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Yugioh Reader Tips, Rants and Raves

From: Testaros25@aol.com [mailto:Testaros25@aol.com]
Sent: Wednesday, January 11, 2006 1:39 PM

Subject: SOI Cards of Note ~ Testaros25

It's almost time for Shadow of Infinity to come out, so let's look at the cards that people will be fapping all over for:

NOTE: ALL NAMES EXCEPT FOR THE 3 SACRED BEASTS ARE THE OCG NAMES

Uria, Lord of Searing Flames

Pyro/Fire/10*/0/0

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by sending 3 face-up Trap Cards on your side of the field to the Graveyard. Increase the ATK of this card by 1000 points for each Continuous Trap Card in your Graveyard. Once per turn during your Main Phase, you can select and destroy 1 face-down Spell or Trap Card on the opponent's side of the field. The effect of the selected Spell or Trap Card cannot be activated in response to this effect.

So this card is capable of destroying chainable Traps while your opponent can't chain with it. This is the only Sacred Beast searchable by Sangan, and it's a powerful one with the right cards. With some popular Continuous Traps, such as Decree, Apophis, and Solemn Wishes, this card can become pretty powerful. Note that you need any face-up Traps, so the traps you send to the Graveyard can be Traps such as Metalmorph.

Hamon, Lord of Striking Thunder

Thunder/Light/10*/4000/4000

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by sending 3 face-up Continuous Spell Cards on your side of the field to the Graveyard. When this card destroys your opponent's monster as a result of battle and sends it to the Graveyard, inflict 1000 points of damage to your opponent's Life Points. While this face-up Defense Position card is on your side of the field, your opponent cannot select another monster on your side of the field as an attack target.

Ok, now we have a more strict summon requirement. You can't toss away Equips or Fields, only Continuous. Not a problem, as there are plenty of those, such as Level Limit - Area B, Dark Snake Syndrome, and Swords of Concealing Light. The burn effect is pretty decent, but it doesn't combo with Ojama Trio, sadly. You can also make this guy a wall by having him in DEF, leaving your Des Wombat safe as your opponent dies from DSS.

Raviel, Lord of Phantasms

Fiend/Dark/10*/4000/4000

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 3 Fiend-Type monsters on your side of the field. When your opponent Normal Summons a monster, Special Summon 1 "Phantom Token" (Fiend-Type/DARK/Level 1/ATK 1000/DEF 1000) to your side of the field. The "Phantom Token" cannot attack. Once per turn during your Main Phase, you can Tribute 1 monster on your side of the field to increase the ATK of this card by the original ATK of the Tributed monster until the End Phase of this turn.

The Token's name is still unknown, but the summon requirement is easy. You can use Giant Germ for starters. If you play OCG, Devil's Sanctuary is the answer there. You can also Heavy Storm your own Statue of the Wickeds to get some Fiends out. Note that the Token summoning only works when your opponent NORMAL SUMMONS. That won't likely happen unless your opponent summons one of the D.D. Trio or Exiled Force (or Tribe if they play Traditional). The power up effect is decent for a turn, but 4000 ATK is enough, don't you think?

Cyber Barrier Dragon

Machine/Light/6*/800/2800

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Attack Reflect Unit". Once per turn, if this card is in face-up Attack Position, you can negate 1 attack from your opponent's monster.



This is what the 4th Ultra Rare was wasted on? This one takes 2 Cyber Dragons, and if that's the case, I'll just stick with Cyber Twin Dragon, thank you. 800 ATK is nothing, but if the effect worked when it was in either position, then it might be more playable. I guess this is only for fans of Zane Truesdale.

Cyber Laser Dragon

Machine/Light/7*/2400/1800

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Photon Generator Unit". Once per turn during your Main Phase, you can select and destroy 1 face-up monster on your opponent's side of the field with an ATK or DEF that is more than the ATK of this card.

