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For Rent

WiCkEd's Deck Garage
Feel Good Inc.-New Cards , New Thoughts
By:WiCkEd
August 15, 2005

       Hey guys. WiCkEd back for his last week before school begins. I've got some news, yes, actual news. Jerry Wang? Let's say he pulled a Tupac and faked that death all in the good spirit of pranks. I'm sure you all know that the new Structure decks (Warrior and Spellcaster, confirmed) are being released sooner than expected. Always a huge plus, but most of all, Reversal of Worlds/Exchange of Spirit is being released at the Elemental Energy Sneak Preview (I know I'm going)! Meaning, yet another OTK deck is out (for those of you who have over looked the Magical Explosion OTK deck, I feel great sorrow for you). More so, this past weekend I placed 9th AGAIN at another Regionals. This is twice in a row, if I do not Top 8 this year, I'm going to go insane, mark my words. = P.

            Anyways, unto the premise of this article. Basically, after surfing Spike's and Baron's DM Comet and stumbling upon some card spoilers I decided to do a little article on some of the newcards coming out, and my thoughts on them. All credit for the spoiler and translation goes to them. Thanks you two. Time to start with....Eternal R Pack/Limited Edition 8.

LE8-JP001
Arcana Knight Joker
Light/Warrior - Fusion/9/3800/2500
[King's Knight] + [Queen's Knight] + [Jack's Knight]
This card's Fusion Summon can only be done by monsters named above. When this card is face-up on the field, if this card is target of Magic, then discard a Magic card, if Trap then discard a Trap card, or if target of effect by effect monster discard a monster to negate that effect. This effect can only be use once per turn.

            Hmm...so. I'm sure you can all tell this is a  4 for 1 to bring this card out. 3 Knights + 1 either Polymerization and or Fusion Gate. Basically, this thing wants you to destroy your resources in order to use it to its full potential. Now let me ask you...do you really want to have wasted 4+ for a simple negation? No. I know I don't. If you said you did want to, I shall weep for you. Onto the next card.

LE8-JP002
Summon Priest
Dark/Spellcaster/4/800/1600
This card cannot be sacrificed. When this card is Normal Summon or Reverse Summon, switch it to defense mode. Discard a Magic card from your hand, special summon a monster with Level 4 from your deck. The monster special summon by this effect cannot attack that turn. This effect can only be use once per turn.

            Now, this monster is an overall "decent" card. I'm sorry for those of you whom may not like it, I hold a certain fondness for it, yet I do not know why. His first effect is blunt: You cannot sacrifice him. His second is basically like Total Defense Shogun, which leaves it open to Spell or Trap chaining and/or attacking and/or Smashing Ground or Vortex. Would this monster have priority? I would think so. I'm not quite sure, but I would assume so. His third effect is pretty cool, you discard a Magic/Spell from your hand in order to summon a Level 4 Monster from your deck to the field. Note this is only Level 4, nothing more, nothing less. So you could bring out a D.D. Assailant, D.D. Warrior Lady,  whatever struck you fancy, the only downside being the monster you selected can't attack this turn. I like this card, some will or will not. Entirely up to you.

LE8-JP003
Selection of Ark
Trap - Counter
Pay 1000 lifepoints. Negate a Summon, Reverse Summon, or Special Summon of a monster that have the same sub-type as one of the monster on the field and destroy it.

            This card is pretty situational to me. Basically its saying if you have a Dinosaur on the field and your opponent summons a Dinosaur, you pay 1000 LP to kill the monster they summoned. I might enjoy this since Spellcasters (well, Thousand Eyes Restrict mainly) are being heavily played. But overall, it isn't worth the cost, nor is it worth the trouble of play testing. I'd stay away. Far away.

LE8-JP004
Trap of Darkness
Trap - Normal
This card can only be activate when you have 3000 lifepoints or less and pay 1000 lifepoints to activate. Choose a Normal Trap in your Graveyard. This card's effect would become the same as that Trap card. Remove that Normal Trap card from the game afterward.

