Jump to content

Chaoserver's Card of the Week


Recommended Posts

Each monday, starting next I shall be posting a card of the week, listing its pro's, con's, and playability. I will mostly be posting good cards that aren't well known, as to circulate knowledge throughout the forums, though some weeks might feature commonly used but poor cards. Some days if time permits bonus cards will be added(this its nots quite a COTW thread). You may forward review requests via pm. Only Advanced format legal cards will be reviewed.

 

Jul 4th COTW: Magic Drain

13367.jpg

 

Effect: You can activate this card when your opponent activates a Spell Card. Your opponent can discard 1 Spell Card from his/her handto negate the effect of this card. If your opponent does not, negate the activation of the Spell Card of your opponent and destroy it.

 

Pro's: Superior to other magic negation cards, no discard like with magic jammer, no condition OR discard like with the commonly used spell shield. Comes in rare and common forms, easily attainable.

 

Cons: If they have a POA early duel or dead card in hand they can bypass this without worry. Dead card if your opponent doesn't run alot of spells(which is rare).

 

Overall: Best magic negation out there(not counting solemn), no matter what they lose a card from their hand or a magic card goes dead, regardless of what the magic card they played is. You do not need to have a hand as with magic jammer and on occasion spell shield. Against Monarch and decks using soul exchange/brain control this card wrecks.

 

 

Bonus Jul 4th COTW: Soul exchange

13607.jpg

Effect: Select 1 monster on your opponent's side of the field. When you offer your monster as a Tribute, offer the selected monster in place of 1 of your monsters. During this turn, you cannot conduct your Battle Phase.

 

Pro's: Kill an opponent's monster and get out a strong monster, good deal eh? It's a spell card, can be grabbed with Dmoc, MSE, spell reproduction, and in tradional magician of faith. Work well in spellcaster decks with DMOC, Dark magician, and DMG. With monarchs this card is godly, as you thin enemies, and get off an effect that crippled them further(namely thestalos or raiza). Fairly easy to come by, its super, but comes in a starter deck. Also there is a common reprint.

 

Con's: Surprisingly several negatives for such a seemingly good card. It's a normal spell card, dark deal, spell shield, magic jammer, solemn, and magic drain all stop this in its tracks. Unless you run many tributes this card becomes dead all to often. Also the biggy, you have to skip your battle phase, your opponent has that turn(ROD ect.) and their turn(fissure, smashing ground ect.) to kill the monster, effectively killing two of your cards.

 

Overall: Only truly great in monarch decks, worst case you use it to kill their monster and get cyber dragon out, best case kill a monster and get out a crippling effect. Also playable in spellcaster decks, as it is a spell and they utilize many tributes.

 

Bonus Jul 4th COTW: Mirror force

12441.jpg

Effect: You can only activate this card when your opponent's monster declares an attack. Destroy all Attack Position monsters on your opponent's side of the field.

 

Pro's: As if they need to be said. Stop and destroy your opponent's entire offensive force, as long as its not destroyed your almost garunteed safety for a turn. This can even kill cards that dont allow traps to be activated on them(some ancient gear cards for eg.), should another monster attack.

 

Cons: First, only to versions, an ultra and a super. That being said this is a hard to get card as few like to part with theirs unless they have copies. It is limited to one, doesn't make it bad but chances of drawing a single copy are slim. Cards such as wildheart, ancient gear monsters can render this useless, as cards do not effect or can not be activated against them. Sometimes theres also only one attacking monster, making the unlimited sak armor a cheap alternative. Also in decks using brain control, soul exchange, and creature swap waboku and threatening roar are cheaper and more effective cards, as you want to use your opponents monsters against them.

 

Overall: A great card, but in todays meta it isn't as good as it once was. Cheap cards like Sak armor, Waboku, and threatening roar can take its stead.

 

Bonus Jul 4th COTW: Elemental Hero Wildheart

25319.jpg

Effect: This card is unaffected by the effects of Trap Cards.

Pro's: Renders some of the greatest and commonly used cards in decks useless, mirror force, sak, ROD, magical cylinder ect. become dead, continue killing off their monsters and this card alone can bring you to victory. Using torrential tribute with this card you effectively can create a trap version of raigeki, as it is not destroyed when that card is activated. Is a warrior, loads of support right there. Searchable by sangan, reinforcements of the army, stratos, and giant rat. Easy to get, it commons in numerous common forms, and a promo holo version.

