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Pojo's Yu-Gi-Oh Card of the Day


Pikeru’s Circle of Enchantment
Super Rare

Damage to the controller of this card effects becomes 0 until the End Phase of this turn

Type - Trap
Card Number - RDS-EN057

Card Ratings
Traditional: 3.75
Advanced: 4

Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.

Date Reviewed - 02.01.05

ExMinion OfDarkness Pikeru's Circle of Enchantment

In a burn-heavy metagame? This card's your best friend.

What Waboku is for saving your monsters and LP from attacks, this is for saving your LP from burn. It's generally a good idea to wait for a big burn from the opponent (them launching a Wave-Motion cannon with several counters on it, a Ceasefire with many monsters on the field...in Traditional, Chaos Emperor Dragon's blow-up) then using it on a mere 500 or 1,000 damage (unless that 500 or 1,000 would finish you off.)

Sorry for the short review -- but this card's a one-trick pony -- it saves you from burn for one turn. Not much else to say.

5/5 in the side deck of a player who's in a burn-heavy meta.
Coin Flip Pikeru's Circle of Enchantment is a card that I originally thought useless when I saw its release in RDS. This was under the false premises given to me at the time that Burn wasn't going to be given a second chance at the game by the removal of certain m/t removal, and also under the consideration that Hallowed Life Barrier acted like Waboku as well as a super-Kuribo.

Right now, this is one of two ways to stop damage from a few cards in the game. It's nifty in that it stops damage from either player - so your own Ring of Destruction or Dark Snake Syndrome or Immortal of Thunder won't inflict massive damage to yourself. As well, the Wave Motion Cannon they've had going for three turns won't be too happy about this either. The enemy of Scientist FTK's everywhere (well, BESIDES a well-timed Jowgen or a better placed Abyss Designator + DD Designator, or even a plain Book of Moon). It's a great sidedeck option against burn, and thus fits near perfectly with the other cards for this week, most of which are good side deck options.

I suppose it might be interesting to see how a deck based around Dark Snake Syndrome and this card did.

Sideboard/Side deck:
3/5 Traditional (Hey, it stops FTK! And, um, CED. That's it.)
3.5/5 Advanced (I think burn is slightly more present here, and you don't want to be taken off guard.)

Pikeru’s Circle of Enchantment


Today’s card is Pikeru’s Circle of Enchantment, a Normal Trap that definitely has a fair amount of playability.  It’s chainable, which is a definite plus, and it protects the controller from all effect damage for a turn.  Effect damage is, however, seldom what people are worrying about – Pikeru’s Circle of Enchantment won’t save you from Black Luster Soldier – Envoy of the Beginning or Archfiend Soldier or that attacking Sinister Serpent.


It will save you from Stealth Bird, Lava Golem, Wave-Motion Cannon and Ring of Destruction, however, which definitely gives it a great spot in Side Decks to counter Burners.  You could also conceivably run it in a deck focused around Dark Snake Syndrome – activate this in your Draw Phase and you’ll be safe from the damage for a turn. 


This isn’t something to main-deck on the off-chance you’ll end up saving yourself from an opposing Ring, but it’s definitely something to run in a Side Deck on the relatively likely chance you find yourself up against a Burner.  One thing to note is that it will stop the damage from Chaos Emperor Dragon, so if you still play Traditional, you may want to consider Pikeru’s Circle of Enchantment a little more seriously.  And, of course, if you feel like making a rentsy Dark Snake Syndrome Deck, it’d probably be a good idea to pack three of these. 


Traditional – CCCC: 3/5

Traditional – Dark Snake Syndrome Deck: 4/5

Advanced – CCWC: 2.5/5

Advanced – Dark Snake Syndrome Deck: 4/5


Snapper Pikeru's Circle of Enchantment

Today’s card in Pikeru's Circle of Enchantment, a Trap that is half the effect of Hallowed Life Barrier.

Pikeru's Circle has an easy to understand effect; all effect damage is reduced to 0 during the turn Pikeru's Circle is activated. That’s really all that needs to be said of Pikeru's Circle; it’s one of the better ways to stop burn damage from Burn Decks. And because of that, Pikeru's Circle is a prime choice for being Side Decked in the event of a Burning opponent. Sorry for the short review but I can’t elaborate on the obvious.

Advanced: 3/5. The uses of Pikeru's Circle are dependent on the Meta in your area; if there’s lots of Burn near you Pikeru's Circle increases in usefulness.
Traditional: 3/5. CEDragon is enough of a reason to Side Deck Pikeru's Circle.
Overall: 3/5.
Art: 3/5. It’s Name That Monster Time! I see White Magician Pikeru (which I thick wears a Scapegoat, or maybe a Stray Lamb?).
sHecKii haha, how fitting after my FTK bashing huh? It's one of the most common FTK sideboard cards; goes in against burner too.

How does this card work? Well think about it...

It says "damage to the controller of this card" "from card effects" "becomes 0 unitl the end phase of this turn"

You can't prevent the 5000 damage Berserk Gorilla and other cards attacking you but it stops you from taking damage from Lava Golemn and FIRST TURN KILL SCIENTIST/CATAPULT TURTLE

If you divide it like that it's easier to understand. You can do unique things with this card...You can use this card to prevent your opponent's Ring of Destruction damage...You can stop a LOT of things in burner...YOU CAN STOP FTK DECKS FOR AT LEAST A TURN!!!

