Vote 4 Us


Card Concepts
The Card Concepts section is dedicated to help duelists become more familiar with cards that have overwhelming potential in a deck. Unlike other sites who merely give a brief explanation of what a card does and what it is, we try our best to actually go into detail about the usefulness of it in combination with other cards than just by itself.


Dimension Jar

Level: 2
Attribute: Dark
Type: Machine
Attack: 200
Defense: 200
Effect: FLIP: Both players can remove from play up to 3 monsters from their opponent's Graveyard.
Rarity: Common

This card is great for getting rid of pesky monsters that your opponent can revive. With tons of cards today, there's quite a few cards that can revive monsters from the Graveyard. This can also be awesome in combination with cards like Soul Release, Kycoo The Ghost Destroyer, and Graverobber's Retribution.

Rating: 7/10


Morphing Jar #2

Level: 3
Attribute: Earth
Type: Rock
Attack: 800
Defense: 700
Effect: FLIP: Return all monster cards on the field to their respective decks and shuffle them. You and your opponent then pick up cards until you both have the same number of monster cards (level 4 or lower) that were married to each deck. Special summon the monsters on the field in face-down defense position. Any other cards picked up are discarded to the Graveyard.
Rarity: Rare

This card is another good card for "Deck Depletion" decks. It is even more deadly than Cyber Jar, since any tribute monsters and or magic/trap cards are sent to the Graveyard. It's also good for stall decks that run high on high defense monsters.

Rating: 7.5/10


Cyber Jar

Level: 3
Attribute: Dark
Type: Rock
Attack: 900
Defense: 900
Effect: FLIP: Destroys all monsters on the field (incuding this monster). Both players then pick up (not draw) 5 cards from the top of their respective deck and show the cards to each other. Immediately special summon any monster cards of level 4 or lower among them on the field in face-up attack position or face-down defense position. The rest of the cards picked up are placed in the player's hands.
Rarity: Rare

This card is also great for "Deck Depletion" decks. It's also great for "Beatdown" and "Defensive" decks, so you can easily get up to 5 monsters and or magic/trap cards. The only downside: some cards like Shadow of Eyes and Light of Intervention negate its effect.

Rating: 9.5/10


Morphing Jar

Level: 2
Attribute: Earth
Type: Rock
Attack: 700
Defense: 600
Effect: FLIP: Both you and your opponent discard all cards in your hands and draw 5 cards from your respective decks.
Rarity: Ultra Rare

This card is great for drawing cards, as well as running your opponent's deck out of cards. It is deadly when combined with the other "Jar" monsters.

Rating: 8/10


Magical Merchant

Level: 1
Attribute: Light
Type: Insect
Attack: 200
Defense: 700
Effect: FLIP: Pick up (not draw) cards from the top of your deck until a spell card or trap card is picked up. Add that card to your hand. Any other cards picked up are sent to the Graveyard.
Rarity: Common

This card can be pretty good in a deck that depends on spell and trap cards. The best decks it would go in would be in decks that win via Destiny Board, Final Countdown, Wave-Motion Cannon, etc. However, it's too risky to use if you're hoping on a certain magic or trap card, since any monsters you draw are automatically discarded.

Rating: 7/10


Magical Scientist

Level: 1
Attribute: Dark
Type: Spellcaster
Attack: 300
Defense: 300
Effect: Pay 1000 life points to special summon 1 level 6 or lower fusion monster from your fusion deck in face-up attack or defense position. That fusion monster cannot attack your opponent's life points directly, and is returned to your fusion deck at the end of the turn.
Rarity: Common

This card can be great in a "Direct Damage" deck by combining it with Catapult Turtle. However, this card performs poorly in a "Beatdown" deck since the monster returns to the fusion deck, and it can't attack directly. All in all, I don't understand why UpperDeck would restrict this card, since it's lousy in most decks.

