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 Trading Card Game Tips from fans


From: Steve Strohl [mailto:strollymonster@gmail.com]
Sent: Sunday, February 12, 2006 2:48 PM

Subject: Enemy of Justice Set Review - Steve Strohl

I've been writing these set reviews for a while now, from at least Flaming Eternity. I just did a new one for the recently revealed Enemy of Justice set.

Secret Squirrel recommended that I send my reviews into the site as articles for you guys to post up. I've been a Pojo'r for years, so it's a welcome opportunity for me. Here's the first article, the set review of Enemy of Justice. I'll follow up with the past set reviews I've done, and you guys can publish them in any order you'd like!

***

It's that time again, when I pull myself out of the void to post a way-too-long review of every card in a new set.

I'll make this clear now- This review is based off of Japanese fan spoilers, and all effects and names are subject to change for the English release.
This post is for those that want some idea of what to anticipate. I do this so that people can be introduced to the next set and try to see it in the context of how it will affect the metagame.

As always, credit goes to the fine fellows at DMComet <http://dmcomet.net/> , without whom this wouldn't be possible. The spoiler I used can be found here <http://dmcomet.net/eoj.txt> .

SET REVIEW BEGINS NOW!

EOJ-JP001
D-Hero Devilguy
Dark/Warrior/3/600/800
When this card is in face-up attack mode, once per turn you can remove an opponent's monster from the game. The player that use this effect cannot battle during that turn. The monster removed by this effect, at your second Standby Phase, would return onto opponent's field in the same mode.

We don't start off in the best of ways. Minute in size, the Devilguy introduces us to the new D-Hero monsters, the "rivals" of the E-Heros. The effect is something like a very limited BLS-EoTB effect. The problem is, you may not battle if you decide to give the monster a vacation. Essentially, you remove a monster in the hopes that you'll use the next turn to get in an attack. Highly searchable as a DARK Warrior, but I don't think it'll see play outside of a D-Hero deck.

EOJ-JP002
D-Hero Diehardguy
Dark/Warrior/3/800/800
When this card is face-up on the field, if a monster with [D-Hero] in its name other than this card would be destroy as result of battle and sent to Graveyard, special summon that monster onto your field during your next Standby Phase. This effect can only be used once per turn.

This is an interesting new effect. Essentially, you can keep D-Heros coming back to you if they're killed in battle. The problem is that the Diehardguy can't protect himself, meaning he'd be an early and obvious target. Add in weak stats and he's unlikely to stick around. Again, D-Hero only, methinks.

EOJ-JP003
D-Hero Diamondguy
Dark/Warrior/4/1400/1600
When this card is face-up on the field, you can look at the top card on your deck. If that card is a Normal Magic sends it to Graveyard, and you can activate the effect of that Normal Magic at the Main Phase of your next turn. If outside of Normal Magic card put it to bottom of the deck. This effect can only be activate once per turn.
Rare

A very strange effect. The stats are much better than the other D-Heroes so far, so that's a good start. The effect essentially offers you a way to accelerate your deck. Since most of the most powerful cards in the game are normal spells, the monster offers a way to thin the deck without losing powerful effects. If it's not a spell, then you could end up hurting yourself by putting something you needed at the bottom of the deck. Risky, without a doubt. It might be a good add in a deck heavy on Normal Spell cards, but will likely be left for D-Heros.

EOJ-JP004
D-Hero Dreadguy
Dark/Warrior/8/?/?
When special summon by effect of [Clocktower of Seclusion], destroy all monsters on your field except cards with [D-Hero] in its name. Afterward, you can special summon up to 3 monsters with [D-Hero] in its name from your Graveyard. During the turn this card is special summon, when monster with [D-Hero] in its name on your field would be destroy as result of battle, the battle damages done to controller would become 0. This card's attack and defense strength is equal to the total original attack strength of all monsters with [D-Hero] in its name outside of this card.
Ultra/Ultimate Rare

Sorry, Dreadguy, but you're just too hard to use. Clocktower's need for 8 turns to build up the resource to summon this guy makes it just too unlikely and unreliable to ever be used effectively in a tournament setting. The Dreadguy's effect is actually pretty nice...it will likely give you a full field of D-Heros. Even though the D-Heros are pretty weak, the battle damage would be zero if they get killed, so that' a nice bonus. The attacks of the Heros could defintely add up, especially if they're mostly Diamondguys
(14*3=4200) Unfortunately, unless the D-Heros get better support in terms of Time Counters, this guy won't see play.

