieces?
Anyway, this is more of a side deck card. You’re not going to have less than 1000LP that often, except
maybe if you face a burner deck or weenie rush. And when you face those decks, they wont usually have strong
monsters so usually a Gemini Elf or a Jinzo will win the Last Battle for you.