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Top 10 Judgment of Light Countdown

#1 - Number 66: Master Key Beetle
- #JOTL-EN054 

Once per turn: You can detach 1 Xyz Material from this card, then target 1 card you control, except this card; while this card is face-up on the field, that card(s) cannot be destroyed by card effects. If this face-up card on the field would be destroyed, you can send one of its targets to the Graveyard instead.

Card Ratings
Traditional: 3.25
Advanced: 4.40 

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

Date Reviewed - August 23, 2013

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Number 1...is a number itself, in Number 66: Master Key Beetle. This is a Rank 4 XYZ Monster, of the Dark attribute, an Insect, with 2500 attack and 800 defense. Master Key Beetle is XYZ Summoned with two Level 4 Dark attributed Monsters. Once per turn, you can discard an XYZ Material from this card, to target a a card you control, save this card. That card cannot be destroyed by card effects. If this card would be destroyed, you can send one of the cards targeted by its own effect to the Graveyard instead. 2500 is quite good for a Rank 4, the 800 defense could be troublesome, but that's about the only downside this card has for it.


Traditional: 2.75/5
Advanced: 4.25/5
Art: 5/5


Number 66: Master Key Beetle
2 Level 4 DARK monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 card you control, except this card; while this card is face-up on the field, that card(s) cannot be destroyed by card effects. If this face-up card on the field would be destroyed, you can send one of its targets to the Graveyard instead.

We are finally here, the Number 1 card from Judgement of the Light and it is Number 66: Master Key Beetle! First of the basics, Number 66, is a DARK/Insect specific Rank 4 Xyz monster with 2500 ATK (good) and 800 DEF (bad). Anyway due to it being specific, you need 2 level 4 DARK monsters, which isn’t the hardest thing to do, due to the number of DARK monster available.

Number 66’s effect is an unusual protection ability, that the card you target  can’t be destroyed by card effect as long as Number 66 is face up. However Number 66 can betray that target to save itself. It is a nice effect but it does suffer from some problems, the first problem is that both effects require Number 66 to be face up on the field, so cards like Book of Moon will wreck this card. Secondly it only protects the target from card destruction effects, so it can be destroyed due to battle or forced to leave the field. There is the matter of course that it isn’t generic, which does hamper its playability.

Overall a good Xyz monster with good ATK and a good effect, just don’t forget to protect it.

Traditional: 3/5
Advanced: 4/5


YouTube Site

We’re finally at the end of our Top 10 Judgment of the Light Countdown! Out of the 100 cards in the set, one of them stands out the most to the COTD Reviewers. I’m still not entirely sure why it’s not Rooster or Wolfbark, but I can’t control the votes. So here’s our #1 card, Number 66: Master Key Beetle!


Rank 4


Insect / Xyz / Effect

2500 ATK / 800 DEF

2 Level 4 DARK monsters

Once per turn: You can detach 1 Xyz Material from this card, then target 1 card you control, except this card; while this card is face-up on the field, that card(s) cannot be destroyed by card effects. If this face-up card on the field would be destroyed, you can send one of its targets to the Graveyard instead.


This insect is certainly a nasty piece of work. He takes 2 DARK Level 4 monsters, so he becomes an immediate choice for any Deck running a lot of those; the first to come to mind would probably be Evilswarm.


And his effect is frightening. By detaching an Xyz Material, he can target another card you control, and prevent it from being destroyed. And if Key Beetle himself were to be destroyed, he can send one of those targets to the Graveyard instead.


The main power play is to have Master Key Beetle target Safe Zone. Safe Zone will protect Key Beetle from all destruction and targeting, while Key Beetle will protect Safe Zone from destruction. It is quite an annoying lock that can only be worked around in a handful of ways, usually by getting rid of Safe Zone in a way that isn’t destruction.


That isn’t the only card that Master Key Beetle forms a nasty combo with; he also works well with the recently popular Vanity’s Emptiness. This isn’t as stable as the Safe Zone lock, but it prevents all Special Summons from occurring, while protecting Vanity’s Emptiness from destroying itself.


I will personally say that I feel Master Key Beetle is a tad bit overrated. The lock, while a massive irritation, is not obscenely difficult to deal with.


Regardless, when played right and properly protected, this is one bug that’s hard to squash.


Traditional: 4/5 (there’s a few more ways to get rid of him here, particularly Chaos Emperor Dragon)

Advanced: 5/5


Art: 4/5 (It’s a giant bug. But it’s a pretty cool looking giant bug)


Hope you guys enjoyed our Top 10 Judgment of the Light Countdown!


This is, in my opinion, the second best card in the set, although it's mostly a toss-up between this and Star Eater. There are multiple cards that offer Continuous protection for other cards: Magic Deflector, Field Barrier, Safe Zone, etc. Out of the all I just listed, Safe Zone is the most popular, because I can chain it and monsters are usually more important to protect than Spells; the biggest weakness is that I can destroy the monster by destroying the Trap. How does MKB fare? Once per turn, it will act as a permanent bodyguard to another one of your cards, regardless of monster/Spell/Trap/faceup/facedown. Conversely, if MKB is in danger of being destroyed, it can take one of the cards it's guarding to take the hit instead.

2500 ATK is nifty, as that's above average for a Rank 4; MKB can muscle through defenders (e.g. Zenmaines, Maestroke, Cowboy) and with the help of its effect it can even survive head-on collisions with other 2500 hotshots (e.g. Stardust, Utopia, Priestess). Even though a lot of Decks can do it, the part where you MUST use Dark Xyz Material severely hurts the playability of this card but ups the playability of all Dark Decks, especially Evilswarm. Basically it's a powerful trump card for Dark Decks, similar to how Light Decks got Starliege Paladynamo.

