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 6, I’m going to look at the monsters to come out of Mythological Age

 

 

Fiber Pod

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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.