Rating: 5.5/10


Old Vindictive Magician

Level: 2
Attribute: Dark
Type: Spellcaster
Attack: 450
Defense: 600
Effect: FLIP: Destroys 1 monster on the field (regardless of position).
Rarity: Common

This card is great. It's the Spellcaster version of Man-Eater Bug. It even has the same level, attack, defense, and flip effect as Man-Eater Bug. This card is great in any deck. Simply great. The only downside is that cards like Light of Intervention and Shadow of Eyes render it helpless. Also, it can only destroy monsters, but monsters are the biggest threat in the game to your life points anyways. Other than that, it's a great card.

Rating: 9/10


Thousand Needles

Level: 4
Attribute: Earth
Type: Beast
Attack: 1000
Defense: 1800
Effect: When this Defense Position card is attacked and the ATK of the attacking monster is lower than the DEF of this card, after damage calculation destroy the attacking monster.
Rarity: Common

This card is not as good as Wall of Illusion, but only by 50 defense points. So this card can still be good in Stall decks. However, the effect only works when he's in defense mode. This means when he's in attack mode, unlike Wall of Illusion, this little guy's effect doesn't work.

Rating: 7/10


Luster Dragon

Level: 4
Attribute: Wind
Type: Dragon
Attack: 1900
Defense: 1600
Rarity: Ultra Rare

This card is a great staple for any deck. He's not as expensive as Gemini Elf, so that's a good thing. However, he isn't exactly cheap. In addition, you need to watch out for 2000+ attack monsters, but most 2000 attack, 4-star monsters have an effect that requires them to pay something. For those who want a cheaper bargain, try Royal Keeper.

Rating: 9.5/10


Great Maju Garzett

Level: 6
Attribute: Dark
Type: Fiend
Attack: 0
Defense: 0
Effect: The ATK of this card becomes twice the original ATK of the tribute Monster you used to Tribute Summon this card.
Rarity: Rare

This card can be a great power boost for virtually every deck. Even tributing a mere 1000 attack power monster allows Great Maju Garzett 2000 attack power. Although his defense remains 0, he remains an excellent offensive weapon. He can also be used as an offensive barrier in order to stall for time and or cards.

Rating: 8/10


Gyaku-Gire Panda

Level: 3
Attribute: Earth
Type: Beast
Attack: 800
Defense: 1600
Effect: The ATK of this card increases by 500 points for every monster on your opponent’s side of the field. When this card attacks with an ATK that is higher than the DEF of your opponent’s Defense Position monster inflict the difference as Battle Damage to your opponent’s Life Points.
Rarity: Short-Print Common

This card has incredible possibilities, especially for "Beatdown" decks. It has a built-in reversed "United We Stand" effect combined with a "Mad Sword Beast" effect. Equipping it with Mage Power or United We Stand could make this an incredibly fearsome monster even when the opponent's monsters are in defense mode. Even if your opponent has 2 monsters on the field, he instantly has the attack power of a La Jinn or Hysteric Fairy. As with all strong attack power monsters, he can be used as an offensive barrier by letting him sit there and intimidate your opponent while you set up a strategy.

Rating: 7.5/10


Judgment of Anubis

Counter Trap
Effect: Discard 1 card from your hand to negate the activation and the effect of a (Spell) controlled by your opponent that includes the effect of destroying Spell and/or (Trap)(s) on the field and destroy it. Then, you can destroy 1 face up monster on your opponent's side of the field and inflict damage to your opponent equal to the ATK of the destroyed monster.
Rarity: Secret Rare

As some of you may or may not know, when the Spell Cards first arrived in Magician's Force, we wasted no time contacting UpperDeck about the specific rulings on Spell Cards vs. Magic and Trap Cards. To sum it up, "Spell Cards are Magic Cards, and vice versa." So this card becomes even more useful since most decks almost always have something along the line of a Heavy Storm, Harpie's Featherduster, Mystical Space Typhoon, etc. In addition, unlike Ring of Destruction, this card does not deal damage to the owner, which is even nicer.

