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

Clear World

During each of your End Phases, pay 500 Life Points or destroy this card. Each player receives certain effects, depending on the monster Attributes they control: ●LIGHT: Play with your hand revealed at all times. ●DARK: If you control 2 or more monsters, you cannot declare an attack. ●EARTH: During your Standby Phase, destroy 1 face-up Defense Position monster you control . ●WATER: During your End Phase, discard 1 card . ●FIRE: During your End Phase, take 1000 damage. ●WIND: You must pay 500 Life Points to activate a Spell Card.

Card Ratings
Traditional: 2.33
Advanced: 3.13 

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

Date Reviewed - 11.20.09

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General Zorpa

Clear World

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 do that.

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 do that.



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 ATTACK mode.
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 see.

Traditional: 3.5/5
Advanced: 3.5/5


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.

Traditional: 2/5
Advanced: 2.5/5


Clear World:

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 their effects!

Traditional: 1.5 (field spells = SLOW)
Advanced: 2.0

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