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 6, I’m going
to look at the monsters to come out of Mythological Age
Fiber
Pod
-----------
Finally. My most favorite monster in all of yugioh is
released in this set. This monster’s
flip effect returns all cards on the field, hand, and grave back to the owner’s
deck. Then, shuffle both decks and each
player draws 5 cards. It’s basically a
reset button for the game. When you
start using this monster, you’ll also see that you can end the opponent’s
battle phase when they attack this monster and then if they already summoned a
monster on that turn, they cant summon anymore and will be wide open to attack. Or if you flip summon this monster in your
main phase 1, your opponent will have no cards on the field and will be open to
an attack. That’s what makes this card
so great. It’s offensive and
defensive. Plus it can be used for
almost any deck. It goes great with burn
decks as you get to reuse your burn cards over and over. It goes great with beatdown as it gives you
an open shot to the opponent. If also
works with exodia if you happen to lose the head in the grave. The only deck this doesn’t help is deck
destruction. Sorry to say, but this card
will most likely put an end to the stall/deck destruction decks out there. It will be restricted to one and most likely
will be ultra rare.
Noble
Du Noir
----------------
When
this card is face up on the field, this card’s controller chooses the target
when the opponent’s monster attacks. The
effect is what saves this level 5 2000 attack monster. This card has some lockdown potential
especially if you have a high attack monster or a high defense monster. It takes away any possible attack and limits
the opponent to magic and traps.
Volt
Girl
----------
This
level 4 1900 attack monster goes nicely in light decks. It cant be summoned if there are any non
light monsters on your field, and it is destroyed if you summon a non light
monster while this is on the field. With
it’s effect, it’s almost pointless in anything besides a light deck. If you do use a light deck, this is a must if
you’re using attack monsters since it rivals Gemini elf in power.
Injection
Angel Lily
----------------------
This
level 3 400 attack monster looks bad to start, but the effect says that during
your opponent’s damage step of the battle phase, you can pay 2000 LP to raise
the attack of this card by 3000. I don’t
see the effect of this card being used to often so the cost shouldn’t be a
problem. Why would the opponent attack
anyway if they know you can simply raise the attack of this monster?
Leaf
Faerie
-------------
This
card lets you place 1 equipment card on this monster in the grave and then do
500 damage to the opponent. Ugh…the
dreaded leaf fairie. I don’t even want
to think about how many people I’m going to have to correct about a certain
combo that revolves around this card.
Let me just get this straight now so that I don’t have to remind any of
you reading later. There will be an
equip magic card, Eruma, later that says if it is destroyed, it is returned to
your hand. So newbs think that you can simply
keep putting Eruma on Leaf Faerie and using Leaf Faerie’s effect over and
over. It doesn’t work. There’s not much this card is good for right
now.
Heavenly
Knight Perseus
----------------------------
The
1900 attack of this 5 star monster is pathetic, but that can be fixed with some
equips. The effect of this monster is
incredible. It has a built in fairy
meteor crush effect. And then it says
that if you do battle damage to the opponent with this card, you get to draw a
card. This may even be used for
offensive exodia decks to help get exodia faster.
Dol
Dora
----------
If
this monster is destroyed it is special summoned to the field at the end of the
turn. This effect can only happen once
per game. With the low attack of 1500,
the only real use of this monster is to use it as an extra summon for your turn
so that you can summon a high level monster easier.
Illuminating
Spirit
-----------
Just
to state this now so that I don’t have to repeat this later. Spirit monsters cannot be special
summoned. They are returned to your hand
at the end of the turn that they are summoned.
This is one of those spirit monsters.
But it has the added effect that says if you summon this monster, during
your next draw phase, you can look at the top card of your deck and return it
to the bottom of your deck. I can only
assume that if you choose to return it to the bottom, you can still draw the
next card, otherwise it’s rather pointless.
The effect isn’t too bad since you could possible draw the card you need
a lot faster. But I don’t think that the
effect is worth it to give up a monster on your side of the field as the spirit
will be gone at the end of your turn and you have to continuously resummon her
each turn if you want to keep using the effect.
Eight
Giant Crows
--------------------
This
is probably the only spirit really worth playing. The lockdown potential is really great with
this card. If you can clear the
opponent’s hand and field, and then summon this monster, you’ve pretty much won
the game. It’s hard to clear your
opponent’s hand though so unless you’re using a type of hand disruption deck,
it will be hard to get to this lockdown situation.
Eight
Headed Dragon
------------------------
Another
spirit monster. This one is a level 7
monster that lets you draw cards until you have 5 cards in your hand if this
monster does damage to the opponent.
There’s nothing worse than a level 5 + spirit monster. Since it goes back to your hand, trying to
keep it on the field for more than 1 turn is going to be near impossible. The effect is nice, but you’re basically giving
up 3 monsters to get those cards. Not
worth it in my opinion.
Great
Tengu
--------------
This
level 5 spirit forces the opponent to skip his next battle phase if this
monster does damage to the opponent. Not
worth it in my opinion. Soon you will be
unable to tribute monsters to summon this monster again and again. And the opponent can still play monsters to
defend themselves so you probably wont be able to damage their Lp with this
monster too often.
Dragon
Princess
------------------
This
level 3 spirit with 0 attack lets you change the mode of one of your opponent’s
face up monsters when it is summoned.
Another bad spirit. Changing the
mode of a monster may make it easier to destroy, but the effect is not worth
your 1 summon per turn. And with 0
attack, it’s not going to do much else for you.
Fire
Starter
-------------
This
level 8 spirit forces the opponent to discard his hand if it does damage to the
opponent. This high level spirit isn’t
much better than the other one. Most of
the time, the opponent wont have that many cards in his hand anyway. Sacrificing 3 monsters to discard a few cards
is a waste IMO. However, if you know
you’re going against something like Exodia, this might be a good sidedeck card.
Asura
------
Now
this spirit may actually be useful. A
level 4 monster with 1700 attack, it can attack all of your opponent’s monsters
once during your battle phase. That
means that if you give it a small boost it can act like a raigeki, letting you
attack directly with the rest of your monsters.
Probably the second best spirit IMO.
Raremetal
Valkyrie
---------------------
Now
for an interesting 2 monster combo. This
fusion monster increases it’s 1200 attack by 1000 when it attacks the opponent
directly. Now you may think that’s pretty
bad as it can easily be destroyed, but you are allowed to switch this card with
the monster I am about to mention next.
Raremetal
Knight
--------------------
When
this fusion monster battles another monster, it’s attack is raised by
1000. You are also allowed to switch it
with the monster I just mentioned. Now
I’m quite clear on the rulings for these cards yet. I assume that you are not allowed to switch
during the battle phase, or else that would be really cheap. But if you have a clear shot at the opponent,
you can switch it out to Raremetal Valkyrie and then switch it back to
Raremetal Knight so that it will be prepared to fight with the opponent’s
monsters. I don’t think that you can do
this all in one turn though, so it may reduce the playability a little. We’ll just have to wait until UD releases the
rulings for this card to see how powerful it is.
Well,
that’s it. Sorry it took so long to get
out part 6, but I was really busy with school.
I might be able to do this for the next set depending on a few
things. Until then, this is wartortle
signing off.