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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
If a monster battles an opponent's monster, during damage calculation: Negate all other card effects on the field until the end of the Damage Step, also damage calculation for this battle uses each monster's original ATK and DEF.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
June xx, 2014
Back to the main COTD
Closing the week, we come to the best card of the
week, in my opinion. Forbidden Scripture is a very
handy Quickplay Magic card, that seems innocent
enough, but can really cause some trouble. When a
Monster Battles your opponent's Monster, all other
card effects on the Field are negated, albeit during
Damage Calculation, but neutralization is still
nice. Also, during Damage Calculation, each Monster
uses its original attack and defense. That second
effect might not come up quite as often, but this is
still a handy piece of tech. I like this, and you
should be seeing it more than on occasion.
Wrapping up this week we have a new addition to the
ever increasing list of Forbidden Object Quick-Play
Spell cards, this case dare you read the Forbidden
Forbidden Scripture is a one battle card which
can only be used during damage calculation and only
if two monsters are battling. So this card is a one
shot deal, but is it worth it? Well first it negates
all other card effects on the field until the end of
the Damage Step, a blanket negation is a nasty
effect even if it only works for cards on the field.
Also for this battle both monsters can only rely on
their original stats. This essentially makes cards
like Honest and Shrink pointless and can be a great
way of bouncing back from what could have been a
Overall a solid card, but other Forbidden Objects
had longer lasting effects and are easier to use.
Hello Pojo Fans,
TGIF everyone. Today we're reviewing another of
the “Forbidden” Spell Cards: Forbidden Scripture. A
Quick-Play Spell Card you can only activate when a
monster battles an opponents monster. During damage
calculation: Negate all other card effects on the
field until the end of the Damage Step, also damage
calculation for this battle uses each monster's
original ATK and DEF.
Scripture stops anything that alters the ATK of a
monster. Honest, Kalut, Bujingi Crane become useless
when Scripture is activated. Not only that, but any
card that boosts the ATK of monsters will be negated
until you return to the Battle Step after this cards
activation (trouble for Fire Fists). Scripture also
can wreak havoc on monsters that make their original
ATK something different upon their Summon to the
field (Chimeratech Overdragon, Chimeratech Fortress
Dragon, Endless Decay, etc.). Any monsters affected
permanently by ATK changes (Gale, Starliedge
Paladynamo) has their ATK changed back to their
original ATK until the end of the damage calculation
this card was activated in.
Only lasting until the end of the damage
calculation of the battle it was activated in hurts
Scripture, as all other “Forbidden” cards lasted
until the End Phase of the turn they were activated.
Though it can be versatile, Scripture isn't for use
in all decks. It is more of a side deck card in case
you come across a deck that runs cards that alter
your monsters ATK. Still good for a situational
card. One in the side deck couldn't hurt if you have
Art-3/5- Ever get the feeling you're being watched?
Until Next Time
I think this is a card that former COTD reviewer
Lord Tranorix would've called "rentsy".
Scripture initially got a lot of hype.
Maybe it was the secret rare status or the
fact that its a sequel to the popular card Forbidden
Lance, but it's really nothing special.
This is one of the cards you can conclude is good by
overanalyzing its potential without seeing the
Due to the idiosyncratic nature of this card, I
could spend hours looking for specific examples but
the point is that there are an equal amount of
It doesn't stop cards like Mirror Force, for
It could negate a card like Skill Drain or
Dimensional Fissure thats bothering your monsters
for a moment, but why not destroy antagonistic cards
It stops cards like Bujin Crane, Honest and Kalut.
But these are specific decks we're talking
If you main it, this card will be a dead draw a lot
of the time.
50% of the time, you won't be up against a
deck that requires this.
And against those specific decks there are
floodgate cards (which shut down the opponent rather
than annoy for a second).
Negating stat-boosting isn't huge either.
The biggest stat increases you'll see is 500
ATK, unless you include the now tier-2 Fire Fists.
By activating this card, like any Spell, you start
off with a -1.
Whether you recoup this -1 depends on lots of
The best you can do with this card is destroy a
monster in battle or perhaps negate an effect that
would negate the effect of a card you control that
you're counting on to assist the battle.
It's a small-scale victory that really gives
you little progress in the duel after that turn.
I don't see anyway to +1 off of this.
At best (granted: oftentimes, at worst) this
card is a 1-for-1 but with little context or
MST is a 1-for-1 that gets floodgates off
Nobleman of Crossout is a 1-for-1 that slows
down search engines.
This card is just a more situational version
of Forbidden Lance.
This card is a catch-22.
Its not versatile enough to be a main deck
card, but not devastating enough against certain
archetypes to be a good side option.
Yes, this card hits certain spots that Forbidden
Lance doesn't, but overall, Lance is better in most
Just use Forbidden Lance.
– 1 (This format isn't where monsters attack each
other with nests of trap cards to protect them.
This is the format of clearing the field and
– 2.25 (To write a flattering review of this card
would be like writing a 30 second commercial for a
toy that is only fun for 30 seconds.)
– 3.75 (It's an idiosyncratic card that will take a
lot of strategy to use correctly.)
– 3.25 (Simple and aesthetically pleasing.
Not sexist, which is unfortunately an
accolade for Konami's standards.)
This lady sure seems to like stealing forbidden
Hello and welcome to Terrorking's review of
Forbidden Scripture. This is not as flexible as the
other Forbidden cards, but as far as battle phase
tricks go, this is one of the best. When your
monster battles, and you flip this, regardless of
what they flip to alter ATK scores, your monsters
will be fighting with their original ATKs, making
the boosts and decreases meaningless. Furthermore,
this negates all the effects on the field when you
activate until the Damage Step's end, so for that
small window of time, pesky continuous cards and
effects get shut down.
If you don't mind being restricted to using this
just in the battle phase, go ahead and use it.
Buuuuuuuuut the other Forbidden cards might be
better due to the sheer flexibility in their use.
You can use them for battle phase tricks or to just
protect your monsters.
The surprising secret rare of PRIO could have
easily found it's way into many side decks, and it
still could, depending on the way the meta goes. Its
utility is limited only to the damage step and it
turns off all other effects on the field as well as
deactivating any battle modifiers. What a lot of
players don't seem to realize is that turning off
card effects until the end of the Damage Step means
Hypothetically, a Mermail player could turn off a
Dimensional Fissure, Vanity's Emptiness, or a Soul
Drain allowing Abysslinde to trigger and summon a
Pike, Turge or even something bigger like a Megalo.
And in the case of the former two, discard an
Atlantean to set up further plays.
Predominantly though, it's likely going to be used
as a modifier stopper and that pretty much hits 1
deck: Bujins. With Honest, Crane, the lesser-used
Sinyou, Tenki, Forbidden Lance, and the
occasional-but-unlikely Horn of the Phantom Beast,
it just wipes the floor with them. The problem, of
course, lies in the fact that they don't need all of
that to get over a lot of threats, which basically
leaves Forbidden Scripture in the dust.
Advanced 2.0/5.0 Not completely a lost cause, but as
of right now, not the best choice in cards for the
limited number of decks that it could reasonably be
Traditional 1.0/5.0 Doesn't fuel or stop any otks/ftks
and battle modifiers are almost useless