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

Morphing Jar #2

FLIP: Return all Monster Cardson the field to their respective Decks and shuffle them. You and your opponent then pick up cards untill you both have the same numberof Monster Cards that were returned to each Deck. Special Summon the Level 4 or lower monsters to the field in face-down Defense Position. The rest of the cards picked up are discarded to the Graveyard.

Type - Rock/Effect
Card Number - DB1-EN092

Card Ratings
Traditional: 2.7
Advanced: 3.8

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

Date Reviewed - 05.02.06


ExMinion OfDarkness
Morphing Jar #2

This card used to be so great -- and still can be, for those who can protect it and reuse it.

However, I realize I'm not the best person to talk about this deck. Dawn Yoshi, the creator of the "Ghandipants" deck, absolutely abuses this card as a form of deckout. Which is pretty much all it's going to get used for. It used to be restricted to 2 for a reason; it essentially ends the Battle Phase, it gets rid of key Spell and Trap cards, and with the right protection (Desert Sunlight anyone?) it's pretty much guaranteed to get its effect off.

5/5 in the right deck, 1/5 everywhere else, for a 3/5 average.

Dark Paladin
As our week progresses, we're looking at completely random cards and we don't seem to have a theme. Anywhooo, we're looking at Morphing Jar #2 today, my most hated of all Jars. I honestly hated running into this as opposed to Fiber Jar, back when we could still use.

Morphing Jar #2 is a very nasty destruction card. It returns all monsters on the field to the opponents decks respectively. Then each player picks up NOT draws cards until they each have the same number of monsters on the field.

The monsters that are Level 4 or below or set on each players field respectively. Keep in mind that monsters of Level 5 or above count toward the number of monsters you had though and are discarded along with any magic or trap cards you pick up.

This card is very annoying, and you could lose many cards from your deck, even if you just have two or three monsters on the field.
However, it's actually better for you to hit one then run one, except in a hardcored destruction deck. If you hit one, you get first chance to use any flips you may have gotten.


3/5 all around, you may not see many, but watch out when you do

Art: 2/5 The worst looking jar.

Morphing Jar #2:
Like most jars, an interesting card.

When flipped, this can do up to three things!
1) Stop your opponent attacking, since everything is face-down;
2) Mill your opponent of all the non-monster cards he picks up before getting enough monsters;
3) Change the number of monsters he controls, if he picks up a tribute monster.

The increased prevalance of tribute monsters makes this card more interesting, as (3) is the most useful ability. The only downside is that, to ensure you don't get screwed over by his effect, Mr. Jar #2 must be the only monster you control, and that's just a little too risky.

Traditional: 2/5
Advanced: 3.5/5

Share and enjoy,

Morphing Jar #2
Attrib: Earth
Type: Rock/Effect
Atk: 800
Def: 700
FLIP: Return all Monster Cards on the field to their respective Decks and shuffle them. You and your opponent then pick up cards until you both have the same number of Monster Cards that were returned to each Deck. Special Summon the Level 4 or lower monsters to the field in face-down Defense Position. The rest of the cards picked up are discarded to the Graveyard.


I don't really like reviewing this card. To be honest, it has alot of rulings on it that confuse the hell out of a player like myself (Who will never see it in the later rounds of a regional or sjc, me being the top notch competitor I am =].).

Its for those stall deck thingies...maybe Dawn Yoshi will whip out a review. He loves this card.

No rating =[.


Dark Maltos


Morphing Jar #2

Ah, an old Maltos classic. I love this thing.

Morphing Jar #2 is a powerful monster that can screw over opposing strategies like nothing else I’ve ever seen, and saved me a duel many a time. The effect is simple, once activated all monsters on the field return to their respective owners decks and then both players pick up until they get as many monsters as they had returned by this effect, and special summon As many as possible to the field in face down defense. Any other cards picked up are sent to the grave.

This is field disruption to the max. I’ve nailed tribute monsters with this, essential spell and traps and pretty much decked people out with it. At worst if used correctly it’s a battle phase ender which may make the opponent lose a few cards, so all in all not bad.

Traditional ; 3.8/5
Advanced ; 4/5

Art ; 4/5
MPS ; 5/5



morphing jar #2

This card is annoying. In his deck out deck he is a 5/5 because this card easily becomes a needleworm. And after you flip him multiple time he gets more and more deadly.

as tech I think this card is a 2/5

I use to run it back with 3 scapegoats to help clear the field. It is annoying but flip-flop control has it beat.