            I can see this working for Last Turn decks. Yes, mainly Last Turn decks, nothing else really. Or an Odion/Rashid deck if that caught your fancy. Basically, one would have to have less than 3000 LP (any hear the words Last Turn chiming in their ears?) and pay 1000 LP to turn this Trap card into one in your Graveyard (yet you remove the other from play), somewhat nifty. Seems mainly for the Last Turn archtype of decks, I wouldn't recommend throwing it into anything else.

            Hmm...well....I suppose I'll find a few more cards to review that we don't have yet...maybe some Elemental Energy? Alright we'll do some Elemental Energy...not the whole set though....eh...we might do the whole set. = )

 

EEN-JP001 Knight of Dark Realm - Zulu

Dark/Demon/4/1800/1500

Normal Monster

            Hmm...Zulu....like Shocka Zulu (sp?)....thats all I can think of...I don't know if I like this monster...he's kinda vanilla.

EEN-JP002 V - Tiger Jet

Light/Machine/4/1600/1800

Normal Monster

            More vanilla...well, in another sense, its a piece to an impossible monster to summon. Yeah...pretty much.

EEN-JP003 Blade Skater

Earth/Warrior/4/1400/1500

Normal Monster

            VANILLA!!! CAN YOU SAY VANILLA!!! Cool name though.

EEN-JP004 Queen's Knight

Light/Warrior/4/1500/1600

Normal Monster

Rare

            ::Dies holding a bottle of vanilla, covered in vanilla ice cream, Coin Flip, Ace, and Napay mourn my passing::

EEN-JP005 Jack's Knight

Light/Warrior/5/1900/1000

Normal Monster

Rare

            ::Is lowered into the depths of a 6 foot deep grave...JaeLove and Sand Trap weep and throw in roses::

EEN-JP006 King's Knight

Earth/Warrior/4/1600/1400

When this card is successfully summon and you have a [Queen's Knight] on the field, you may special summon a [Jack's Knight] from your deck to the field.

 Rare

            ::revives, Pojo staff is amazed:: Well...here's an effect monster...uh...yeah...I don't personally recommend him for any deck outside a Casino themed deck, or even a Royalty deck (cards that have to do with Medieval Times, yeah I tried it, like Chronos Di Medici's deck).

EEN-JP007 E-Hero Edgeman

Earth/Warrior/7/2600/2200

When this card attack a monster in defense mode, and the attack strength of this card is greater than the defense strength of the defending monster, do battle damage to your opponent equal to the difference.

Super Rare

            More Elemental Heroes! This is one big fella named Edgeman...obviously. He tramples. Thats pretty much it. 2 Tributes for a Trample. Yep...that's about it.

EEN-JP008 E-Hero Wildman

Earth/Warrior/4/1500/1600

This card is unaffected by effect of Trap cards.

            What's so wild about a guy who's a 1500/1600 who's immune to Traps? Nothing really...too bad his attack isn't higher.

EEN-JP009 Reborn Zombie

Dark/Undead/4/1000/1600

When your opponent have 0 cards in his/her hand, if this card is in attack mode, it cannot be destroy as a result of battle. (Damage Calculation is still applied)

            Mhm. Why would you have 0 cards in your hand in the first place? Spirit Reaper > This.

EEN-JP010 Hell Soldier

Dark/Warrior/4/1200/1400

When this card is destroy by attack of opponent's monster and sent to Graveyard, do damage to opponent equal to the battle damages you received.

Rare

            Basically Amazoness Swordswoman. The difference? He could deal more damage since he has 300 less attack power...wait...there's more! He has a cool name! Hell Soldier's name > Amazoness Swordswoman's name.

EEN-JP011 W - Wing Catapult

 Light/Machine - Union/4/1300/1500

Once during your Main Phase, you may treated this card as an equipment card and equip it on your [V - Tiger Jet], or remove it from being equipment and special summon it in face-up attack mode. Increase the equipped monster's attack and defense strength by 400. (A Monster can only have one Union Equipment card Equipped on it. If the Equipped Monster would be destroyed as a result of battle, destroy this card instead.)

            Uh huh. Yep. What I'm seeing is a peice to an impossible to summon monster. Yep. Yeah? I need to stop bashing this set? Well jeez Konami give us something good.

