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

Ancient City - Rainbow Ruins

Card Number - FOTB-EN045

Card Ratings
Traditional: 3.00
Advanced: 4.80

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

Date Reviewed - 06.27.0


Ancient City -- Rainbow Ruins
This card is the cornerstone of what may end up being a Tier 1 deck in the future, despite its Nationals showing.
The deck just gets so much of a benefit from this -- reduced damage for the turns you're setting up, spell/trap negation when you're about ready to complete your combo, and double-draws for when you're digging for the Crystal Abundance to finish the game.  And on top of that, unless you've used said Crystal Abundance, odds are this thing won't be getting destroyed anytime soon.  Your opponent would have to waste S/T removal very early to stop it from working, and them wasting it so soon probably sets you up for unopposed turns later in -- especially if you happen to have a second copy of the Ruins.
It's also nice that you can play one over the one you had from a previous turn, should you have 4 Crystal Beast monsters out, and immediately gain an extra draw, giving you an effective way to cycle your otherwise dead field spells.
Simply put, this field spell is amazing.

Dark Paladin

Good Lord! Who would have thought that a Field Magic card could have so much text, or even that a Field Magic card needed so much text?
That being said, we're looking at Ancient City-Rainbow Ruins today.

Most Field Magic cards just give attack bonus, or even attack decreases to certain monsters. This one becomes more powerful with the number of Crystal Beast monsters you happen to control at the time.

One: Ancient City-Rainbow Ruins can't be destroyed by a card effect
Two: Once per turn, you can halve the Battle Damage you take.
Three: Send one Crystal Beast you control to the Graveyard to negate the activation of a Magic or Trap card and destroy it.
Four: Once per turn, during your Main Phase, you can Draw one card.
Five: Once per turn, during your Main Phase, you can Special Summon one Crystal Beast from your Magic and Trap card zone.

As you can see, the effects only get better with the increasing number of Crystal Beast you control. Most Crystal Beasts are weak, and easy to destroy, so it isn't hard to accumulate them to get better effects with this card. Generally, Field Magic cards aren't worth playing, but I would definately play two or three of this if I were playing Crystal Beasts.

Here's what UDE had to say about this card:

These effects are cumulative. For example, if you have 4 or more "Crystal Beast" monsters in your Spell & Trap Card Zone, this card gets all of these effects except the last one.

Only the controller of this card can use these effects.

If this card’s first effect, “This card cannot be destroyed by a card effect.” is active, this card can be targeted by “Mystical Space Typhoon,” etc., but this card will not be destroyed.

If you control this card and have at least 1 “Crystal Beast” in your Spell & Trap Card Zones, and they would all be destroyed at the same time then “Ancient City – Rainbow Ruins” is not destroyed.

This card’s effects are not applied until its activation is resolved.
If you have 1 "Crystal Beast" monster in your Spell & Trap Card Zones when you activate this card, and your opponent Chains “Mystical Space Typhoon,” etc., this card will be destroyed.

This card will be destroyed if your opponent plays a Field Spell Card, even if the effect “This card cannot be destroyed by a card effect.” is active.

If “Crystal Beast” monsters in your Spell & Trap Card Zones are destroyed in a Chain to the activation of any of this card’s effects that can be chained to, then this card’s effect is not applied. The correct number of “Crystal Beast” monsters must be in your Spell & Trap Card Zones when the effect resolves.

This card’s effect “Once per turn, you can halve the Battle Damage you take.” does not start a Chain. You choose whether or not to activate it during Damage Calculation, when you would take Battle Damage.

This card’s effect “You can send 1 "Crystal Beast" monster you control to the Graveyard to negate the activation of a Spell or Trap Card and destroy it.” is activated in a Chain to a Spell or Trap Card. It is treated as Spell Speed 2, so you cannot Chain this effect to a Counter-Trap Card. You can activate it multiple times in the same Chain. Sending a “Crystal Beast” monster you control to the Graveyard is a cost to activate this effect.

This card’s effect “Once per turn, during your Main Phase, you can draw
1 card.” starts a Chain. It can only be used once a turn, even if the number of “Crystal Beast” cards in your Spell & Trap Card Zones becomes less than 4, and then becomes 4 or more again after you have used it in a given turn.

This card’s effect “Once per turn, during your Main Phase, you can Special Summon 1 "Crystal Beast" card from your Spell & Trap Card Zone”
starts a Chain. It targets 1 “Crystal Beast” card in your Spell & Trap Card Zones.