EOJ-JP005
Cyber Tutu
Earth/Warrior/3/1000/800
When all monsters on opponent's field have their attack strength higher than this card's attack strength, this card can attack opponent directly.

Erm...not so much. It's highly searchable, but that it requires the opponent have only monsters with over 1000 ATK out, meaning a single f/d monster would foil your plans. I suppose this could see play in a Burn deck, since it gets around all 3 major stall cards. Still, I wouldn't recommend it.

EOJ-JP006
Cyber Gymnetics
Earth/Warrior/4/800/1800
Discard a card from hand. Destroy a monster in face-up attack mode on opponent's field. This effect can only be use once per turn.

This will see play, guaranteed. A Warrior that offers reusable monster killing is generally a good thing. It's very much like a limited TIV that's RoTA-ble. The discard is a painful cost, though. Very likely going to be used as a single tech copy.

EOJ-JP007
Cyber Prima
Light/Warrior/6/2300/1600
When this card is successfully sacrificed summon, destroy all face-up Magic cards on the field.
Super/Ultimate Rare

Eh...not really a fan. This is something that might be good against Burn and Field spell decks, but if I'm going for a 2300 Light Warrior, I'd rather use the self-protecting SSLV5. It does have the potential to be used in Soul Control since it has a tribute triggered effect, and it would take care of annoying things like SORL, Snatch, and Premature. Playtest it, but I'm not particularly fond. Warriors would use SSLV5, and everyone else would probably just use Mobius.

EOJ-JP008
Cyber Giraffe
Light/Machine/3/300/800
Sacrifice this card. Until End Phase of that turn, all damages done to this card's controller by effect of cards would become 0.

Not really a fan. I suppose you could side this against a burn deck that does a lot of damage during your turn, like Dark Eradicator Warlock, or Chain Energy. Honestly, Des Wombat is an all around better pick than this, since it won't cost you field prescence and lasts longer than just your own turn.

EOJ-JP009
Cyber Phoenix
Fire/Machine/4/1200/1600
When this card is face-up on the field, negate all effects of Magic/Trap cards that target a Machine sub-type monster on your field. When this card is destroy and sent to Graveyard as result of battle when it's face-up, draw a card from your deck.
Super/Ultimate Rare

This is almost an auto-include in Machine-based decks. Protection from targeted non-monster effects, and it includes a cantrip effect that allows the user to break even in terms of card advantage. I've been waiting a long time for more effects like that, so it's a positive sign for the game.

EOJ-JP010
Searchlightman
Light/Machine/3/1000/1000
Reverse: Opponent cannot set card(s) this turn.

Erm...I don't really know about this. I've found that a lot of people set before they attack, but maybe that's just my meta. It's got decent stats and it's searchable, but it will depend largely on your opponent's play style, which generally isn't a good thing to depend on. It might have some synergy in Cold Wave decks, though.

EOJ-JP011
Victory Viper XX03
Light/Machine/4/1200/100
When this card sucessfully destroy an opponent's monster, choose one of the following effects and activate.
- Increase this card's attack strength by 400.
- Destroy a face-up Magic/Trap card on the field
- Special Summon a [Option Token] onto your field that have the same Main-Type, sub-type, level, attack, and defense strength as this card.
Super/Ultimate Rare

Gradius is back in a big way, and I'm happy about it. Very searchable and highly synergystic with the other machine support in the set. The options given are interesting. There's the basic and necessary attack boost, though I wish it were a little larger. The destruction of a S/T is a nice addition, but the problem is that you generally want to kill S/Ts before you attack (Sak Armor). The most original effect is the duplication one, one of the best token effects we've seen in the game. The best way to use this card would be a deck that had a lot of protection for the Gradius and also provided easy kill fodder (Ojama Trio). The spell that goes with this card is also an excellent compliment. This card will have decks based on it, most definitely.

EOJ-JP012
Birdman of Gale - Joe
Wind/Bird/6/2300/1400
When this card is successfully sacrificed summon by sacrifing a Wind main-type monster, return all Magic/Trap cards on the field to owner's hand.

A Giant Trunade in monster form...it's good for clearing the field for a final attack, but the unfortunate truth is that he still leaves himself open for chained cards, like Torrential, Bottomless, and Waboku/Roar. A definite possible pick for Wind decks, though, as they lack good tribute monsters, which this is for Wind decks.