 

Cons: Weak. Without cards to kill your opponents attacking monsters(shrink, saks ect.) this will die very swiftly. Completely vulnerable to smashing ground, fissure, and enemy controller.

 

Overall:

One of the best widely available cards in the game if used right. In the right deck you can get it first turn easily. Can stay alive for awhile, as long as you can utilize shrinks and saks to beat your opponent down, but splashed in a deck it will not serve you well.

 

 

Jul 5th COTW Bonus: Volcanic Doomfire

5c09_1.jpg

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by sending 1 face-up Tri-Blaze Accelerator on your side of the field to the Graveyard. While this card is face-up on the field, your opponent can only designate this card as an attack target and your opponent must attack with all of his/her monsters. When this card destroys a monster by battle and sends it to the Graveyard, destroy all monsters on your opponent''s side of the field. Inflict 500 damage to your opponent for each monster destroyed by this effect.

 

Pro's: One of the best cards on paper, definetley encouraging volcanic theme play at a glance. Your opponent inevitably will lose in 1-3 turns with this on the field, should it be left unchecked. It gives a good burn, and considering your going to be doing a good deal of damage already this is just insult ontop of injury. If your opponent tries summoning a monster and hoping you charge it and get shrinked they'll be dissapointed, as their monsters MUST attack it, and result in a damaging raigeki.

 

Cons: If this card had no flip side it would definetley be tier 1. However there are some glaring problems, you can ONLY get it out by playing blaze accelerator and then tri blaze, at which point you can bring this card out. Sounds simple, but a heavy storm or mst hitting blaze makes triblaze and this card dead. Also, even if this card is brought out a simple bottomless, sak, mirror force, or smashing ground can kill it before it wreaks havoc(with 1800 def smashing will likely kill it). Also, triblaze and blazes effect kill monsters off, so the raigeki effect probally wont be useful. Very hard to get, its a cover card to fotb, and only comes in ultra and ult foil, with no scheduled reprints Im aware of.

 

Overall: Good card? Technically yes. Worth running? Only in a theme deck of course. Worth building a theme deck around? Probally not, as if you cant protect it properly you'll wind up losing. Typical burn deck > this card, but if your looking to make a fun theme deck with a powerhouse give it a shot!

 

 

Jul 5th COTW Bonus: Metamorphosis

11744.jpg

Effect: Tribute 1 monster on your side of the field. Special Summon 1 Fusion Monster of the same Level as the Tributed monster from your Fusion Deck.

 

Pros: Surprisingly I've seen little use of this card here, surprising as it can be used to fetch some game breaking cards. My favorite being using mother grizlly to fetch koitsu(a water 10 stars with meager stats) and using metamorphosis to bring out cyber end dragon. In tournament play it can be used with brain control to steal an opponents cydra/zaborg or another monster and use this card to bring out a fusion, accomplishing killing a monster and getting out a powerhouse for 800 life points. Also, this card comes in a reprint form, and thus can easily be found.

 

Cons: Well, if you have no brain controls, or monsters to use this on, or dont draw it early your in trouble. Metamorphosis is limited to 2 at the moment, so your gonna need to deck thin some, such as with mother grizzly and sangan. Also its a normal spell, dark deal and many other negation cards can stop this in its tracks, so its best to pair this with trunades, seeing as usually its built with a OTK.

 

Overall: A very handy card, in its own deck, pairing it with cyber twin, end, and limiter removal can lead to a swift game. Provided you run a deck where you can draw into it in your first turns this cards worth experimenting with, competitively and otherwise.

 

 

Jul 5th COTW bonus: Andro sphinx

Andro_Sphinx.jpg

Effect: You can pay 500 Life Points to Special Summon this card when "Pyramid of Light" is on the field. This card cannot attack during the turn that it is Normal Summoned or Special Summoned. This card cannot be Special Summoned from the Graveyard. If this card destroys a Defense Position monster as a result of battle, inflict damage to your opponent's Life Points equal to half of the ATK of the destroyed monster.

 

Pros: Sheesh, well its Atk matches up to Blue eyes, and if you like dead monsters smashing grounds sure to hit it with 2500 def.