EEN-JP012 Flame Majin - Hell Burner

Fire/Demon/6/2800/1800

This card can only be Normal Summoned by discard all cards in your hand other than this card into Graveyard and sacrifice a monster on your field with attack strength of 2000 or more. For each monster card on opponent's field, increase this card's attack strength by 200. For each monster card on your field, decrease this card's attack strenght by 500.

            ::e-slaps Konami:: Had to get this out of my system. This card is horrible. It says "Lose your hand advantage, lose your field advantage monster-wise to summon me!" I'll tell you what kids, if I ever see you running this card, I will hunt you down. And I will tear it up in front of you. Yes. I do mean this. Fear WiCkEd.

EEN-JP013 Hydrogedon

Water/Dino/4/1600/1000

When this card destroy a monster as result of battle and send to Graveyard, special summon a [Hydrogedon] from your deck onto the field.

            A self replenishing Dinosaur! This is only what? The 16-17th Dinosaur in the whole game? Ionno. Nor do I think anyone knows. Run this in an H20 or Steam deck (Fire/Water hybrid).

EEN-JP015 Water Dragon

Water/Sea Dragon/8/2800/2600

This card cannot be Normal Summon. This card can only be special summon by the effect of [Bonding - H2O]. When this card is face-up on the field, the attack strength of all monsters with Fire Main-Type or Pyro sub-type would become 0. When this card is destroy and send to Graveyard, special summon two [Hydrogedon] and one [Oxygedon] from your Graveyard.

Super/Ultimate Rare

            3 for 3 overall. You waste Bonding H20,  Oxygendon and Hydrogedon, for this. He basically makes all Fire/Pyro guys weeners that you can crush...now...people...Fire decks are rarely played anyways. Another thing. This guy does give you 3 monsters back whenever he dies. So I suppose thats pretty cool. Ionno. I dun like him too much.

EEN-JP016 Etoile Cyber

Earth/Warrior/4/1200/1600

When this card direct attack opponent, increase this card's attack strength by 600.

            Why why why.....WHY!!!! Just don't use this....use Raging Flame Sprite.

EEN-JP017 Giant Battleship - Tetran

Wind/Machine/6/1800/2300

When this card is summon, put 3 counters on thie card. This card cannot be destroy as a result of battle. When this card combat, remove a counter on this card at the end of Damage Step. When this card battle with no counter on it, destroy it at the end of Damage Step. Remove a counter on this card, destroy a Magic/Trap card on the field. This effect can only be use once per turn.

            This card is basically another Big Core Space Ship thing. Counter effect mimics Big Core. So yeah. Uhmm...This this usually won't last more than a turn. Here's how I figure it: Its summoned, you remove a counter to blow apart some M/T (2 counters left), you attack (1 counter), you end, your opponent's turn begins, they attack and kill Tetran. It lasts basically 1 turn...yeah...I don't like this.

EEN-JP018 Nano Breaker

Earth/Machine/4/1600/1800

When this card attacks face-up monster with level 3 or lower, destroy it without doing Damage Calculation.

            Another card I just don't like.

EEN-JP019

Magician of Chaining Attack

Dark/Spellcaster/4/1600/1200

When this card is face-up on your field, when you activate a Normal Magic card, do 400 damages to opponent.

Rare

            Mhm...this is pretty cool to a level. KenshinEtErnal has a deck based around this on the Forums...check it out. I'm not personally a fan of this seeing as how its only a NORMAL SPELL, no Quick-Play etc. etc. Yeah. I suppose one could have fun with this...mainly Kenshin.

EEN-JP020 Advanced Guard of Dark Realm - Beige

Dark/Demon/4/1600/1300

When this card is discard into Graveyard from your hand by effect of another card, special summon this card onto the field.

            Basically, if you get Confiscation'd, or Duo'd and they pick this guy, he hits your field immeadiately. Anyone else noticing just how cool these Dark Realm Monsters are? I know I am...Coin Flip likes them too...yes he does.

EEN-JP021 Hunter of Dark Realm - Blue

Dark/Demon/3/1400/800

When this card is discard into Graveyard from your hand by effect of another card, draw a card from your deck. When this card is discard by opponent's card effect, draw one card additionally.

Rare

            Basically, if you play Graceful Charity and discard this, you draw another card. Or if you discard this you draw 1 card. If your opponent Confiscation'd or Duo'd this, you draw 2 card. Told you these Dark Realm guys are cool.