EOJ-JP013
Harpy Pet Baby Dragon
Wind/Dragon/4/1200/600
This card gains effect text equal to number of monster with [Harpy] in its name on your field other than [Harpy Pet Baby Dragon].
1 - When this card is face-up on the field, opponent cannot choose monsters with [Harpy] in its name on your field as target of attack other than [Harpy Pet Baby Dragon]
2 - Doubled this card's attack and defense strength
3 - Once per turn, you may destroy a card on opponent's field.
Rare

Another retrained creature, infinitely better than the old dragon. Again, highly searchable. This one counts all creatures with Harpy in the name, meaning the Sisters and Chick both count towards it (though why you'd use the chick, I don't know). Harpies swarm like no other, so getting the effects won't be difficult. The first one is fairly weak, only offering a Marauding Captain protection. The second effect is good, turning the dragon into a more formidable 2400/1200. The final effect is excellent, offering a free kill every turn for both S/Ts and monsters. The only problem is that the Dragon can only have one of these effects and not multiple. Still, great support for Harpy monsters, who have gained some new playability with this set and the structure.

EOJ-JP014
Lightning Gear - Skyflash (Lightning Gear - Hiramakuu) Light/Angel/4/1000/500 When this card attack opponent's lifepoints directly, draw a card from your deck. Send this card to Graveyard during the End Phase of the turn this card is successfully Normal Summoned, Reversed Summon, or Special Summon.

The weakest of the gears. It feels like it's missing some important effect, because it's horrible as it is. Weak, and it dies at the end of the turn. It needed trample or something to make it even remotely likely that the draw card effect would trigger.

EOJ-JP015
Lightning Gear - Sakuraka
Light/Angel/6/2400/1400
This card can be Summoned without sacrifice. If summon by this way, send this card to Graveyard at End Phase.
Rare

Better, with potential. Skill Drain loves this card as a free 2400 summon.
It replaces the Orcs/Goblin Elites that people (like myself) were running.
It also has potential in a deck based on Monster Gate/Reasoning, since it won't be a dead card in hand.

EOJ-JP016
Lightning Gear - Rumbling Dragon (Lightning Gear - Gouryuu) Light/Angel/8/2900/1800 This card can be Summoned by sacrificing 1 monster. If summoned by this way, send this card to Graveyard at End Phase. When this card attack a monster in defense mode, and the attack strength exceed that defense strength, do battle damages to opponent equal to the difference.
Super/Ultimate Rare

One of my favorite cards from the set, largely because I have both Skill Drain and Reasoning Gate decks, both of which will be using this card. A 1-trib 2900 trampler is an excellent pick in limited (look for it, guys <http://www.pojo.biz/board/images/smilies/biggrin.gif> ) and great for the two decks I've mentioned. I imagine even Fairy and Light decks will consider using this guy.

EOJ-JP017
Royal Knights
Light/Angel/3/1300/800
When this card destroy a monster as result of battle and send to Graveyard, increase your lifepoints equal to that monster's defense strength.

Erm...Life Gain hasn't been good in a long time. It's probably not going to be worth it. Angels already have better LP gain cards.

EOJ-JP018
Green Declarer
Light/Angel/2/300/500
Discard this card and another Angel sub-type monsters from your hand to Graveyard to activate. Negate an activation of an opponent's Magic card and destroy it. This effect can only be use in opponent's turn.
Rare

The first of the unique new "hand counter" cards. Unfortunately, their playability is limited to a very specific kind of deck. Two cards from the hand to stop one on the field is a trade very few are willing to make. Add in the specificness of the discard (Angel Monster), and the only deck that would run this would be one that's also running Ray of Hope or the other new one that returns two RFG'd Angels to hand.

EOJ-JP019
Purple Declarer
Light/Angel/2/300/500
Discard this card and another Angel sub-type monsters from your hand to Graveyard to activate. Negate an activation of an opponent's Trap card and destroy it. This effect cannot be use in opponent's turn.
Rare

Pretty much the same thing I said above.

EOJ-JP020
Artemis of Harvest
Light/Angel/4/1600/1700
When this card is face-up on the field, draw a card everytime a Counter Trap would be activate.

This is actually somewhat interesting. Angels and Counter Traps work well together in this set, and adding some card draw tacked to a decently-sized monster is a good idea. Only for an Angel/Counter deck, though.