 

Cons: Apparently Im one of the few who see this, glancing at some card forums people seem to enjoy using this card, why I do not know. It is two tributes, and cannot Attack when first played(even if you do use its crappy special summon alternative). Against a half capable opponent it will die(by shrink, smashing, fissure, trap hole, or sak/ mirror force if it does Attack. Its a beast type, little support there. A terible card all around. Its an ultra rare promo card to boot, so it can be hard to get.

 

Overall: One of the worst cards I've seen used in decks. There is a great alternative if you do like this card: 15006.jpgEffect: This card cannot be Special Summoned. When this card attacks with an ATK that is higher than the DEF of a Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. It is better in every way even defense. It's effect coupled with limiter removal can equal instant gg, it has more support in general, and wont get saked when it attacks.

 

Jul 5th COTW Bonus: Mind Crush

11956.jpg

Effect:

Declare 1 card name. If your opponent has a declared card(s) in his/her hand, discard all of the declared card(s) to the Graveyard. Otherwise, you randomly discard 1 card from your hand.

 

Pro's: Some people dont understand why this is limited, but heres how it can be great: When Your opponent searches out a card with sangan you can kill it before its put in play. With trap dustshoot you get to shuffle a card into their deck and kill a card of your choice if your using mind crush aswell. Against gadjets, grand mole, and with confiscation you can limit your opponent's actions easily, and know exactly whats coming. Even if you guess the card and call it wrong your opponent needs to show their hand to prove they dont have it, so you still get a little something. Is common, easy to get(though no reprints I know of).

 

Cons: If you dont use dustshoot you might have no clue whats going on in your opponent's hand and the card becomes dead. If you guess and get it wrong you lose a card. You need a card in your hand to activate this.

 

Overall: Not as good as dustshoot(probally shouldnt have been limited). If you can make educated guesses, run confiscation, or better yet run dustshoot, definetley deck this card.

 

 

Jul 5th COTW Bonus: Axe of Despair

12279.jpg

Effect: Increase the ATK of a monster equipped with this card by 1000 points. When this card is sent from the field to the Graveyard, if you Tribute 1 monster on your side of the field, this card returns to the top of your Deck.

 

Pro's: 1000 ATK. A 1500 can kill a monarch, a typical 1900+ four star can kill mostly anything. If your sitting on a sangan or useless monster you can tribute it to get it back.

 

Cons: No monsters? Useless. Want to reuse it? Need monsters in hand, it goes to the top of your deck. Mst and Heavy storm and your monsters back to original stats. Can be hard to get. New players hang onto them thinking their good.

 

Overall: Pretty bad card, as are equips in general. Maybe decent in a samurai or warrior deck. If you get this cards and magics you lose, unless your up to your knees in saks. If you get this and the monster its on dies your out two cards and in a rut. not worth it, if you want to kill something use fissure isntead.

 

Jul 6th COTW Bonus: 12345.jpg

Effect: Flip 1 face-up monster on the field into face-down Defense Position.

 

Pro's: Theres reprints, rare versions, easy to get and you only need one as its limited(good and bad I suppose). If you run flips like dekochi or old vindictive magician you can re use them with this. Save yourself from mirror forces or ROD. Flip an enemys monster down and crossout them. Or just stop an attack.

 

Cons: limited to one. Tricky to fetch except on luck, thus comos are hard. Poor if not utilized well.

 

Overall: Not too many downsides at all. If you have one and it works into your deck, then deck it! It can negate, aid you, or hinder your opponent.

 

Jul 8th COTW: Dekoichi the Battlechanted Locomotive

12072.jpg

Effect: FLIP: Draw 1 card. If you have face-up "Bokoichi, the Freightening Car" card(s) on your side of the field, draw an additional card for each of them.

 

Pros:

Its a plus one, unless your running norelas better to skelgenel in all ways. Combos with book of moon. Great with chimeratech decks. Decent stats for a drawer, if you can make an opening its -1400 damage and + a card. If you use with thestalos you get a card and they lose one. Nice? Yep. Its only a rare from RDS, shouldnt be too hard to get a few.

 

Cons: Its a flip so nobleman kills em all. Stats are lackluster compared to mostly any other monster. If your deck doesnt utilize draw power not much point. Or if its too "fast" to bother setting monsters.

 

Overall: Best drawer available at the moment(crystal fortuneteller argueablly in the future). Great with thestalos, in exodia, and decks relying on draws. Chimeratech smiles at this card. Not so great outside of that.