Rating: 9/10


Vampire Lord

Level: 5
Attribute: Dark
Type: Zombie
Attack: 2000
Defense: 1500
Effect: Each time this card inflicts Battle Damage to your opponent declare 1 card type (Monster, Spell, or Trap). Your opponent selects 1 card of that type from his/her Deck and sends it to the Graveyard. Also, when this card is destroyed and sent to the Graveyard by your opponent’s card effect, it is Special Summoned to the field during your next Standby Phase.
Rarity: Secret Rare

Vampire Lord is great for "Beatdown", "Defensive", and "Zombie" decks primarily. Because of his effect, you'll have 1 monster on the field, which makes him a great offensive and defensive force. The only downside is it only works when destroyed by an opponent's card effect, so if he's destroyed in battle, he can't be revived on his own. He is good is "Zombie" decks since he gets an attack and defense bonus from the field card, "Wasteland".

Rating: 6.5/10


Altar for Tribute

Normal Trap
Effect: Select 1 monster on your side of the field and send it to the Graveyard. Increase your Life Points by an amount equal to the original attack of the monster.
Rarity: Common

This card is great for tight spots. This card will be most useful in Defense and Stall decks. This card is not to be taken lightly. Sure it may not be worth destroying your tribute monster to gain large amounts of life points, but if you have an extra monster to spare with decent attack points and are hurting in life points, this card would come in handy. This can also be used in a combo with Ultimate Offering. Check the Combos section for details.

Rating: 7/10


Gravity Axe - Grarl

Equip Spell Card
Effect: A monster equipped with this card increases its ATK by 500 points. As long as this card remains face-up on the field, monsters on your opponent's side of the field cannot change their battle position.
Rarity: Common

This card is great for Beatdown decks since it can paralyze the opponent's monsters. This means they can't even flip summon or flip their monsters. Although the monster equipped with this card losed 500 ATK points, you can use your other monsters to back it up. This card is great when used in combination with Light of Intervention, since they can't use any flip effects, you can see what monsters they have on the field, and you can pick off the weak monsters that are in attack mode.

Rating: 6/10


XY-Dragon Cannon

Level: 6
Attribute: Light
Type: Machine/Fusion
Attack: 2200
Defense: 1900
Effect: "X-Head Cannon" + "Y-Dragon Head": This monster can only be special summoned by removing from play the above monsters on your side of the field. You do not use "Polymerization" to special summon this monster from your Fusion Deck. Discard 1 card from your hand to destroy 1 face-up trap card on your opponent's side of the field.
Rarity: Ultra Rare

This card is easy to get out since the two monsters needed can be retrieved via Sangan and Witch of The Black Forest. And since you don't need Polymerization, he's easier to get out. Plus you can get rid of any Skull Lair, Gravity Bind, and anything else that might get in your way by discarding a card from your hand. A very nice touch indeed.

Rating: 7.5/10


Sakuretsu Armor

Normal Trap
Effect: You can only activate this card when your opponent declares an attack. Destroy the attacking monster.
Rarity: Common

Well, another great common with only a slight set-back. This card is like a single-monster Mirror Force in common form. This could really save your life points in a tight spot. The only downside is it only works when they attack. Again, not much of a drawback. This card can be great in any deck. Seriously a good-for-all and all-for-good card.

Rating: 9/10


Neko Mane King

Level: 1
Attribute: Earth
Type: Beast
Attack: 0
Defense: 0
Effect: During your opponent's turn, when this card is sent to the Graveyard by the effect of your opponent's Spell, Trap, or Monster Card, your opponent's turn ends.
Rarity: Common

This card goes great in any kind of deck that stalls or relies on a tight defense in order to wait until they can draw the necessary cards. It is much like The Unhappy Maiden, which is also great for defense and or stalling. However, I wouldn't really recommend using this card in a Beatdown deck.

Rating: 7.5/10


D. Tribe

Normal Trap
Effect: All monsters on your side of the field are treated as Dragon-Types until the end of the turn this card is activated.
Rarity: Common

This is one of those cards where it really only goes good in a Dragon deck with cards that are powerful, but aren't dragons. This allows you to boost your power with some Gemin Elfs, Luster Dragons, Mechanical Chasers, etc. Then they still get the bonus for that turn. Plus you can use it in combination with other cards that require you to tribute dragon-type monsters to use a certain effect. If you're using in a non-dragon based deck, forget about this card. Not worth it.

Rating: 6/10