EOJ-JP021
Reiyad of Relief
Light/Angel/4/1400/1500
When this card is face-up on the field, whenever a Counter Trap would be activate return 2 Angel sub-type monsters that are removed from game into your hand.

The Declarators love this card when they're used with the card below.
Discard the Declarator + cost when the Bringer of Sparking Light is out, then use this guy to get them back when someone uses a counter trap. Yeah, I think it's too situational, too.

EOJ-JP022
Bringer of Sparking Light
Light/Angel/3/1600/0
When this card is face-up on the field, all cards that would send to Graveyard would be removed from the game instead.
Rare

Banisher of the Light Redux. Practically the same except with a decent attack and no defense. I honestly think Banisher is better than this, because it's more likely to last longer.

EOJ-JP023
Giver of Judgment - Boltenis
Light/Angel/8/2800/1400
When you successfully activate a Counter Trap, this card may be special summon by sacrificing all monsters on your field. When this card is successfully special summon this way, you may destroy number of cards on opponent's field equal to number of Angel sub-type monsters sacrificed.
Ultra/Ultimate Rare

The win condition of the Angel/Counter decktype this set is promoting. It's strong in that it's not a nomi, meaning that it's not totally useless if you don't have a counter trap ready. Ideally, you'd summon this during your opponent's turn when you have two to three monsters out. It's somewhat situational, but the deck that uses it could utilize it well. Just don't run more than two copies. A decent monster, but the deck will need to be based around him.

EOJ-JP024
Guard Dog
Earth/Beast/3/1500/500
Reverse: Opponent player cannot special summon during this turn.

Eh...not that good, honestly. Searchable, which is a plus. The problem is that a lot of Special Summoning happens in the first main phase, meaning that this card would be useless. I don't see this card making much play.

EOJ-JP025
Vacuum Itachi ("Vacuum Weasel")
Wind/Beast/3/500/1500
Reverse: Opponent cannot activate Magic/Trap during this turn.

Same problem: Most S/T use happens before the opponent attacks. Unless you're using Desert Sunlight, this generally won't be something you'd want to use. That could be the basis of a weird new deck, I suppose...use Desert Sunlight to flip up the preventative Flip monsters in this set.

EOJ-JP026
Beating Aos
Earth/Spellcaster/4/800/1500
Sacrifice an Earth main-type monster outside of this card from your field, special summon an Earth main-type monster from your hand. This effect can only be activate once per turn. The monsters special summon by this effect would be destroy when [Beating Aos] leaves field.

EOJ-JP027
Raging Eria
Water/Spellcaster/4/800/1500
Sacrifice a Water main-type monster outside of this card from your field, special summon a Water main-type monster from your hand. This effect can only be activate once per turn. The monsters special summon by this effect would be destroy when [Raging Eria] leaves field.

EOJ-JP028
Blazing Hiita
Fire/Spellcaster/4/800/1500
Sacrifice a Fire main-type monster outside of this card from your field, special summon a Fire main-type monster from your hand. This effect can only be activate once per turn. The monsters special summon by this effect would be destroy when [Blazing Hiita] leaves field.

EOJ-JP029
Devastating Wynn
Wind/Spellcaster/4/800/1500
Sacrifice a Wind main-type monster outside of this card from your field, special summon a Wind main-type monster from your hand. This effect can only be activate once per turn. The monsters special summon by this effect would be destroy when [Devastating Wynn] leaves field.

A new set, another bunch of practically identical Charmer creatures. These guys offer Elemental decks a way to get their bigger creatures out for a single tribute. The problem is that the biggie dies if the Charmer dies...and with their stats, that's ridculously likely. A nice thought, but are practically guaranteed to be ignored like the other Charmer creatures.
Come on, Konami, give these things some better support!

EOJ-JP030
Battery Man D
Light/Thunder/1/0/1900
When this card is face-up on the field, opponent cannot choose a Thunder sub-type monster as target of attack other than [Battery Man D].

I'll say what I said before...I'm disappointed by the end of the Battery Line. AA was the best, C was mediocre, and this new one is just sad. Nice DEF, to be sure, but I was hoping for an effect that sped up the win condition of Battery decks, which is 3 AAs. However, it should still see play in a Battery deck, because of the new Dragon. If D is sac'd to it, the dragon gains an important self-protection ability.