 

 

Jul 15th COTW Bonus: Accumulated Fortune

4388.jpg

Effect: Activate only as Chain Link 4 or higher. Draw 2 cards. You cannot activate this card if multiple cards/effects with the same name are in that Chain.

 

Pros: Essentially this is a pot of greed, with a requirement(NOT a cost, so it's great!). You get +2, for FREE. More options to utilize instantly, and in a chain burn can be a +4 if you chain accumulated to accumulated. It is, of course great in a chain burn deck as it can add to damage or get you a chain detonation back. Your opponent just activated heavy storm? Chain some traps and top it off with this. Thei down a card your up two.

 

Cons: Chain link 4 is tricky to achieve, sometimes impossible in a typical deck. In a chain burn deck however, this is very very easy to do. If you get a hand lacking chain cards its a dead card at that time, which defeats the purpose entirely.

 

Overall: Only deck it if you know what your doing, and have a dedicated chain deck. But if you miss pot of greed and like hand prescence, go for it.

 

Jul 19th COTW Bonus: Card trooper

cardtroop.jpg

Effect: Once per turn, you can send up to 3 cards from the top of your Deck to the Graveyard. This card gains 500 ATK for each card sent to the Graveyard this way, until the end of this turn. When this card on your side of the field is destroyed and sent to your Graveyard, draw 1 card.

 

Pro's: 1900 ATK three star on your turn, if you choose. Send cards to your graveyard, gives you some options to work with. Godly with Bazoo, call, prem, chimeratech, New Chaos, feeding for POA, thus furthering hand advantage. And of course the best part, when it dies you get a +1. It also is a machine so perfect for chimeratech. Searchable by rat, also.

 

Cons: 400 ATK on your opponent's turn, weak stuff. Basically anything even shrinked can kill it. If your deck relies on vital cards pitching them for the effect probally isn't wise. It does have to be destroyed, as opposed to just being sent from the field to the graveyard such as with Sangan. If your deck doesn't support it you might as well be using Dekochi. One of the hardest cards to get in the game, its an ultra in a duelist pack(dp03) which alone makes it rare, nevermind that until recently it only came in a tin, and that due to massive demand most pros grab them.

 

Overall: One of the best cards in the game when utilized right, smash their monsters, mill through your deck, and get a card when it's done in. If you have one, consider decking it. Good luck getting em though.

 

Aug 2nd COTW: The Wicked Eraser

TheWickedEraser.jpg

Effect: This card cannot be Special Summoned. This card cannot be Normal Summoned or Set except by Tributing 3 monsters. The ATK and DEF of this card are equal to the number of cards your opponent controls x 1000. When this card is destroyed and sent to the Graveyard, destroy all cards on the field. During your Main Phase, you can destroy this card.

 

Pro's: Comes as a Jump Promo, so pretty easy to get. Can potentially be 11,000 ATK. Should it be brought down everything dies with it. It also has a built in self destruct effect.

 

Cons: Where to start. Three tributes to TRIBUTE summon it. So it's your normal summon for the turn and you cant use devious tricks like scapegoat tribing to get it out. It's only efficient if getting this card takes out atleast four of your opponents card( three tributes and the card itself), and this is rare as there are so many ways to get taken out. Last but not least if your opponent is being conservative and has a set card and, for example, a cyber dragon it cant take it out without commiting suicide.

 

Overall: A technically godly effect. Far too costly to be efficient except against the worst of players. A cool looking card, and a nice card for the binder, but except in fun decks dont slip this into a deck sleeve.

 

Aug 2nd COTW bonus: Kinetic Soldier

ksold.jpg

Effect: When this card battles with a Warrior-Type monster, increase the ATK and DEF of this monster by 2000 points only during damage calculation.

 

Pros: Well, I'd say the best thing is that this card is not very well known. It's a nice bet at locals, with many non competitive Six Samurai decks thriving. It's not meant for main decking in any case, but slapping this in your side deck and putting it in when you square off against a toolbox, Six Samurai, E hero(lol), perfect circle(meh), or any other deck that utilizes warrior. Can attack through gravity bind, messanger of peace, level limit B, and can be limiter removaled. Easy to get, about a buck on ebay.