Today we look at an old favorite, Morphing Jar #2.  Yes, I have a lot of “old favorites” – I’ve been playing since the English Yugi and Kaiba Starter decks, after all.  I think this was called Chaos Pod in Japan.  That is a good name for it: many are befuddled by rulings/wording issues, and even if you understand it completely, what it does to the field is indeed quite chaotic.  The card sends all Monsters in play to their respective owner’s decks, counting how many are sent.  This matters because things like Token Monsters that can’t be sent to the deck so the effect just destroys them and that’s that: they won’t matter for the rest of what happens.  An important note is that if Morphing Jar#2 was destroyed in Battle (or the player chains an effect to destroy it before it resolves completely), it won’t be able to send itself back into its owner’s deck, nor be counted for that purpose.  The same goes for any other Monster that can be destroyed before the effect fully resolves.  For example, activating a Raigeki Break to destroy something if Morphing Jar #2 wasn’t flipped in Battle means the destroyed card won’t be counted.  Okay, now that we have that much cleared, time for more of the effect. XD As stated you count how many Monsters were successfully returned to the deck.  Now you pick up cards until you pick up as many Monsters as you sent back.  “Pick up” as the card text states, is not the same as “draw” for cards.  This is for effects like Solemn Wishes that trigger when cards are drawn.  Now, any actual Monster card drawn counts as a Monster.  If it is a Level 4 or lower Monster that can be Special Summoned, it is Special Summoned to the field in the Set position (facedown DEF mode).  If it is not a Level 4 or lower Monster, or it is Level 4 or lower Monster but cannot be Special Summoned, then it is discarded.  If it is a Spell or a Trap card, it is also discarded.  As stated, this occurs until you pick up as many Monsters as were sent to the deck by the effect Morphing Jar #2: Monsters that are discarded still count.  If you want a simplification, just realize that Morphing Jar #2 cannot actually deck out an opponent by its effect.  It can bring them down to zero cards if there are no Monsters in the deck other than the ones sent via Morphing Jar #2’s effect, but there is no way to win directly from the effect.  You can win the turn after if it did take them to zero cards in deck, but not directly the turn of the effect due to them running out of cards.  You cannot get rid of more Monsters than were sent in either, since you can’t interrupt the effect while it is taking place and any Monster that doesn’t actually physically return to the deck is not counted for the amount needed to be picked up for the effect to resolve.


Whew, that’s a lot.


As for the cards actual use, I could see running it again.  Just like you wouldn’t set Cyber Jar if you were winning with a field full of Monsters, it can be quite useful as an emergency technique should the opponent have clear field advantage in terms of Monsters.  Set Morphing Jar #2, it gets destroyed, and anything they had is at risk for loss or guaranteed loss if it isn’t Level 4 or less and capable of being Special Summoned by the effect of Morphing Jar #2.  Now, why would setting Monsters be better?  Well, if the opponent had all level 4 or less beatsticks that, at worst could be forced into a Set DEF position, they can’t attack anymore that turn without help.  Also, most beatsticks have a lower DEF score than ATK score, so on your turn you might be able to take out the worst one and either level out or gain control of the playing field.  If they have Monsters that can’t be Special Summoned or need Tribute to be Normal Summoned, then if you are fortunate those Monsters will be downgraded into something else.  If they have non-beatsticks, even low level ones, perhaps you can sabotage their set up by forcing them into something less useful.  Now, these are the low end for benefits.  The high end is as good as possibly clearing their field and having to discard every card from their deck so that on their next draw phase, they lose.  High unlikely though.  More likely is that they do have to discard a few Spells and Traps, and they don’t get as many good Monsters as they had before.


Oh, and remember, you can’t Flip Summon a Monster that was just Special Summoned.  So it’s not like your opponent can Flip Summon a Magician of Faith they just set or anything.




Traditional: 2/5 – So very hard to get the effect off and there won’t be a whole lot of Monsters in play.  On the bright side there are so many Monsters that can’t be Set by Morphing Jar #2’s effect and the decks are so Spell heavy that if it goes off, it should really mill them.


Advanced: 3.5/5 – A very nasty card that might be worth running outside of Depletion decks now.  Why?  Well, for those of us who aren’t world champs, it’s nice to have that clutch card for when things go horribly wrong.  There is also nothing wrong with a little milling early on: it’s not like they get to cherry pick what Spell is sent to the discard.  So even if Magician of Faith is one of the Monsters set and they get a Spell in hand from the whole deal, its one less possible use of that Spell and still a thinner deck… which can be quite dangerous if the player running Morphing Jar #2 knows what s/he is doing.  Also, we see more Tribute Monsters now, increasing the likelihood of a good return.  Especially the Monarchs Mobius is far less useful when revived from the Graveyard.


Limited: 3/5 – While it can be utterly devastating here, your opponent’s deck will mostly be low level Monsters that can be set via Morphing Jar #2.  So you’ll usually just block some attacks and force them to change out some Monsters.  Still useful, but no where near as devastating.



A handy trick for many decks, especially depletion, it might be time that this Jar replaced the void left by Cyber Jar.  At least as best as it can.


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