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

Cyber Jar - DB1-EN043

FLIP: Destroy all monsters on the field. Both Players then pick up 5 cards from the top of their respective Decks and Special Summon all Level 4 or lower Monster Cards among them on the field in face-up Attack Position or face-down Defense Position. The rest of the cards picked up are added to their respective hands.

Card Ratings
Traditional: 4.50
Advanced: Banned

Date Reviewed - August 7, 2012

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Cyber Jar is one of the Banned Cards I'd actually be totally comfortable with being around.  It's destructive power is completely unweildly, but that's what I think makes it so balanced.  Is it fair, per say, that you can use Cyber Jar when you're swarmed and on the verge of defeat to potentially completely disrupt and turn things back in your favor?  Hell no, to speak honestly and frankly.  That's likely the pro argument for it being Banned.  I mean, there's always the option too, and I'm sure it's happened to many a player more than once, where it leaves you in the same situation.  Sure, the Monsters that your opponent had are gone, but say they got three, or five, and you got one, or none.  You could still lose that turn.  But you could just as easily be in the reverse, and come on quite on top, maybe the victor.  Cyber Jar can win you a game (maybe not in a turn, or on its own) but unlike the previous cards this week, it can lose you a game just as easily.

Traditional:  4.25/5 for reasons listed above 
Advanced:  Also still Banned/5 
Art:  5/5

John Rocha

The next powerful card we are going to be reviewing is Cyber Jar. Like Morphing Jar, Cyber Jar’s significant other, Cyber Jar uses the magical number 5 to affect the field instead of the hand like Morphing Jar. The benefit and decided advantage that Morphing Jar has, is that it destroys all of the monsters on the field. So if your opponent has a full field, like many of the decks in play today can produce, then that advantage is eradicated and both you and your opponent take your chances with getting level 4 and lower monsters.
Unlike Fiber Jar which is game breaking and very annoying, Cyber Jar is a card that is luck based. It is also a catalyst for the Empty Jar theme and probably why it was banned in the first place. I would love to see this card come back to shake up the game. You would probably have to then ban Morphing Jar, but let’s face it, there are far more answers to Cyber Jar than there was back in the day.
With cards like Solemn Warning, Effect Veiler, Xyz monsters that negate monster effects, Inzektors that will just blow it up, Mind Control, and a host of other cards that are prevalent in the game today, Cyber Jar is not as automatic as it used to be. I view a broken card as a card that gives you a decided advantage over your opponent. Unless your opponent has monster superiority, Cyber Jar is a hit or miss card that could end up costing you the game.
Remember when they said BLS coming back would ruin the game as it was too broken? Well there are a lot of top tier decks winning YCS’s not playing Black Luster Soldier. There is only one question. Will Cyber Jar make Empty Jar decks broken?
Traditional: 5/5
Advanced: 5/5 if it when not banned.


Today we look at another card on the forbidden list that will most likely never see the light of day again. Cyber Jar is a harsh mistress of a card. It has a flip effect that destroys all monsters on the field, then you and your opponent reveals the top 5 cards in your deck. You both special summon all level 4 or lower monsters in face up attack position or face down defense position. Any remaining card go to your hands. I remember using this card myself just before it got on the list in my Samurai deck. It was brutal. Wiping out my opponent's field of monsters, only to fill up my field my side of the field with usually 3-4 of my samurais. But Cyber Jar was/could be splashed in any deck, and it was usually a set up for a sure kill next turn, or a solid defense wall. it's on the list for a reason, too much special summoning, and nowadays, that would lead to an overabundance of things like Synchro and Xyz summoning. If you're a fan of Cyber Jar, play traditional, because it is not coming back no time soon.
Traditional: 5
Advanced: 5 *If it were legal*
Tomorrow: The most hated bird in the history of Yu-Gi-Oh! 

Angelic Nightmare

Today we review one of the most overpowered cards in Yu-Gi-Oh! that deserves to be on the forbidden list.

Cyber Jar

Rock/ Dark/ Lv 3/ 900 ATK/ 900 DEF

“FLIP: Destroy all monsters on the field, then both players reveal the top 5 cards from their Decks and Special Summon all revealed Level 4 or lower monsters in face-up Attack Position or face-down Defense Position, and add any remaining cards to their hand. (If either player has less than 5 cards in their Deck, reveal as many as possible.)”

This card is banned for a reason, it completely disrupts the game state and can be completely game changing. If a person runs into this card and both players Dark Hole the field and reveal the top 5 cards and basically gives everyone free cards. If this card was legal, it would completely destroy Chaos Dragon’s Light Pulsar Dragon and E-HERO’s  Shinning.

In sealed play this card is absolutely amazing, it can give you so many fresh resources to hopefully end the game that turn. If this card were to ever return in advanced we would see multiple decks run this: Final Count Down, Rock Stun, Chain Burn, etc.

Advanced: Banned ( otherwise I’d rate it 4/5)

Forbidden: 4/5

I think Saiba Poddo wasn't banned as so much as it was broken rather than it was just crazy to imagine how extreme would it be for both players to draw five cards and get to summon any monsters amongst them. Add in the fact that you as the controller of Cyber Jar get to manage all of this and pull the strings so that you benefit from it most (or you constructed a deck that makes it especially appreciate Cyber Jar) and that makes a Cyber Jar in Advanced just rather out-of-control.
You won't see Cyber Jar used in a large amount of Traditional decks. Ordinarily, Traditional isn't a Flip-happy environment at all, so if you can't afford the risk of setting it for a whole turn, Book of Taiyou will be needed to instantly Flip it. Being Dark, it can feed Chaos Emperor Dragon, and can also help either destroy or provide you with a Light Monster. Otherwise, the ten cards total Cyber Jar provides for both players helps add fuel to CED's fire.
I'd say Cyber Jar is most prominently employed in certain FTK Decks, especially those employing Makyura the Destructor, especially Last Turn or Exchange of the Spirit, because you can help fill up your Graveyard and search out the key cards. Alternatively, a Mill Deck is a possibility, as together with Needle Worm and Morphing Jar and the flippin' power of Taiyou, you will eat up your opponent's deck very, very fast.
Otherwise, Cyber Jar can be retrieved with Sangan or Witch of the Black Forest, which is always nifty, I suppose.
Niche Decks: Last Turn, Exchange of the Spirit, Empty Jar
Trad: 4/5
Adv: 5/5 (if it were legal, too many decks could abuse it and it would be pandemonium)
Aesthetics: 4.5/5 That's quite a fat-looking space pod, which is just as appropriate considering it probably has a black hole inside it or something. I question though, and I know many other people will agree, how is this thing NOT a Machine??
Philosophy Corner: If Traditional Format is the harder one, then why is the other format the one called "Advanced?"

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