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Pojo's Yu-Gi-Oh Card of the Day
Zombyra the Dark
This card cannot
attack a player directly. Each time this card
destroys 1 monsters as a result of battle, decrease
the ATK of this card by 200 points.
Type - Warrior / Effect
Card Number - SYE-022
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 02.18.05
Zombyra the Dark
Rated For: Warrior Decks
We culminate this week with Zombrya
the Dark, underlooked and underestimated by all
Cookie Cutter Warrior Decks for God knows what
reason, especially considering the fact that Dark
Warriors aren't exactly common. In fact, the typical
cookie cutter Warrior deck has only Don Zaloog as a
viable warrior option, with the other slots going to
cards such as Kycoo, Skilled Dark Magician, Breaker,
Magical Scientist, and Jinzo. Here's a *brilliant*
idea; instead of splashing in a worthless 1900
spellcaster that doesn't fit the theme, why not put
in a field dominating, Berserk Gorilla-owning
Zombrya the Dark?
See, Zombrya is one of the godliest
normal summons in the game for numerous reasons. It
kills Airknight, Gorilla, and almost any other
monster in the game, including Ryu Senshi, Dark
Balter the Terrible, and such. It also offers no
benefit to your opponent if Change of Hearted or
Snatch Stealed, making it one of the best opening
drops in the game (especially if you draw Crossouts).
It's also a DARK type.
Of course, cookie cutter users are
never really known for their ingenuity or innovative
capabilities, so it's easy to understand why Zombrya
has been ignored completely. Let's lift the veil of
ignorance and hail the age of Zombrya the Dark. He
really deserves it; he's like the superheroes in The
Incredibles, really; nobody shows him any love!
There's a word for a 2100 attack
monster that is only four stars. The word is godly,
and that's what Zombrya is. Imagine if you smash a
Kycoo/Skilled Dark/Airknight/Gorilla with him. He
drops down to 1900! 1900 is still enough to dominate
the field. This card provides utter, rampant field
advantage right out of the box. Ownage in a bottle.
Best Draw for the Situation:
His biggest hindrance, the
fact he can't attack direct, is actually a boon if
you think about it. Play this card on turn 2 or turn
1 (depending on who goes first), and your opponent
can only react to it with monster threats. If they
Change/Snatch it, they better tribute it! And if
they play Smashing Ground/Ring of Destruction etc
al. (which they're often forced to do because of
this bad boy's attack power), you still gain!
Warrior. Dark. 2100 attack. Enough
Here's the tough part; sure you'll
keep him on the field for a while, but his
effectiveness won't directly win the game for you.
Scapegoats are his bane, and you can't ever attack
direct, meaning you'll eventually have to get rid of
The Bottom Line:
A great counter to Metamorphosis
decks, Gorilla decks, etcetera.
A BAD Score--
FORCE System Suggestions:
++ Contributes to Field
Control, On-Field Presence, Counter-Defense
Zombyra the Dark
Here we have an overlooked Warrior monster. It's
pretty easy to see how some Warriors can get
overlooked, with so many good Warriors already being
used and competing for deck space.
This is a more conservative alternative to Goblin
Attack Force. You're short 200 attack points from
GAF, and can't attack directly, but you're not
switching into a 0-defense mode every time you
attack with it either...just losing 200 more attack
points. In the old days of LON, players who couldn't
afford Gemini Elves would play this to destroy one
Gemini Elf and hope to kamikaze with another
(barring a Fissure, which was pretty likely.)
I want to bring attention to this card in two ways:
First, take every combo you have thought of using
Goblin Attack Force in and put this in its place,
and see how much more protected you are with this in
its place. Second...Skill Drain. Enough said.
This card does have a couple other things going for
it too -- Warrior searchability (RotA) and Dark-type
Really, the best way to see if this card is any good
is to try 1 in a Warrior build, if just even
Side-decking it in for 1 duel.
1/5 Traditional (a format that was built on direct
attacks and field-clearing...)
2.5/5 Advanced (Restrictions are pretty bad, but can
work -- people DO use Berserk Gorilla for a
Zombyra the Dark
I’ll be honest: I’ve never liked
Zombyra. Yes, he has 2100 ATK. Yes, he’s a
Warrior. But he has two bad effects, one of which
isn’t that bad – but the other is terrible.
Statistically, Zombyra’s a great monster. You don’t
find many Level Fours with 2100 ATK, and of course,
the Warrior type is always a bonus.