EOJ-JP031
Super Electromagnetic Operating Voltic Dragon Light/Thunder/5/2400/1000 When you successfully sacrificed summon by using one of following monsters, this card gain respective effect.
- Battery Man D: Negate the Magic/Trap effect that target this card.
- Battery Man C: When this card attacks a monster in defense mode, and the attack strength is higher than the defense strength, do battle damages to opponent equal to the differece.
- Battery Man AA: Increase this card's attack strength by 1000.
Super/Ultimate Rare

Another of my favorite cards in this set. Konami surprises by giving Battery decks another win condition. Essentially, you give the dragon a new effect depending on what Battery you sac for it. Thankfully, the dragon doesn't even require a Battery sac, making it MUCH more versatile. It starts as a
LV5 2400, which is great to start with. The D offers a very handy self-protection, the C gives it trample, and the AA turns it into a 1-tribute 3400 attack monster. No matter how you cut it, and excellent monster and tremendous addition to the Thunder family.

EOJ-JP032
E-Hero Phoenix Guy
Fire/Warrior - Fusion/6/2100/1200
[E-Hero Featherman] + [E-Hero Burst Lady] This card can only be Special summon by Fusion Summon. This card cannot be destroy as result of battle.
Ultra/Ultimate Rare

EOJ-JP033
E-Hero Shining Phoenixguy
Fire/Warrior - Fusion/8/2500/2100
[E-Hero Sparkman] + [E-Hero Phoenixguy]
This card can only be special summon by Fusion Summon. Increase this card's attack strength by 300 for each monsters with [E-Hero] in its name in your Graveyard. This card cannot be destroy as result of battle.
Ultra/Ultimate Rare

I'm really not a big fan of these new fusions that use the same ingredients of old fusions. Essentially, they just add a bit of versatility to E-Hero decks...if you're worried about your fusion getting killed before he'd ever get his burn effect, just go for the one that won't die in battle. The problem is, things that size rarely die in battle in the first place...so the effect is more of an afterthought than anything else. It won't hurt to have them in an E-Hero deck (unless those SOI fusion haters are commonly used in your meta), so they'll end up using them anyways.

EOJ-JP034
E-Hero Sailorman
Water/Warrior - Fusion/5/1400/1000
[E-Hero Bubbleman] + [E-Hero Featherman] This card can only be special summon by Fusion Summon. When you have set Magic/Trap card, this card can attack opponent directly.

A nice potential game-ender, and could be very handy against MoP burn decks.
Again, as a fusion, it can't hurt to have it for an E-Hero deck.

EOJ-JP035
E-Hero Wild Wingman
Earth/Warrior - Fusion/8/1900/2300
[E-Hero Wildman] + [E-Hero Featherman]
This card can only be Special summon by Fusion Summon. Discard a card from your hand, destroy a Magic/Trap card on the field.
Super/Ultimate Rare

Wildheart is undoubtedly the best lowlevel E-Hero, and this Fusion is pretty great. E-Heros will want to run this guy, but no one else...it's actually sort of pointless to review these, since Fusions can't hurt the deck ^.^;

EOJ-JP036
E-Hero Necroid Shaman
Dark/Warrior - Fusion/6/1900/1800
[E-Hero Wildman] + [E-Hero Necrodarkman] This card can only be Special summon by Fusion Summon. When this card is successfully special summon, destroy a monster on opponent's field.
Afterward, choose a monster in opponent's Graveyard and special summon it to opponent's field.

A highly unique effect that almost justifies using the Necro. However, a Fusion sub (KoTS) would be a much better idea. The effect can be very handy, turning a Jinzo into a Magician of Faith. It's a very versatile tool that E-Hero decks will like.

EOJ-JP037
Misfortune
Magic - Normal
Choose a face-up monster on opponent's field to activate. Do damage to opponent equal to halved of the original attack strength of the chosen monster. Your monster cannot attack during this turn.

Lava Golem Burn loves this card, 1500 damage for one card, and the no-attacking thing doesn't hurt at all. Use it there, but probably nowhere else.

EOJ-JP038
H - Heat Heart
Magic - Normal
Choose a face-up monster on your field to activate. Increase the chosen monster's attack strength by 500. When that monster attack a monster in defense mode, and the attack strength is higher than the defense strength, do battle damages to opponent equal to the difference. This card's effect would lasted until end of turn.

Not all that bad. Essentially +500 and Trample at the cost of a single card.
Would have been better as a Quickplay, but this is still worth playing.