EEN-JP022 Berserk King of Dark Realm - Brown

Dark/Demon/4/1800/400

When this card does Battle Damage to your opponent, you may discard a card from your hand.

Rare

            Well, let's just say if the Dark Realm guys were in high school. This would be the nrd that got Swirlies and got crammed in his locker. I doubt that happens today, but let's say it was an 80's high school...yeah...it happened then...

EEN-JP023 Military God of Dark Realm - Silver

Dark/Demon/5/2300/1400

When this card is discarded from your hand by effect of another card, special summon this card to the field. When this card is discarded by effect of opponent's card, your opponent choose 2 cards in his/her hand and put them onto the bottom of opponent's deck in any order.

Rare

            HAHAHA! Once again...if this were high school...Silver would obviously be the cool jock who everyone likes. If you ditch if yourself, he special summons the field. If your opponent discards him, you take 2 cards from their hand and put them at the bottom of their deck. Can you cay owned? If you do not run Silver, I will cram you in a locker like what the Dark Realm guys do to Brown since he's so crappy.

EEN-JP024 War God of Dark Realm - Gold

Dark/Demon/5/2300/1400

When this card is discarded from your hand by effect of another card, special summon this card to the field. When this card is discarded by effect of opponent's card, choose 2 cards on opponent's field and destroy them.

Super/Ultimate Rare

            HAHAHAHAH! Yet again, you know the drill. Except this guy blows stuff up! He is the Ultimate Jock of Dark Realm High School. Run him!!! There is no reason you shouldn't use this card!

EEN-JP025 Scout of Dark Realm - Scar

Dark/Demon/2/500/500

When this card is destroy as a result of battle and sent to Graveyard, choose a monster with [Dark Realm] in its name with level less than 4 from your deck and add it into your hand.

            Eh.....my laughter is calmed...uh...yeah...he's the searcher...kinda like the guy in D.R. High School who relays messages from person to person hoping to be cool.

EEN-026 to 029.

             I'll sum it up. I don't like you.

EEN-JP030 VW - Tiger Catapult

Light/Machine - Fusion/6/2000/1500 [V - Tiger Jet] + [W - Wing Catapult]

This card is special summon by removing the above monsters on your field from the game (The card [Fusion] is not required). Discard a card from your hand, change a monster in face-up defense mode on opponent's field to attack mode.

            Mhm...yes...well...if you liked the XYZ Fusions...well...then you like this thing...that's all I'll say.

EEN-JP031 VWXYZ - Dragon Catapult Cannon

Light/Machine - Fusion/8/3000/2800 [VW - Tiger Catapult] + [XYZ - Dragon Cannon]

This card is special summon by removing the above monster on your field from game (The card [Fusion] is not required). Once during your turn, you may remove a card on opponent's field from game. When this card attack, you may change the mode of the monster this card attack (Reverse effects are not activated).

 Super/Ultimate Rare

            Here he is. Mr. Impossible to Summon Waste of Space In a Decent Set himself. You will not summon this monster. He's just a waste. Trade it to little kids. Please.

EEN-JP032 Cyber Blader

Earth/Warrior - Fusion/7/2100/800 [Etoile Cyber] + [Blade Skater]

This card's Fusion summon can only be done by above cards. When opponent have one monster on the field, this card cannot be destroy as result of battle. If there're two monsters, this card's attack strength would be doubled. When there're three monsters, this card negate all of the effects of opponent's Magic, Trap and monster.

Super/Ultimate Rare

            Uhm...yeah. The only way I see this being worth it is if you Big Bang Shot it, your opponent has 2 Goats left and nothing set. You can basically say Good Game. Other than that..its ok.

EEN-JP033 E-Hero Rampart Gunner

Earth/Warrior - Fusion/6/2000/2500 [E-Hero Burst Lady] + [E-Hero Clayman]

This card can only be summon by Fusion Summon. When this card is in face-up defense mode, you can direct attack opponent while it's still in face-up defense mode. If this card attack this way, the battle damages done would be halved during Damage Calculation.

Ultra/Ultimate Rare

            Basically. If its in defense it can attack directly. When you do this it only deals 1000 damage. Yep. That sums it up.