 

Cons: Against any deck but warrior, this card becomes utterly useless. If you run machine maybe not as much but nonetheless maining this is not wise. Gets shot down by even the weakest non warrior monsters, with just 1350 attack.

 

Overall: For non competitive side decks sure. Dominates six samurais, takes out even their heaviest hitter. Not good in the current meta but for locals quite alright.

 

 

Aug 18th COTW bonus: Breaker the magical warrior

breaker_magical.jpg

Effect: When this card is successfully Normal Summoned, put 1 Spell Counter on it (max. 1). Increase the ATK of this monster by 300 points for each Spell Counter on the card. Also, you can remove 1 Spell Counter from this card to destroy 1 Spell Card or Trap Card on the field.

 

Pros: 1600 Attack isn't bad for starter, well ok it kind of is but hydro can't get its effect in. Oh wait it gets a spell counter and goes to 1900? So that means it can crush most monster defense, and atleast match mosts attack. Hm, well apparently he also doubles as an mst in a monster. Yeah, so imagien your opponent has mirror or sak down, you summon this, their out a card and your attacking them directly and free to set a card. It's also a dark, and on a lesser note a spellcaster. It's support is pretty nice. Best of all the banlist is allowing to to return p_O, and seeing as it has reprint variations and most people didn't think it was coming back it should be easy to get.

 

Cons: Well, although turn player has priority if you summon it and something kills it you can't get its effect, as the spell counter can't be added to a card thats not on the field.

 

Overall: Im definetley going to be more wary about running non chainable traps. This is a game altering card, and with the new banlist expect a very different feel.

 

Aug 18th COTW bonus: Magician of faith

magician_of_faith.jpg

Effect: FLIP: Select 1 Spell Card from your Graveyard. Add the selected card to your hand.

 

Pros: Searchable by apprentice, sangan. Reprints of many kinds, including a structure deck. Re use the best of your already used spell cards. Unless the field gets blown up or it gets x-ed out or negated it's pretty tough for your opponent to prevent you from getting the effect off. with book you could get the effect off again. Of course this will change when shield crush is legal.

 

Cons: Crossouts going to two, chances are fair that they get a crossout by the time you get the one MOF. When shield crush is legal defense mode is useless. terrible stats, though its doubtful you intend to attack with it.

 

Overall: Intresting to see how this is going to work out with all the facedown destruction. But definetley deserced a ban until now.

 

 

Aug 18th COTW bonus:Interdimensional Matter Transporter

inter_matter_trans.jpg

Effect: Select a face-up monster on your side of the field and remove it from play until the End Phase of this turn.

 

Pros: A handful of good things for an effect that sounds pretty bad. Until sept 1st it could dodge snatch or ROD, now it will be dodging brain control, if you have only one monster fissure/smashing, sak, mirror force, an attack, monarch effect, torrential, or your own effects(limiter removal a monster, attack, and then rfg it so it doesn't blow up).

 

Cons: Only targets your faceups, so it becomes dead in many situations. Book of moon almost always does what this does, but better. Seeing as most of the best stuff it countered is banned decking more practical and versatile things is almost always a good decision.

 

Overall: If dark hole, snatch, and ROD were around decking this might not be so bad. But as it stands this cards versatile, but not nearly as much as book of moon. If you want to be original give this a shot, but if you plan on going competitive stick with the book or just sub it out.

Link to comment
Share on other sites

  • Replies 94
  • Created
  • Last Reply

This is pretty good, here are some things you should include in reviews:

 

-A picture of the card

-The sets and/or promos the card is from

-The rarity of the card in each of the sets

-Indicate if the card is banned, limited or semi-limited

-List and briefly describe any common and/or powerful combos using the card

-List any support cards the card has (can be vague, eg. Jinzo and Limiter Removal, or specific, eg. Jinzo and Amplifier)

-List any decks the card is often used in, and briefly explain how it is used in the deck

-Indicate any major errata changes

-The card's strengths and weaknesses (eg. If I was reviewing Jinzo, I would say it is strong against decks that revolve around traps, like Macro, Return and Burn, plus against CC traps like Sak, Mirror, Ring, BTH, TT etc. But it is weak against Book, Snatch, Double Snare, Smashing and Brain Control)

-Lastly, give any other intelligent comments about the card that will assist readers in the use of the card

 

Just some suggestions. :)

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...