EOJ-JP039
E - Emergency Call
Magic - Normal
Choose a monster with [E-Hero] in its name from your deck and add it into your hand.

3 more ROTAs for E-Heros, GREATLY increasing their playability. Fusion summoning just got a GREAT deal easier for the deck. Good job Konami, this is the kind of support the Heroes needed.

EOJ-JP040
R - Right Justice
Magic - Normal
For each monster with [E-Hero] in its name on your field, destroy a Magic/Trap card.

DANG. This is INCREDIBLE support, since getting multiple E-Heroes in play isn't difficult at all. Destroying two to three S/Ts is easily possible. The only catch is that you have to be careful not to use it when you have more Heros than they do S/Ts...otherwise, you could end up destroying your own. A practical MUST for E-Heros. Konami's on a roll, here!

EOJ-JP041
O - Over Soul
Magic - Normal
Choose a monster with [E-Hero] in its name from your Graveyard, special summon it to the field.

Just incredible. This line of 4 cards has added more playability to E-Heroes than anyone would have guessed. *Gives Konami standing ovation* Now please, stop cramming so much Hero stuff in every set and ease up now.

EOJ-JP042
Hero Flash!!
This card can only be activate when you remove [H - Heat Heart], [E - Emergency Call], [R - Right Justice], and [O - Over Soul] from your Graveyard from the game. Special Summon a Normal Monster with [E-Hero] in its name from your deck. During this turn all Normal Monsters with [E-Hero] in its name can attack opponent directly.
Rare

I assume this is a Normal Spell, given the location in the spoiler. A Hero deck will likely already be using the four cards mentioned, and this one rewards it. It is somewhat situational, but it is potentially game-ending.
If you've used all 4 cards, you probably have somewhat of an advantage. If you had 3-4 Normal Heros out, you could probably get rid of well over 3000 LP. Use a single copy of this and two of each of the HERO cards.

EOJ-JP043
Power Capsule
Magic - Normal
Choose one of the effects of a [Victory Viper XX03] face-up on your field.
This card's effect would become that effect.

Gradius's support. Essentially, this allows you to use Gradius's effects without killing a monster. It's either a small attack boost, a MST, or a token creature. Run 3 in the Gradius deck, but nowhere else.

EOJ-JP044
Deification of Light
Magic - Quickplay
Special Summon an Angel sub-type monster from your hand. That monster's attack strength would be halved, and destroy it at the end of turn.

This might see play in decks running big angel creatures, but I think the best use would be for decks running Saturn. Get her out easier to sac for her effect. As a Quickplay, it's versatile, so put it in consideration for Angel decks.

EOJ-JP045
Guard Penalty
Magic - Quickplay
Choose a monster on the field. When the chosen monster would switch to defense mode during this turn, draw a card from your deck.
Rare

Eh...I suppose this could be useful if you've got a deck with a load of position swtich card. However, it seems like too much work just to draw a card. This is a space-filler, much like Upstart Goblin or Jar of Greed. Use either of those over this.

EOJ-JP046
Grand Cross
Magic - Quickplay
This card can only be activate when [Macrocosmo] is on your field. Do 300 lifepoint damages to opponent, and destroy all monsters on the field.

A Dark Hole for Alchemy Decks. The burn is inconsequential, but definitely great for a deck that's using the Helios creatures.

EOJ-JP047
Dimensional Rip
Magic - Continuous
All monsters that would send to Graveyard would be removed from game instead.

A semi-Banisher of the Light in Continuous Spell form. It will have a lot of uses in various decks, particularly ones that use Gren Maju Da Eiza.

EOJ-JP048
Clocktower of Seclusion
Magic - Field
During each Standby Phase of opponent's turn, put a Time Counter onto this card. When this card have four or more Time Counters on it, battle damages would not be done to this card's controller. When this card is destroy and send to Graveyard while it have 4 or more Time Counters, special summon a [D-Hero Dreadguy] from your hand or deck.
Super/Ultimate Rare

Urg. Takes too long to get going and then requires it to be destroyed, so you'll need something like Gryphon Duster if you don't want to depend on your opponent.

EOJ-JP049
Lifechanger
Trap - Normal
This card can only be activate when your lifepoints is 8000 or more less than opponent. Both player's lifepoints become 3000.
Rare

This might find a spot in Last Turn decks, but it would require that the opponent gain life somehow. Too situational to be worth using, IMO.