EEN-JP034 E-Hero Tempester

Wind/Warrior - Fusion/8/2800/2800 [E-Hero Sparkman] + [E-Hero Featherman] + [E-Hero Bubbleman]

This card can only be summon by Fusion Summon. Put a card other than this card on your field to Graveyard, and select a monster on your field. As long as this card is face-up on your field, that monster cannot be destroy as a result of battle (Damage Calculation would still applied)

Ultra/Ultimate Rare

            I don't like 4 for 1s. I don't like these 3 monster Fusions either. Niether should you. Stay way.

EEN-JP035 E-Hero Wild Jaggyman

Earth/Warrior - Fusion/8/2600/2300 [E-Hero Wildman] + [E-Hero Edgeman]

This card can only be special summon by Fusion Summon. This card can attack each monster on opponent's field once during battle phase.

Ultra/Ultimate Rare

            Asura Priest in E-Hero Form. Yeah...pretty much.

EEN-JP036 E-Hero Shining Flare Wingman

Light/Warrior - Fusion/8/2500/2000 [E-Hero Flame Wingman] + [E-Hero Sparkman]

This card can only be summon by Fusion Summon. This card's attack strength is increase by 300 for each monsters with [E-Hero] in their name in your Graveyard. When this card destroys a monster as a result of battle, do damage to opponent equal to the attack strength of that monster.

Ultra/Ultimate Rare

            Juiced up Flame Wingman basically. In a nutshell. I don't like him. You fuse a Fusion and a normal monster...essentially a...5 for 1.

EEN-JP037 Jar of Avarice

Magic - Normal

Choose 5 monsters in your Graveyard and shuffle them into your deck. Afterward, draw 2 cards.

Ultra/Ultimate Rare

            Best card in the set. Replaces Pot of Greed. Basically its a 7 for 1 in your favor. There isn't any reason to not run this card.

EEN-JP038 Thunder of Dark Realm

Magic - Normal

Destroy a face-down card on the field. Afterward, discard a card from your hand.

            I don't like this...basically, in a nutshell.

EEN-JP039 Level Tuning

Magic - Normal

Your opponent draw 2 cards. Choose a monster with [LV] in its name from your Graveyard, special summon it and ignore the summoning condition. The monster special summon by this effect cannot attack, cannot activate effect, and effect would not be activate during that turn.

            Even in a Level Deck, please don't use this...

EEN-JP040 Ojamagic

Magic - Normal

When this card is sent from your hand or field to Graveyard, add a [Ojama Green], [Ojama Yellow] and [Ojama Black] from your deck to your hand.

            Obviously this will go in all hardcore CCCC decks...

EEN-JP041 Ojamuscle

Magic - Normal

Select a face-up [Ojama King] on the field. Other than the selected [Ojama King], destroy all monsters with [Ojama] in their name. Increase the attack strength of that [Ojama King] by 1000 for each monsters destroyed by this effect.

            Uh huh...I see this working in CCCC decks everywhere...Vargas, Suffridge, Jae, Myself, everyone will be using this...RJ Nut is taking Ojama CCC to Nationals this year...yeah you heard me...

EEN-JP042 Feather Shot

Magic - Normal

Choose a face-up [E-Hero Featherman] on your field to activate this card. During this turn, the selected card can attack up to the number of monsters on your field. If so, your other monster cannot attack opponent's directly.

            I don't like this E-Hero stuff for some reason. Adding advantage to crappy cards bugs me.

EEN-JP043 Bonding - H2O

Magic - Normal

Sacrifice 2 [Hydrogedon] and a [Oxygedon] on your field, special summon a [Water Dragon] from your hand, deck, or Graveyard.

            Well we know what this is for...

EEN-JP044 Hell Alliance

Magic - Equipment

The attack strength of equipped monster would be increase by 800 for each monster with the same name as the equipped monster on the field.

Rare

            I remember a card called Aqua Chorus that did something like this...umm...yeah...in any case, I don't like either one.

EEN-JP045 Armed Changer

Magic - Equipment

Discard an Equipment card from your hand to activate. When the equipped monster destroy a monster as a result of battle, the controller of the equipped monster may add a monster with attack strength less than the equipped monster from his/her Graveyard to his/her hand.

