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

Book of Moon

Flip 1 face-up monster on the field into face-down Defense Position.

Type - Spell
Card Number - DB2-EN232

Card Ratings
Traditional: 4.4
Advanced: 4.3

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

Date Reviewed - 10.04.05


Book of Moon

Yes, we come to yet another card restricted because of Goat Control. Perhaps the recent change to the Battle Position rulings had something to do with BoM’s restriction, perhaps not – who knows?

The point is that Book of Moon is also a really rentsy card. You can chain it to monster removal like Bottomless Trap Hole or Smashing Ground to save a monster; you can make an opponent’s monster easier to kill; you can activate it in response to an attack to flip one of your Flip Effect monsters back face-down to get its Flip Effect again because merely flipping it face-down WILL NOT cause a replay which means your opponent has to follow through with his attack no matter what he says and if he disagrees he’s an idiot.

It’s versatile, probably best used in a Trample Deck (or Piercing Deck?), but it can fit almost anywhere.

Oh, and you can’t flip a Monster Token face-down, ever. Just thought I’d clear that up.

Piercing Deck: 5/5

ExMinion OfDarkness
Book of Moon

Here's a restriction from the "good Defense is supposed to come from Traps" department.

The attack-blocking wasn't the big problem, it was the combos. You Book, then Crossout next turn. You Book your own Magician of Faith face-down to get another Spell card back. You Book to stop an opponent's Enemy Controller , Brain Control, or Smashing Ground from succeeding. You book so that Snatch Steal is blocked, or a successful Snatch Stolen monster becomes yours permanently.

How good is Book of Moon now?

With the aggro on the rise, stopping a Brain Control, or an attack, or getting the re-flip out of your flip effect becomes even more important.

Although it's a 0 for 1 unless you follow up with another card, it's a 0 for 1 just about everyone's playing for one reason or another.

4.5/5 for the lone Book of Moon.

Dark Paladin
Today is Book of Moon, a card with far too many combinatoins. Book of Moon is so simple, but as stated, does so much. It is Quickplay, so chainable, of course, which is good.

If someone attacks you with something stronger than your monster, Book of Moon it. Want to reuse a flip effect of yours...Book of Moon that monster. Saving a monster of yours from an attack...Book of Moon it.

This card can prevent so many things, yet it helps you to reuse some of your resources too, if you so desire. Even though we only have one Book of Moon now, I suggest everyone still use the one you can.

It seems almost wrong to do a short review on such a good card.


Traditional: 4.1/5
Advanced: 4.6/5

Art: 4/5 I really like the Egyptian picture, *sits to read that BIG

Coin Flip
Poor Book of Moon. This card is singlehandedly one of the greatest, most versatile and combo-heavy cards in the game. It manipulates a bunch of cool stuff. On top of blocking the one attack, it "ends" a continuous effect that is present on the field. No more Jinzo. You don't have to worry about the effect of that Command Knight now. As well, it kills any equip cards attached to the creature, making it an effective counter against the juvenile tactic of "equip Axe to Gemini and attack for a lot", as well as an effective counter against a Mystical Space Typhoon on your own Call of the Haunted or Premature Burial. And yes, Call of the Haunted is considered "unattached" if the monster is flipped face down. It stops Brain Control, Enemy Controller, Snatch Steal, Smashing Ground, Lightning Vortex, Sakuretsu Armor, and Bottomless Trap Hole.

The downside to all of this? Monsters have sucky defense nowadays. I mean SUCKY. But then you consider what you're saying. Monsters have sucky defense... That includes your opponent's monsters.

So it is quite a balanced card, but with Brain Controls running rampant to deliver a quick KO, this is a game-extender for lost card advantage. I believe I said something to this effect in my review of Torrential Tribute: "Losing cards to extend the game isn't losing card advantage because you lose all card advantage if you die". The last Regionals I went to, I saw this supremely stupid thing happen in a game I played. This is a true story.

My opponent is topdecking and I've got a Magician of Faith/Tsukuyomi loop down. I have 5 cards set, 9 cards in my hand, and the Magician on the field (face-up), and he just has the one f/d s/t. I summon Tsukuyomi, and he Rings it for GAME.