4.5/5 Crystal Beast...not perfect, it IS a Field Magic card after all, but it sure can help

Art: 4/5

You stay classy, Planet Earth :)

Ancient Rainbow

The most broken field spell card ever made (outside of the Seal of whatever held by judges)

I really think crystal beasts are a great theme. The issue at hand is that people just don't play them enough.


It provides destruction, draw power, etc. Versatility is the name of the game and this card has that
Turkeyspit Ancient City - Rainbow Ruins

It would appear that Konami is getting better and better at developing playable themes. The Crystal Beast sub-type is quite an impressive group of monsters, and Ancient City - Rainbow Ruins is a large part of what makes them so good.

As integral to the decktype as Necrovalley is to Gravekeeper's, Rainbow Ruin allows a player to benefit from the special abilities of Crystal Beasts, by bestowing bonuses depending on the amount of Crystal Beasts you have in your Spell/Trap Zones.

1 Crystal Beast:
Ancient City cannot be destroyed. That in itself is very powerful, preserving this card from the effects of Heavy Storm and Mobius.

2 Crystal Beasts:
Once per turn you can halve the Battle Damage you take from a given attack. All of sudden, that Raiza hit to your face only inflicts 1200 LPs of Damage instead of 2400, and it's free!

3 Crystal Beasts:
By sending 1 Crystal Beast monster from your Monster Zone to the Graveyard, you can negate the activation of a Spell or Trap Card. So, if you have 3 Crystal Beasts in your Monster Zone and attack into Mirror Force, you can send one of them to the Graveyard to allow the other two to continue their attack. Wow!

4 Crystal Beasts:
Holy Hand Size Batman! If you get 4 Beasts into your S/T zones, you get an extra draw each turn! That is super power, especially considering that this deck is a combo deck, and it benefits from large hand sizes.

5 Crystal Beasts:
Once per turn, you can Special Summon one of the Crystal Beasts from your S/T zones to the field. If you choose Ruby Carbuncle, you can get a total of 5 free Monsters into your S/T zones, which is usually an OTK.

Ancient City - Rainbow Ruins is a near-broken card, that truly solidifies the Crystal Beast theme.


3/5 - I don't know if Crystal Beasts can be competitive against Chaos Emperor Dragon or Harpies Feather Duster, but then they have more power cards to work with.

5/5 - Truly awesome support for Crystal Beasts. You three of these.

Card Art:
3/5 - "Somewhere, over the Rainbow...a Roman Colliseum waits..."

Lonely Wolf
Well, after not doing so well at the LCQ’s, Wolfy is back for some more reviews….

[Field Spell Card]
This card gets these effects, based on the number of "Crystal Beast" monsters in your Spell & Trap Card Zone.
•1+: This card cannot be destroyed by a card effect.
•2+: Once per turn, you can halve the Battle Damage you take.
•3+: You can send 1 "Crystal Beast" monster you control to the Graveyard to negate the activation of a Spell or Trap Card and destroy it.
•4+: Once per turn, during your Main Phase, you can draw 1 card.
•5+: Once per turn, during your Main Phase, you can Special Summon 1 "Crystal Beast" card from your Spell & Trap Card Zone..

This nifty field spell card is what really makes Crystal Beasts so deadly. It can get up to FIVE effects based on how many Crystal Beasts are in your spell/trap zone. That is crazy!

With one crystal beast this card can NOT be destroyed by card effect. Mobius? Nope. MST? Nope. For only one Crystal Beast, this is a great effect. A built in Magic Reflector/Field Barrier sort of effect.

With two Crystal Beasts, you can halve the damage you take from one monster. Not the best effect, but not bad. It could save you long enough to draw an out.

With three crystal beasts, you can lose a Crystal Beast monster you control to negate a spell or trap card. Mirror Force….Torrential…Brain Control…you name it. An excellent effect. The only downside is that it has be a crystal beast monster, not one that was turned into a continuous spell card.

With four crystal beasts, you can draw a card. What’s not to love?

And with FIVE Crystal Beasts, you can special summon one of them to the field. Ruby Carbuncle for the win?

If you are running a Crystal Beast deck, you should be running three of these. PERIOD.

Traditional: 2.5/5 (Not sure how well Crystal Beasts would do here)
Advanced: 5/5 for a Crystal Beast deck, 1/5 anywhere else
Art: 4/5
Thursday, June 28th

Today we look at the Archfiend equivalent of E-hero Captain Gold.
Bob Doily Wednesday

Here we are Crystal beast support card. Following in the footsteps of other archetypes the crystal beasts received a field card. Fortunately it was one with less suck. The first effect that protects it from being destroyed by an effect as long as you have a Crystal Beast in the backfield is awesome, something that Sanctuary in the Sky and other field cards needed to make them useful. That allows you to actually gain a benefit from the other effects instead of worrying about protecting your support.