Rare

            Just stick with United We Stand and Mage Power if you want to use good equip cards.

EEN-JP046 Branch

Magic - Continuous

When a Fusion monster would be destroy from field and sent to Graveyard, you may special summon one of the Fusion Material monster for that Fusion monster from your Graveyard.

            I see this in either Elemental Hero or Cyber Dragon decks. Both would benefit from it.

EEN-JP047 Boss Rush

Magic - Continuous

This card's controller cannot Normal Summon. When a monster on your field with [Giant Battleship] in its name would be destroyed and sent to Graveyard, at End Phase of that turn, you may special summon a monster with [Giant Battleship] from your deck.

            OK WAIT! I can't normal summon?! Screw this card.

EEN-JP048 Continuous Barrier Passage to Dark Realm

Magic - Quickplay

During the turn this card is activate, you cannot Summon, Reverse Summon, or Special Summon. Choose a monster with [Dark Realm] in your Graveyard and special summon it.

            Mhm.....kinda like Archfiend support cards...except this in for Dark Realm people.

EEN-JP049 Hero Barrier

Trap - Normal

This card can only be activated when there is a monster on your field with [E-Hero] in its name. Negate one attack of an opponent's monster

Rare

            I sort of like this. Wait. No I don't. You know why? Two words. Mirror-Force.

EEN-JP050 Hell Blast

Trap - Normal

This card can only be activated when a face-up monster on your field is destroyed and sent to Graveyard. Destroy a face-up monster on the field with attack strength lower than that monster, and each player would receive damage equal to half of the attack strength of the monster destroyed by this card's effect.

Rare

            Kinda like Ring of Destruction...I wonder if its a sign that Ring will be banned? Then I tell myself, Ring isn't that broken. Then I keep thinking.

EEN-JP051 Troops of Darkness

Trap - Normal

Choose 2 monster with [Dark Realm] in your Graveyard and add it onto your hand.

            Uh...yep. More support for Dark Realm High School students.

EEN-JP052 Transaction of Darkness

Trap - Normal

This card can only be activated by paying 1000 LP when your opponent activate a Normal Magic card. The effect of that Magic card becomes "Discard 1 card randomly from your opponent's hand".

            Now, I understand this. It basically helps those Dark Realm jocks come out earlier and faster. Trouble being: What if it hits the wrong thing!??!

EEN-JP053 Two Party, One Loss

Trap - Normal

Each player put the top card on their deck into Graveyard.

            Ok.

EEN-JP054 Screen Dropping

Trap - Normal

Pay 500 lifepoints. Destroy all monster in face-up attack mode with Level 3 on the field.

            Alright..if you insist.

EEN-JP055 Same Surname Same Name Same Alliance

Trap - Normal

Select a face-up Normal monster with Level 2 or less to activate this card. Special summon as many as you can from your deck of monsters with the same name as that card.

            Maybe for Ojama decks.

EEN-JP056 Get Ride!

Trap - Normal

Choose a Union monster in your Graveyard, equipped it onto a valid target on the field.

            Ok, and who plays Union  monsters again?

EEN-JP057 Hell Polymer

This card can only be activate when your opponent Fusion Summon a Fusion monster. Sacrifice a monster on your field to gain control of that Fusion monster.

            It's aight. Just kinda bunk.

EEN-JP058 Feather Wind

Trap - Counter

This card can only be activate when a [E-Hero Featherman] is on face-up your field. Negate an activation of a Magic/Trap card and destroy it.

            Since when has Featherman been so cool?

EEN-JP059 Fusion Prohibited Area

Trap - Continuous

 Both players cannot Fusion Summon.

            A very blunt card.

EEN-JP060 Level Limit Area A

Trap - Continuous

All monster with level of 3 or less are switched to attack mode.

Rare

            OMG!! WEENIE RUSH!!!!!

 

            Alright guy, this basically sums up my article. I know it was long, and I understand if you lost a few pounds reading it. Hope you enjoyed it. I haven't been doing deck fixes lately since the lack of decks I have. So keep sending them in!!! Laterz!

                                                                                                                        WiCkEd

Send decks or feedback into:

Plasmamullet696@yahoo.com

I NEED YOUR DECKS TO FIX!!!


 


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