You lose 1 Cyber Dragon for this? I'll stick with the Cyber Dragon, thank you. Sure, this can kill a powerful monster, but how useful is that when a powerful monster is summoned on your OPPONENT'S turn?

B.E.S. Covered Core

Machine/Earth/7*/2500/800

Put 2 counters on this card when you Normal Summon it. This card is not destroyed as a result of battle. If this card battles a monster, toss a coin at the end of the Damage Step. If the result is heads, remove 1 counter from this card. If this card battles without a counter, destroy this card at the end of the Damage Step.

Enough with the battleships! Three of them is enough! Well, I guess this card is a blessing, as it adds a big beatstick to Boss Rush decks. Being able to take out Monarchs, Jinzo, and other monsters Big Core is unable to destroy is a huge plus.

Goddess of Extermination - Ruin

Fairy/Light/8*/2300/2000

This monster can only be Ritual Summoned with the Ritual Spell Card, "End of the World". If this card destroyed your opponent's monster as a result of battle, it can attack once again in a row.

Invasion of Chaos brought us the Envoys, and Shadow of Infinity brings us what I like to call the "Apocalypse Monsters", due to their names and Ritual Spell Card, End of the World. Note that End of the World requires you to sacrifice EXACTLY 8 stars. Not 9, not 10, not 75, JUST 8.* Ruin is somewhat like Black Luster Soldier, with the double attack effect. Note that she only gets one extra attack, despite on how the text can be interpeted.

King of the End - Demise

Fiend/Dark/8*/2400/2000

This monster can only be Ritual Summoned with the Ritual Spell Card, "End of the World". By paying 2000 Life Points, destroy all cards on the field except this card.

Packing a slightly bigger punch than Ruin, Demise is Chaos Emperor Dragon's counterpart. The differences is that the Life Point payment is doubled, it doesn't affect the hand, and there's no damage in the mix. This card is useful for a Direct Attack, but is it worth the 2000 LP?

Frog Sandeath

Aqua/Water/8*/2500/2000

"Des Frog" + "Des Frog" + "Des Frog"

A Fusion Summon of this monster can only be conducted with the above Fusion Material Monsters. Increase the ATK of this card by 500 points for each "Yomigaeru" in your Graveyard.

You can still Morph him, it's just that you can't use Fusion Subs. There's an interesting combo here. Use Des Croaking to clear the field, summon this beast, and if you have 3 Yomigaerus in the Graveyard, attack for 4000. Sure, it's not as powerful as 3 Des Frogs, but it's still as crippling. Too bad there isn't a Quick-Play Spell that acts as Polymerization....

Devildozer

Insect/Earth/8*/2800/2600

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 2 Insect-Type monsters in your Graveyard. When this card inflicts Battle Damage to the opponent's Life Points, send the top card from your opponent's Deck to his/her Graveyard.

Insects got a huge boost with this set, and this card is no exception. Easy summon requirement and deck destruction is gooooood. People often call this the "Necrofear of Insects" because of the similar summon requirements.

Saber Beetle

Insect/Earth/6*/2400/600

During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points.

Insects get a decent Trampler as well. Being on par with Dark Driceratops, this card is nothing special aside from a well-needed beatstick.

Chainsaw Insect

Insect/Earth/4*/2400/0

When this card battles, after Damage Calculation your opponent draws 1 card from his/her Deck.

Of the 3 Level 4 2400 ATK monsters, this is the best one. Why? It doesn't have a silly maintainence cost or a summoning drawback. Sure, it gives your opponent hand advantage, but that's only if battles with a monster, so attacking directly with this card isn't that bad. Besides, comboing this with Greed/Null and Void is a good combo. Plus, opponent drawing = faster deck-out.

Cyclone Boomerang

Spell/Equip

You can only equip this card to "Elemental Hero Wildheart". Increase the ATK of the equipped monster by 500 points. If the equipped monster is destroyed by a card effect and sent to the Graveyard, destroy all Spell and Trap Cards on the field. Inflict 100 points of damage to your opponent's Life Points for each Spell or Trap Card destroyed in this way.