The other effects are quite nice, self-restricting to the point that you could say some are too so. Unfortunately they do not truly become beneficial until most of your backfield is full. Halving battle damage is nice, but not truly a necessity. It does follow that this is one of the earlier effects because having two backfield Crystal Beasts wouldn’t be too hard. Naturally the Special Summoning and drawing effects are the best, especially since they can stack.

The usefulness of this card really comes down to room within your own personal build. It has the potential to be quite effective, but it also has the potential to be a useless -1 if played wrong. It is definitely something to consider for the deck, just don’t overdo it. Outside of the archetype it is useless, just like ratings for it.

Tomas Mijares
Top 8 SJC
San Jose
THe ONe PG 16 on the Pojo
Ancient City Rainbow Ruins
Field Spell Card
This card gets these effects, based on the number of ‘Crystal Beast’ monsters in your Spell & Trap Card Zone. 1+: This card cannot be destroyed by a card effect. 2+: Once per turn, you can halve the Battle Damage you take. 3+: You can send 1 ‘Crystal Beast’ monster you control to the Graveyard to negate the activation of a Spell or Trap Card and destroy it. 4+: Once per turn, during your Main Phase, you can draw 1 card. 5+: Once per turn, during your Main Phase, you can Special Summon 1 ‘Crystal Beast’ card from your Spell & Trap Card Zone.

Well here we have one of the best Crystal Beast support cards in the game. This field card is the centerpiece of Crystal Beast control decks. Many different builds of Crystal Beasts have been made and have done well. At US Nationals Adam Donahue was 6-0 With Crystal Beasts and Marc Glass got a Deck Profile for his great Crystal Beast Build. In Marc Glass's build, not only did he have 3 Ancient City - Rainbow Ruins but 2 Terraforming as well to make sure he got Ancient City as it is a key card to the deck. Many Crystal Beast decks are really fast and games can go a lot faster with Ancient City - Rainbow Ruins controlling the game.

Let's breakdown the card. With 1+ Ancient City can't be destroyed by an effect, so no MST, no Heavy Storm, no Mobius. That right there is enough to just start the control and leave it there and that you don't have to protect it with cards like Magic Reflector or Field Barrier.

With 2+ You can halve the Battle Damage you would take, so that Monarch will only be hitting you for 1200 and not 2400. This give the deck a lot of time to draw out what it needs to win. Taking less Damage is great and all you need is 2 Crystal Beasts in the Spell/Trap Zone to have that happen.

With 3+ you can send 1 "Crystal Beast" Monster you control to negate a spell or trap. Now when I first looked at this card, I overlooked the wording. This effect is really handy and it works well with the 2+ effect. You have to send a Monster that you control so the Crystal Beast has to be in the Monster Zone and is SENT to the Graveyard and thus makes it unable to be put into the Spell/Trap Zone. Many may ask, Well why is that a good effect? Well usually you will have 1-2 Crystal Beasts in the Monster Zone to begin with and also it doesn't take away Crystal Beasts from the Spell/Trap zone to use the other effects. But don't feel bad at all when you send that Crystal Beast to the Graveyard, remember with the 2+ effect, you only take Half Damage from one source and then also you can Crystal Blessing the Crystal Beast back later on in the game.

With 4+ you can draw a card. That is what makes this card over the top. Drawing 2 cards a turn is unbelievable, it's like having Pot of Greed every turn! You also can Play another Ancient City - Rainbow Ruins to use the effect again, so don't think it's a waste of a card in your hand as you can use the effect again. This makes the deck so much faster and when you have 4, you get the card and you have the 4 Crystal Beast monsters you need to play Crystal Abundance!

With 5+ you can Special Summon 1 Crystal Beast from the Spell/Trap Zone. This can really come in handy, not only because it's a free monster, but if you get rid of your opponent's field and backrow, or they just have that sitting trooper, bring out Crystal Beast Ruby Carbuncle and just go on an All-out attack. You can do many things with the 5th effect. Getting any Crystal Beast in the Spell/Trap Zone can be game ending, like if the life is low you can get Crystal Beast Amethyst Cat to attack for game or maybe even Crystal Beast Sapphire Pegasus to fill that 5th Zone with a Carbuncle and go for game the next turn.

This is just an Amazing card, and it's hard to believe it's only a rare in Force of the Breaker with how good of a card this really is.

2/5 I don't really like Crystal Beasts in this format
Advanced: 5/5 This card makes the Crystal Beast deck work and succeed, watch out for this card in many Crystal Beast decks. So many great effects, try it out and see for yourself how good this card really is!

- Tomas Mijares

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