Now, I'm not an idiot*. I had no strong offense to take him out with, and I was expecting Ring, but he was in the 5000 LPs and I was in the 500's. I can't kill him exclusively with Magician of Faith, Sinister Serpent and Spirit Reaper. I can't summon Soldier, because that does ****-all for evading Ring. I take a gambit and I lose with 14 card advantage. He effectively gains infinite card advantage. All the cards in my deck, graveyard, hand and field don't matter now. He won. I lost. Good game. No handshake. (XD Naah).

Losing happens all the time in aggressive card games (read: all the time). But if the choice comes down to losing the game or losing card advantage, you need to know which one comes first. This helps in all regards because it takes away presence your opponent might have been relying upon to win, and it assists you in your victories by taking away from field presence (or in the case of Magician of Faith, altering hand options). In that regard, this is the perfect card in every aspect. It assists offensively and defensively, has card combos and serves a purpose that few others can - it ends an effect. Stopping the effect of Jinzo, Breaker or Command Knight might not seem intensely interesting at first, but then you stop to think about the ramifications... This card is perfect, and without multiples to run and in a game where advantage loss is often not as important as LP loss due to the quick nature of beatdown, there's no question to how many you should run. One or None? I hope that my prose has made this "choice" a misnomer if it wasn't already. Run Book of Moon. Curse the bones of Konami for creating such a brilliantly multi-purpose card and then restricting it after its primarily utilities in the cookie cutter deck are decremented. But most importantly, run Book of Moon.

General: 5/5

* - Pojo.com forumgoers, this one is easy. Misquote this by taking out three letters**!

** - Do that one, too.


Amazingly, Book of Moon has only been reviewed once before, and it was long before its true versatility was realized.  This card is restricted to one per deck and with good reason.  Read on to find out what I mean if you don’t already know.


Book of Moon is a Quick-Play Spell.  This may be the most versatile of Spell types, given that it is Spell Speed 2 and can either be activated from your hand, or if set, anytime after the end of the turn it was set (like a Trap).  Given this cards effect of flipping a Monster facedown, this gives an incredible amount of diversity to its uses.  Some key uses (which you are likely already familiar with) are:


  • Flip your opponent’s Monster facedown so it is easier to deal with on your turn
  • Flip your opponent’s Monster facedown after they declare an attack on their turn – they can’t Flip Summon it since they already declared an attack with it, and obviously this prevents its attack against you from going through
  • Flip your own Monster facedown to avoid LP damage in battle or get a Flip Effect off – a monster changing Battle Position, even face-up to face-down, does not cause a replay.  Extra nice if you already got the Flip Effect off once
  • Help your Monster “dodge” an effect that can only hit face-up Monsters, like Smashing Ground or to cancel your own attack (like if you run smack dab into a Mirror Wall)
  • Re-use certain effects (not just Flip effects); like absorbing a Monster with Thousand-Eyes Restrict, flipping it facedown to discard the equipped Monster, and assuming you haven’t just summoned it or changed its position that turn, Flip Summoning it and absorbing a second Monster.


There are probably several I am missing, or that fall into one of those fairly general areas (Book of Moon followed by Nobleman of Crossout and flipping a low DEF, high ATK Monster facedown so you can attack it and destroy it both fall under the first heading).


This card didn’t seem like much when I first saw it, but the amount of synergy this card generates with so many other popular cards, combined with its ability to be used at so many different points in the game means that you are hard pressed to find a real reason not to run it.




Traditional       : 3.5/5-Not quite as good here since a lot of Monster removal just won’t care about the Monster’s position, and there is always the chance that the opponent will just chain with Imperial Order to negate it anyway.


Advanced        : 4/5-Even at one per deck, it’s general rating is such that few decks should go without it, and I am hard pressed to think of any serious deck that should not be running it.  It’s a defensive and an offensive card, as well as being very combo-friendly.


Limited            : 5/5-A very, very nice pick.  Its versatility becomes more important here, where there won’t be anywhere near as many combos for it available.


A parting comment: given this cards ability to help any “real” deck, it really needs to go completely.  While in and of itself it is just really good, as long as we have generic, really good cards, it becomes quite easy to slap several of said cards together to get a deck that has no real weaknesses and but still have many strengths.




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