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

Dark Room of Nightmare

Each time damage, except Battle Damage, is inflicted to your opponent's Life Points, inflict 300 points of damage to your opponent's Life Points. This card's effect is not applied to the effect of "Dark Room of Nightmare".

Type - Spell
Card Number - DR1-EN030

Card Ratings
Traditional: 1.75
Advanced: 2.5

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

Date Reviewed - 07.12.05


Dark Room of Nightmare

We move on to Dark Room of Nightmare (evidently representative of the Chamber of Secrets), a card that I’ve honestly just never liked. It’s a Continuous Spell, meaning it’s very vulnerable to S/T removal; and its effect isn’t all that great.

When you inflict effect damage to your opponent, he takes another 300. So your Solar Flare Dragon will do 800 damage per turn, your Stealth Bird 1300, your Poison of the Old Man 1100. It makes Burn cards a little better.

Note that for cards like Secret Barrel, it will only add 300, regardless of how much damage Secret Barrel would do. If your opponent has 5 cards, Secret Barrel will do 1000, plus ONLY 300 for Dark Room of Nightmare, not another 1500.

Can it be useful? Sure. But cards that help Burn a little just aren’t worthwhile in Burn Decks, in my opinion. This card is generally a waste of space that could otherwise be used for another stall card or better burn card.

Traditional – CCCC: 1.5/5
Advanced – Burn: 3/5
Traditional – CCWC: 2/5
Advanced – Burn: 3.5/5

Dark Room of Nightmare

Eh...yeah...I guess it's...good in...Burn?


Oh wait, no it's not.

Rating: 1/5

I rather play Ookazi. Ookazi is sexy. ...Very sexy...

Snapper Dark Room of Nightmare

Today’s card is Dark Room of Nightmare, a card with slight similarities to the Chamber of Secrets. To review, the Chamber of Secrets is the big bad “enemy” in book two, and Harry is forced to endure 250 pages of everyone thinking he has control over the Chamber of Secrets and the beast inside. In the end though, Harry smites the true master of the Chamber, as well as the monstrous snake that calls it home.

Each time your opponent is damaged via something other than battle *cough*burn*cough*, DRoN does an extra 300 points of damage unto them. But to prevent an infinite loop ending in a loss on the opponent’s part, DroN’s effect doesn’t kick-in when another DRoN kicks in.

Now, obviously DRoN does you absolutely no good outside of a Burn Deck. In a Burn Deck however, it can serve as a nice 900-1200 a turn. After you’ve got all your stalling cards in place as well as a few Solar Flare Dragons, Lava Golems, and Bowganians on the field, and you’ve got cards like Cannon Soldier, Ring of Destruction, and Ceasefire ready to be used, DRoN is ready to work said damage of 900-1200.

The only real downside to DRoN is that it occupies one of your invaluable S/T zones, a zone you could be using for more stall, more guaranteed burn, and more cards that would protect the Burn and stall you already have in play. While these down points do somewhat hinder DRoN’s prospects, they don’t cause it to drop completely from the Burn card pool. If you do plan to use it though, make sure it a) does a good deal of damage every turn and b) doesn’t make you wish you had a MST on hand.

Advanced (Burn Deck): 3.5/5. Sure, why not.
Traditional (Burn Deck): 2.5/5. So much S/T destruction warrants less DRoN and more cards like Judgment of Anubis.
Overall (Burn Deck): 3/5.
Art: 2/5. It’s Name That Shadow Time! I THINK I see the shadows of Dark Scorpion - Gorg the Strong and Dark Scorpion - Chick the Yellow. It’s open to interpretation though.
Dark Paladin Dark Room of Nightmare is our Harry Potter card for today.

Well, this card isn't terrible, yet, it falls into the category of not being good either. In your dedicated trusty Burn Deck, there isn't really a reason NOT to run one, just space becomes an issue.

Also, there's the fact that this card ONLY does 300 damage, and was specifically printed to avoid a continuous burn lock if you had two or more Dark Room of Nightmare on the field at a time.

It might not be a bad card for a Fire Princess deck, but I'd run at least two so you would be able to cause more damage a turn, but I still believe the space becomes an issue.

If you want, you could side one or two for fun, but meh...no real reason to.


Traditional: 2.0/5 It IS better than Sage's Stone
Advanced: 2.5/5 It is STILL better than Sage's Stone

Art: 2.0/5

You stay classy, Planet Earth :)

ExMinion OfDarkness
Dark Room of Nightmare

Ew. This card's just bad on so many levels.

The typical Burn deck may not have to reveal it's a Burn deck until turn two or three -- playing Dark Room of Nightmare makes you give that away immediately...and the opponent will be looking out more than usual to get rid of your burn cards, and will definitely side in all their M/T kill for Duel 2.

Only 300 extra damage? I'd rather just play an extra Secret Barrel or something and get the chainability. Chaining in burn cards is really important -- if you can draw your opponent's M/T killers away from your real threats, you'll be a lot better off. I'd say that is a big key to winning Duel 1 with a burner.

Theme weeks typically have a lot of these (1/5's) but tomorrow will be different, I promise.

Coin Flip
Dark Room of Nightmare. It does stuff. But not enough.

It boosts damage by a little. There are all of four decks that care about this. This could be an alternative to Spell Economics in a "Feedback" deck using Dark Magician of Chaos, Dimension Fusion, Cannon Soldier/Mass Driver and Spell Economics with Strike Ninja. Now you can just tribute 2 DARKs and DMoC, remove Strike by removing the 2 DARKS, and then Dimension Fusion away to get back all four. Then tribute three of them for 1500/1200 (Cannon Soldier or Mass Driver) and then Dark Room's effect kicks in for an extra 900.

Or not.

The other way to go about this is to use it as another buffer for a Magical Scientist FTK. You can have 6001 LP and still win, provided you have this. But then again, I'd prefer to use Mystic Plasma Zone as a buffer there, since it can also be used with Terraforming to get nifty deck thinning in. Either way, you can also add in Upstart Goblin with this, which is really quite nifty.

In burn, you usually don't do consistent, periodic damage. GOOD burn uses 9 burn cards that other decks wouldn't (6, really). 3 Lava Golem, 3 Wave-Motion Cannon, and 3 Stealth Bird. All burn for an obscene amount and provide interesting advantage (except for Stealth Bird). If you want to use it, go ahead. You won't be winning any Regionals with that kind of burn (anymore), so I'm cool.

2.4/5 Traditional
2.9/5 Advanced

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