In the end, there is only one real reason why MKB sits on the top of our list, a combo that, if you haven't heard of already, will have definitely heard from the other writers. (Without this combo, it's still pretty good in how it can preserve itself or your valuables.) Remember how I said Safe Zone can protect a monster, and how MKB can protect any card? If I have Safe Zone on MKB and MKB on Safe Zone, then they got each other's backs. I can't even threaten to take it apart: It's the airtight, ultimate Master Key Lockdown. (Number Wall can also perform this lockdown as a replacement to Safe Zone, but it's easier to destroy. Having out two MKB also works, but Safe Zone is ideal because it shields against targeting effects of any kind.) If I set this up on you, I have a 2500 ATK monster immune to all forms of destruction and targeting effects. As an alternative option, you can also target an opposing monster with Safe Zone and you can use MKB's self-protection effect to remove your Safe Zone, thus destroying the opposing monster, but this is quite a ridiculous strategy. The next paragraph is gonna be long. If you want to skip it, fine, but it talks about the best ways to defeat the combo (or what you should look out for if you're using this combo).

Make sure that you and everyone in your family has a way to stop this from happening to you. The first step is to take precautions and eliminate the source. Never let your opponent get out two Level 4 Dark monsters at once. If you can't stop that, it's still ok to have Traps that can either negate MKB's summon or destroy it as soon as it touches the field. Safe Zone must be set for at least one turn before activation, so take advantage of that. You can use Forbidden Lance to make MKB immune to Safe Zone, or Effect Veiler to make Safe Zone immune to MKB, but this can only be done if you chain your card to Safe Zone's activation. If the lock is already in place, the important thing to do is remain calm and breathe slowly. If you can get a monster with over 2500 ATK, you can still attack MKB and deal damage, but this is easily stopped when MKB is switched to Defence Position. The best way to pick the lock is if you have a card that can negate either of their effects; if you negate one of them, it gives an opening to destroy the other one, and once you do that, the other goes down with it. If possible, I suggest not negating their effects until you have an actual way to destroy them. The best ways to negate Safe Zone are with Jinzo or Royal Decree; the best way to negate MKB is with Skill Drain. If Safe Zone is not in use, there are countless cards you can use that do not technically "destroy." If Safe Zone is in use, you have a (very) few options. I'll list them from most to least practical. Both Spiritualism and Vulcan the Divine can return Safe Zone to the hand, which will cause MKB to be destroyed if it does not have another form of protection. However, Vulcan is not strong enough to beat MKB one-on-one and Spiritualism isn't good for much else, so you'd better have a second part to your plan or else I'll just re-activate Safe Zone. Spellbook of Fate can literally remove Safe Zone from play, but you can only do this if you already use a bunch of other Spellbooks. Cyber Eltanin has a non-targeting, non-destroying effect that will send MKB to the Graveyard; Chimeratech Fortress Dragon does also, but you'll need DNA Surgery. Legendary Jujitsu Master, Guardian Sphinx, Wall of Illusion, Kelbek, Ordeal of a Traveler, and Hyper Hammerhead all have non-targeting effects that can force MKB off the field. Ectoplasmer and Share the Pain can force your opponent to tribute MKB. If you can't do any of this, you might as well just defend yourself as long as you can and hope your opponent will lose because (s)he ran out of cards in the deck before you do. You don't need to feel like you need to put all these cards in to beat MKB, but if you're really scared of it, the most reliable ways are to main Vulcan the Divine and side Royal Decree.

Ruling Clarification: If MKB is protecting something, and I activate something that will destroy both of them, MKB will shield that other card. Even if that was not true, I cannot save MKB by destroying that card "in its place" because the second card is meant to get destroyed anyway.
Ruling Clarification #2: MKB targets cards with its effect, but unlike an Equip Card, it's not a constantly targeting effect. Also, if I activate Skill Drain or Effect Veiler and they wear off, MKB's effect will not get "reset."
Trad: 2/5 (Magical Scientist and two of Darkflare Dragon and/or Kamionwizard can get this guy out but stall never works here and it can't even defend against Chaos Emperor Dragon)

Adv: 4.5/5 (food for thought: Thousand-Eyes Restrict is banned because it stops all enemy monsters from attacking and it's already hard to summon)
Aesthetics: 3.5/5 What I find is a great unexplained mystery is how this card comes out in the show. Being a Number, it's one of Astral's memories, and it turns out to be a greatly important one. However, the newly introduced Barians have a lot of the original Numbers (mostly Insects) in their hands, MKB being one of them. How do they even get them? Astral's memories are scattered throughout the world. Also, I don't even know how this card transformed from a blank card into the MKB Number, since a Barian got it and everything. MKB didn't transform to fit the Barian's mindset, but it was already adapted to the purpose of Astral's memory. As for how MKB became Number 66, 6 sounds like "roku" in Japanese, which also sounds like saying "lock" with a Japanese accent. In other news, 66 is like a short form of 666, which is considered the devil's number. This is in tune with how MKB is a Dark monster with Dark Xyz Material and was owned by a Barian, but I few that's kind of a stretch.

Philosophy Corner: I don't know about you, but recently I've noticed a lot of cards have "You can only use this effect of this card or any others with the same name once per turn" as opposed to just "once per turn" or no restriction at all. I think the card makers are getting really scared about the same effects being used over and over and they want us to stop making such huge combos. For example, most "Wind-Up" monsters can only use their effects not only once per turn, but once as long as they were face-up. Regardless, good duelists knew how to use the effects of Wind-Up Rat and Wind-Up Hunter again and again and again in one turn, usually with the same physical card.

YouTube Site
Had this at #5

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