Each set comes with more Hero support, and this one is no exception. Wildheart becomes a 2000 ATK beatstick, and if your opponent kills it with a Spell or Monster Effect, you get a Heavy Storm along with minor damage. Note that this card is NOT included in the damage.

Seal of Succession

Spell/Equip

You can only activate this card when you have 3 monsters with the same name in your Graveyard. Select 1 of those monsters from your Graveyard, Special Summon it to your side of the field, and equip it with this card. When this card is destroyed, destroy the equipped monster.

People are saying that this is the new Premature Burial, and that PB will get banned. I say that those people are stupid, because this is too situational to replace PB. If anything, this card will work with King of the Skull Servants and some other cards in this set, such as Chain Slasher, Successor of Magic Sealing, and Grass Phantom.

Reincarnation

Spell/Continuous

Monsters Tributed for a Ritual Summon are not sent to the Graveyard, but instead are returned to their owner's Deck(s). Then shuffle your Deck(s).

Can this make Ritual Decks possible? The way I see it, use Manju in the summoning and use him over and over again. This card can also help with the Apocalypse Monsters, shuffling Demise into the deck for summoning Ruin and vice versa.



Full Burst

Trap/Normal

When this card resolves, discard your entire hand to the Graveyard. Inflict 200 points of damage to your opponent's Life Points for each card discarded in this way.

This does NOT work with Dark World!!!! The hand discarding is a cost, not an effect (like Dark World Lightning). This card's true purpose is for decks that rely on having no hand. Said decks involve Cybernetic Cyclopean, Blade Knight, Mechanical Hound, and, sometimes, Ultimate Obedient Fiend.

Goblin's Perfunctionary Action

Trap/Counter

Pay 500 Life Points. Negate the activation of 1 Spell Card. Return that Spell Card back to its owner's hand.

"But my opponent can just use the effect again!!!" But would they want to discard another card for Vortex? Would they want to pay another 1000 LP for Confiscation? Would they want to pay another 2000 LP for Final Countdown? This card is best used against Spells that have costs.

Malfunction

Trap/Counter

Pay 500 Life Points. Negate the activation of 1 Trap Card. Set that Trap Card face-down in its owner's Spell & Trap Card Zone.

Would they want to pay half of their remaining LP for Solemn Judgement? Would they want to pay another 1000 LP for Seven Tools? Do they have a hand to discard for Rope of Life? Would they like to destroy another of their own monsters for Assault of GHQ? This card is best used against Traps that have costs.



Succession Probability 0%

Trap/Normal

Select 2 random Fusion Monsters from your opponent's Fusion Deck. Send the selected cards to the Graveyard.



Anti-Hero much? This card is best used against a Hero Deck, as it usually has mass Fusions. If Morph wasn't restricted, then a Morph Deck is even better to use this against. There's a monster in the set named Memory Crusher, which, when it attacks directly, deals 100 damage to your opponent's Life Points for every Fusion Monster they have in their Fusion Deck. These two cards are great counters for the decks mentioned.

This is pretty much all the wanted cards. I'll end this on a high note, telling y'all about a new Promo in Japan:

Elemental Hero Elixerer

Warrior/Light/10*/2900/2600

"Elemental Hero Avian" + "Elemental Hero Burstinatrix" + "Elemental Hero Clayman" + "Elemental Hero Bubbleman"
This card cannot be Special Summoned except by Fusion Summon. This card's Attribute is treated as WIND, FIRE, EARTH, and WATER. When this card is successfully Fusion Summoned, return all cards that are removed from the game into their respective owner's Deck and shuffle the Decks afterward. For each monster on your opponent's side of the field with the same Attribute as this card, increase the ATK of this card by 300 points.


This is Testaros25, signing out.



~ Testaros25@aol.com
 


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