This is one of those OCG imports that really gets
talked about, and that has really boosted it's
popularity. It is a Field Spell, which is one of the
better kinds of continuous Spell cards. It is easily
searchable and recoverable, which is actually kind
of nice, especially if you want to build a deck
around this card, and you actually can go ahead and
The effects are many, and start off with you need
to pay 500 lifepoints or the card dies during your
end phase. Each player gets an effect based on the
Attribute of monsters that they control. If it is
LIGHT, play with the hand revealed. If it is DARK,
if they control two or more of them, the player
cannot attack. If it is EARTH, during your standbye
phase, you have to destroy a Defense position
monster. If it is WATER, during the End Phase, the
player discards a card. If it is FIRE, during the
end Phase, take 1000 damage. If it is WIND, pay 500
lifeponts to activate a Spell card.
Of all of these effects, the LIGHT, DARK, WATER
and FIRE are the most relevant. Blackwings rely on
swarming you to defeat you. This card prevents them
from doing that, as they will generally have mor
ethan one Blackwing ont eh field at any given time.
Lightsworn rely on surprising you with Honest, which
won't happen with the LIGHT effect. Discarding cards
from your opponent's hand is always nice for the
WATER one and 1000 damage is even nicer, if there
were any decent FIRE monsters.
Basically, you would build a deck around this.
The best way to do this would be to Ritual Summon
that Ritual monster that gets every Attribute except
DARK, Elemental Mistress Doriado, and then creature
swapping it to your opponent. Ideally, you would
also use the Djinn Releaser of Rituals for the
Summon, as then your oppinent cannot Special Summon
either, as you still control the effect of the Djinn.
Then you play facedown monsters and watch your
opponent squirm as you have them locked down with
Gravity Bind or something to that effect, then flip
your guys and burn them.
Okay, that is kind of an unlikely scenario, as
you are unlikely to get all of the cards that you
need for this, but Doriado + Clear World and
Creature Swap Summoned with a Djinn is actually
likely to win you the game. Of course they can still
tribute Doriado for something like Sirocco or
Celestia, but it is still meant as more of a fun
card. There are many ways to abus ethe power of this
card, but it is a double edged sword, and the only
card that was sucha sword and saw play was Snipe
Hunter and he is nowhere to be found.
You can do a Dark World combo though if you have
a WATER monster out, Special Summoning a new guy
every turn. However, this is kind of a slow way to
do this when more efficient and faster ways exist to
Clear World …
What an interesting field spell card we have
today, and a nice way to end the week. Clear World.
It’s a relatively new type of card that essentially
penalizes BOTH players for having any monster on the
field, varying, based on the attribute. That being
said, Light, Dark, and Earth – essentially the top 3
attributes in the game – get off quite easily, as
compared to the other 3.
Light – playing with your hand revealed? – that
sucks, but knowing what your opponent is going to do
is a lot different than being able to stop them.
Dark – if you control 2 or more monsters, u cannot
attack. Ok. it stops the swarm. But if u have 1 good
monster out there, it doesn’t do ANYTHING to u.
Earth – easily the biggest throwaway – destroy 1
defense position monster u control during your
standby phase. …. So that means if u have a faceup
Earth monster, then u cant set anything else in
facedown defense or u will lose it at the start of
your next turn … or u can just keep everything in
Yeah, see? Those 3 got off easy compared to Water,
which has u discarding from your hand. Fire, which
is burning away your life points, and Wind which is
charging u every time u activate a spell.
Yes, a very interesting card that requires an
interesting deck to be built to fully utilize.
Some ideas are forming right now, but I’ll keep them
to myself, I think.
The verdict? – Clear World gets extra points for
originality and the potential of what it could be.
It’s not super awesome in any obvious way … But it
will be the heart of a very special deck. You’ll
N o V a
Clear World makes it clear to me that its Friday
and that its the end of the week. Clear World is one
of a few cards that we got from Japan along with
Clear Vice Dragon. It gets certain effects that
affect the player of the monsters they control and
the attributes the monsters have. If Light, you play
with your hand revealed, Dark you cannot declare an
attack if you control 2 or more monsters, if Earth
you destroy a face-up defense position monster you
control, Water forces you to discard a card from
your hand during the end phase and Fire makes you
take 1000 points of damage during the end phase,
finally Wind makes you pay 500 life points to
activate a Spell Card. This card can be really
complicated. The only way I would consider using it
is with DNA Transplant in probably a Chain Energy
deck or something, but thats just me.
Clear World is a card that I got excited about
initially. A card that has negative effects for
light and dark... YES PLEASE! With the meta the way
it is now, light and dark are about all you see,
with the occasional earth. The only thing is...
picking which type your monsters will be when
running this card. The most obvious is earth I
believe. Dont put them in defense and you have
nothing to worry about, otherwise, maybe fire if you
are planning on winning rather quickly... or wind as
500 per spell isnt too pricey to be continuously
seeing your opponent's hand or stopping them from
atking with 2 or more monsters (assuming they are
using light or dark). A good side deck choice
perhaps, and maybe a fun tier 2/3 deck idea, but
otherwise clear world doesn't have enough to support
it. Give us some more monsters with "clear world" in
Traditional: 1.5 (field spells = SLOW)