But his effects kill him. First of
all, whenever he kills a monster, he loses 200 ATK.
So if you kill one, your Zombyra is at 1900 (still
fairly respectable). If you kill two, he’s at 1700
(more vulnerable now). If you kill three (getting
fairly unlikely), he’ll now be at 1500, and so
forth. Eventually he’ll be useless.
That brings us to his second effect.
He can’t attack directly. If your opponent’s field
is open and you need to attack for the win, you
can’t. If you need to score that last bit of
damage, you can’t. This monster is very unlikely to
damage your opponent significantly, because he lacks
an ability that almost all other monsters have, an
ability of, really, extreme importance.
Zombyra is a field-clearer. Use him
to get rid of monsters if you can’t find anything
better, but I will say right now that there are
better ways to clear your opponent’s field, ways
that don’t waste summons and aren’t vulnerable to
things like Sakuretsu Armor.
Traditional – CCCC: 2/5
Traditional – Warrior: 2.5/5
Advanced – CCWC: 3/5
OVERALL RATING: 2.5/5
Zombyra the Dark
Our final card this week is Zombyra the Dark, the
former king of Warrior and Beatdown Decks.
For a Level 4 monster, Zombyra has an excellent ATK.
Only Giant Orc, Goblin Attack Force, and a few other
monsters not worth mentioning can beat its 2100 ATK.
Zombyra’s also a Warrior giving him numerous chances
to gain an ATK boost, as well as many other perks.
But with such excellent stats come harmful effects,
one of which forbids Zombyra from attacking your
opponent directly. While it isn’t a complete loss,
where’s the fun in having such a strong monster and
not being able to take ╝ of the opponent’s Life
Points when it attacks? Unfortunately it doesn’t
stop there; whenever Zombyra destroys a monster in
battle, it loses 200 ATK points. This effect makes
Zombyra a decent monster for about 3 attacks, after
which it becomes an increasingly worse monster.
There are ways to get around these effects though.
Flipping Zombyra face-down resets its ATK to 2100,
giving it a second chance at being a good monster.
Returning it to your hand will have similar effects,
only it will waste a summon. And if you’d like to
find a way around the whole not getting to attack
directly effect, find a way to keep a Spirit Reaper
in Attack Position on your opponent’s side of the
field, and have Zombyra continually attack it. Not
only will Zombyra keep its 2100 ATK but it will also
do 1800 points of damage to the opponent. Despite
the different methods of getting around Zombyra’s
effects, Zombyra is best reserved for the “Poor
Warrior and Beatdown Decks.
Advanced: 3/5. Good stats, bad effects.
Traditional: 3/5. Good stats, bad effects.
Art: 4/5. I’ve always liked Zombyra’s picture.
don't quite understand some of JAELOVE's particular
This one is easier to understand. Zombire the Dark
Hero is rather good if you know what you're doing.
First off, the offensive lack of this card lies in
the fact that it can't attack your opponent
directly. No Smashing Ground, drop this, and then
swing for 1/4th of their life like GAF or Berserk.
That's not terrible. Often times you'll see players
using Scapegoat to stop that anyways. Oh. Wait.
Crap. Well, on the upside, it is likely to stop more
than a few players using Change of Heart or Snatch
Second off, the other offensive degradation of this
card lies in the 200 drop. Generally, ATK means a
lot in this game. This thing is great in that it can
kill a Berserk Gorilla and then still suicide with
an Airknight. Hell, if you work it right, you might
kill a Berserk Gorilla (or a Senshi/Balter, for that
matter) and then kill a Kycoo before Zombire dies.
Let's put those little hiccoughs aside for a moment.
This guy is a standard beatstick. On par with
Gorilla. With Gorilla, you know it won't last more
than a turn because of those damned Enemy
Controllers, Sakuretsu Armors, Smashing Grounds, and
Bottomless Trap Holes. With Zombire, you know it
won't last more than a turn because of those damned
Berserk Gorillas, Sakuretsu Armors, Smashing
Grounds, and Bottomless Trap Holes. On the upside,
you're likely to get a 1-for-1 trade with this. And
if they are expecting Gorillas, Enemy Controller
will ensure that you don't take any damage. Because
Zombire is in DEF. Instead of dead.
With 500 DEF, though, he won't be in DEF for long.
Let's put it this way... Huge tactical advantage for
the short time he remains on the field in a meta
where monsters are already remaining on the field
for a short period of time. Solid.
1/5 Traditional (which is why I hate Traditional)