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Card Concepts |
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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.
Level: 2
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
Level: 3
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
Level: 3
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
Level: 2
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
Level: 1
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
Level: 1
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
Level: 2
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
Level: 4
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
Level: 4
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
Level: 6
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
Level: 3
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
Counter Trap
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
Level: 5
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
Normal Trap
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
Equip Spell Card
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
Level: 6
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
Normal Trap
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
Level: 1
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
Normal Trap
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 |