This card is basically made to stop FTK and Burner decks but I'm pretty sure you can find other things too.

Man, I haven't come across a card I can show interesting combo pieces for you guys =\ haha...soon i hope there will be a card where i can show you guys interesting combos with...

Constructed (for SideDeck): 5/5
Limited: 0.5/5

*NOTE (about my latest article)* I should've added that the reason why I think FTK decks are unfair is you do NOT get a chance to counter ANY of their abilities during their first turn. For example, in Magic: The Gathering, they have cards like "Force of Will (i think that's what it's called)" that can counter FTK so you won't die. It's not a fair deck to use when it's based on a COIN FLIP or a DICE ROLL to decide the match. Also, I really did mean all that stuff about being NICE to people...I know that the FTK bashing over-shadowed pretty much that whole article =\
f00b Pikeru’s Circle of Enchantment (PCE)

Okay, so here is a sideboard card that is actually useful, especially when used in multiples. And we’ll cut right to the chase: what decks in the metagame would even prompt this card to be a sideboard possibility?

The answer is two-fold – burn, and FTK. In fact, the way FTK works is pretty much the same goal as burn, but it must move more quickly to accomplish the same goal. Either way, look at what Pikeru’s Circle of Enchantment provides for you in each case.

Against the popular burner decks out there, you’re basically looking to stop the following cards: Wave Motion Cannon, Lava Golem, Just Desserts, Secret Barrel, Ring of Destruction, Magic Cylinders, Stealth Bird, Ceasefire, Ojama Trio, etc along with your basic stall cards to let them accumulate their burn spells. So now take into account that PCE stops all those burn spells entirely for a turn, and you’re leaving them with only their stall cards.
All you have to do is force through some attacks and you win, and the key here is buying yourself time. Burner decks love to hit you hard fast, and even reset with Fiber Jar to do it again as quickly as possible. By stopping whatever damage they try to do in one turn, you are basically buying yourself another turn to draw removal for their stall cards and win by attacking yourself.

However, don’t get fooled into thinking that you can afford to use PCE on just any burn spell. Think of it this way, you’re basically trading 1 for 1, as you will be responding to their burn spell with this card, and then they won’t use any more of their burn spells for the remainder of the turn. And if any of you have played against burn, the key is not to trade card parity but to net card advantage and try to run them out of cards so their advantage fizzles. Thus, you can’t really chain to, say, a secret barrel for 1400 LP with this card, but you can most certainly stop them from hitting you with just desserts for 2500, or ringing your bls or their lava golem for 3000, or launching that wave motion cannon for (an appauling) 4000 or 5000 damage. So, to get the most use out of this card, you actually need to ‘combo’ it with m/t removal to provide some crushing blows to the burn player. Obviously, this means that the turn you play PCE (again, in response to their burn spell), you should also play your Mobius, Breaker, MST, Storm (although this is the one to watch out on timing), and Dust Tornados, because if you hit a burn spell, they can’t chain it (and about two thirds of the time you will, the other third being chainable stall cards like waboku or scapegoat).

Let’s move on to using this card in a similar fashion to beat FTK. Well here, it’s pretty simple. It has been said many times that all you need against these decks is “your draw”. As soon as you have the opportunity to put down cards, you can effectively stop FTK. So, sideboard in 3 of these, and around 45% of the time you’ll hit one in your opening hand. Just set it, and pass. FTK now has the chance to go off, and if they hit the necessary part of the combo, in response to their first catapult launch (let them hyperextend into the scientist/turtle combo first, don’t just play this off a cannon soldier launch or something), flip over this card and win the game.
You’ve basically sealed the deal, because FTK is all offense and no defense, now they have out two relatively weak monsters and no way of protecting them, and it’s your turn to do the worst. This was all made possible (and basically won) by Pikeru’s Circle of Enchantment. The FTK deck is inherently a ‘hit or miss’ deck, and with the sideboarding of such cards as PCE, you can ensure that many of those would-be ‘hits’ turn to misses instead.
Combine this with the other numerous maindecked “answers” you should have to FTK and it should lose most of its allure.

Now, this card tends to have a small amount of “splash value” as well. This term refers to a card that is maindecked or sideboarded as a specific answer to one thing, but comes in handy in other situations as well. Luckily, for the users of PCE, there are still some popular cards out there that this can nullify, namely Ring of Destruction, Magic Cylinders, and Reflect Bounder.
So, if you find yourself wanting to tweak out a card that doesn’t help in a matchup, and your opponent is playing the aforementioned cards, don’t be afraid to slide in a PCE to help the cause. Besides, whatever you can do to protect your life points will help, especially in the days where confiscation, magical scientist and your own ring of destruction abound in plenty.

There it is, now time for ratings:

~PCE is rated strictly as a sideboard card~

Traditional – 2.2/5 The “burn” archetype is not quite as viable here, but we still have scientist FTK and CED’s popping everywhere.
Advanced – 4/5 Basically, you should either be sideboarding this or Hallowed Life Barriers in any deck that attempts to win by any means besides direct damage (most decks).

Don’t let this be deceptive, since we’re dealing with the sideboard (and not your everyday mainboard staples), these ratings don’t lead in the direction of PCE as being broken, but rather as it being a solid choice to run in 2’s and 3’s in practically every sideboard.

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