Yu Yu Hakusho
Pojo's Yu-Gi-Oh Card of the Day
Book of Moon
Flip 1 face-up monster on the field into face-down
Type - Spell
Card Number - DB2-EN232
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
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.
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
Art: 4/5 I really like the Egyptian picture, *sits
to read that BIG
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.
* - 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
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
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
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.
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
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
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