EOJ-JP050
Elemental Charge
Trap - Normal
For each monsters on your field with [E-Hero] in its name, increase your lifepoints by 1000.

Actually not all that bad. A 2-3K LP gain can be a lifesaver, and this would be something nice to have after you use Hero Flash!! when you've got a bunch of Heroes out. And it's chainable.

EOJ-JP051
Destiny Destroy
Trap - Normal
Send the top 3 cards on your deck to Graveyard. For each Magic/Trap card send to Graveyard by this effect, you take 1000 lifepoints damages.
Rare

Interesting. It offers deck thinning, but the cost is really too risky for something as small as getting 3 cards to the grave. Not worth potentially taking 3000 damage. Even 1000 is too much.

EOJ-JP052
Destiny Signal
Trap - Normal
This card can only be activate when one of your monster on the field is destroyed as a result of battle. Special summon a monster with [D-Hero] in its name that is Level 4 or lower from your hand or deck.

Hero Signal for D-Heroes. Not really much more to say.

EOJ-JP053
D-Time
Trap - Normal
This card can only be activate when a monster with [E-Hero] in its name on your field leaves the field. Add a monster with [D-Hero] in its name with level lower than that monster into your hand from your deck.
Rare

If it were continouous, maybe it would be more likely to see play. As it is, only for E/D-Hero hybrids that need more searching. The restrictions make it a bit situational for my taste.

EOJ-JP054
D-Shield
Trap - Normal
This card can only be activate when a monster in attack mode with [D-Hero] in its name on your field would be target of attack. This card would become an equipment card, and equipped on the attacked monster and strength it to defense mode. The equipped monster cannot be destroy as result of battle.

Turn any D-Hero into a Spirit Reaper that doesn't instantly die to targeting. Actually a worthwhile card for D-Hero decks...it can be a gamebreaker.

EOJ-JP055
God Bird Attack
Trap - Normal
Sacrifice a Bird sub-type monsters fron your field. Destroy 2 cards on the field.

Birds got a big boost. As a 2-2, it breaks down to a 1-1. It's chainable and works with the ever-swarming Harpies. The only weakness is that it requires the destruction of two cards, so you have to be careful to use it so you don't destroy your own.

EOJ-JP056
Elemental Absorber
Trap - Continuous
Remove a monster card from your hand from the game. All opponent's monsters with the same main-type as that card, as long as this card is on the field, cannot declare attack.
Rare

I really don't see this seeing much play, since pure Elemental decks are rarer than hen's teeth. You could combo it with DNA Transplant for a complete anti-attack lock, though.

EOJ-JP057
Macrocosmo
Trap - Continuous
You may special summon a [Primerval Sun - Helios] from your hand or deck.
When this card is face-up on the field, all cards that would send to Graveyard would be removed from game instead.

A nice addition to Alchemy decks. A way to summon the first Helios and it also serves as a Banisher of the Light. Staple for Alchemy, but not many other uses.

EOJ-JP058
Miracle Arrival
Trap - Continuous
Special Summon one of your Angel sub-type monster that is removed from game.
When this card leaves the field, destroy that monster. When that monster is destroy this card is destroy.
Rare

Angels love it, especially in this Angel/Counter subtype. If you use Deification of Light to get out Boltenis and an RFG card is out, you can use this to get that Boltenis back at full strength. A great add to that decktype, but nowhere else.

EOJ-JP059
Cracking Hatchet
Trap - Continuous
Choose a face-up monster on the field to activate. When this card is face-up on the field, the attack strength of the chosen monster is decrease by 500 during each of your Standby Phase. When that monster is destroy, destroy this card.

Ew. Better ways to take care of monsters that don't take as long and aren't as vulnerable to removal.

EOJ-JP060
Kickback
Trap - Counter
Negate the Normal or Reverse Summon of a monster, and return that monster to owner's hand.
Rare

Great against Mobius and Soul Control decks, but I'd rather use Compulsory Evacuation Device over it in just about any other situation for more versatility.


SPOON'S TOP 10 OF SET

Lightning Gear- Sakuraka
Lightning Gear- Rumbling Dragon
God Bird Attack
Victory Viper XX03
Cyber Gymnetics
Cyber Phoenix
Super Electromagnetic Operating Voltic Dragon
E- Emergency Call
R- Right Justice
O- Oversoul

That does it for this review...I hope everyone enjoys it!

 


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