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Title: Enemy of Justice Discussion


Newzfoxjr - March 26, 2006 04:45 PM (GMT)
QUOTE
EOJ-JP001
D-Hero Devilguy
Darkness/Warrior/3/600/800
When this card in attack mode on your field, you can remove 1 monster on the opponent field from the game for 1 turn. The player who use this effect cannot battle in this turn. The monster which is removed by this effect return on the opponent field in the same mode in your 2nd standby phase.
Rare


EOJ-JP002
D-Hero Diehardguy
Warrior/Darkness/3/800/800
When this card is face up on your field, when a monster that have [D-Hero] in its name on your field is destroyed as a result of battle and send to graveyard excluding this card, Special Summon that monster on your field in your next standby phase. You can use this effect only 1 time for 1 turn.
Rare


EOJ-JP003
D-Hero Diamondguy
Dark/Warrior/4/1400/1600
When this card is face up on your field, check the top card of your deck. When it is a normal magic card, you send that card to the graveyard, activate the effect of that normal magic card in your main phase of the next turn. When it isn't a normal magic card, put that top card to the bottom of the deck. You can use this effect only once for 1 turn.
Rare


EOJ-JP004
D-Hero Dreadguy
Dark/Warrior/8/?/?
When special summon by effect of [Clocktower of Seclusion], destroy all monsters on your field
except cards with [D-Hero] in its name. Afterward, you can special summon up to 2 monsters with
[D-Hero] in its name from your Graveyard. During the turn this card is special summon, when monster with
[D-Hero] in its name on your field would be destroy, and the battle damages done
to controller would become 0. This card's attack and defense strength is equal to the total
original attack strength of all monsters with [D-Hero] in its name except this card.
Ultra/Ultimate Rare



EOJ-JP005
Cyber Tutu
Earth/Warrior/3/1000/800
When the attack strength of all monsters on the opponent field are higher than the attack strength of this card, This card can attack the opponent directly.



EOJ-JP006
Cyber Gymnatics
Earth/Warrior/4/800/1800
Discard a card from your hand, Destroy 1 monster in face up attack mode on the opponent field. You can use this effect only 1 time for 1 turn.



EOJ-JP007
Cyber Prima
Light/Warrior/6/2300/1600
When this card is successfully sacrificed summon, destroy all face-up Magic cards on the field.



EOJ-JP008
Cyber Giraffe
Light/Machine/3/300/800
Sacrifice this card, the damage from the effect card that inflict to the controller of this card becomes 0 until ended phase of this turn.



EOJ-JP009
Cyber Phoenix
Fire/Machine/4/1200/1600
When this card is in face up attack mode on your Field, the effect of Magic or Trap card that select 1 machine sub-type monster on your field as a target are negated.When this card in face-up mode on your field is destroyed as a result of battle and send to the graveyard. you can draw 1 card from your deck.


EOJ-JP010
Searchlightman
Light/Machine/3/1000/1000/
Reverse: Opponent cannot set card(s) this turn.


EOJ-JP011
Victory Viper XX03
Light/Machine/4/1200/100
When this card sucessfully destroy an opponent's monster, choose one of the following effects and
activate.
- Increase this card's attack strength by 400.
- Destroy a face-up Magic/Trap card on the field
- Special Summon a [Option Token] onto your field that have the same Main-Type, sub-type, level,
attack, and defense strength as this card.
Super/Ultimate Rare



EOJ-JP012
Birdman of Gale - Joe
Wind/Bird/6/2300/1400
When this card is successfully sacrificed summon by sacrifing a Wind main-type monster, return all
Magic/Trap cards on the field to owner's hand.


EOJ-JP013
Harpy Pet Baby Dragon
Wind/Dragon/4/1200/600
This card add effect text(s) according to number of monster with [Harpy] in its name on your field
other than [Harpy Pet Baby Dragon].
1 - When this card is face-up on the field, opponent cannot choose monsters with [Harpy] in its
name on your field as target of attack other than [Harpy Pet Baby Dragon]
2 - Doubled this card's original attack and defense strength
3 - Once per turn, you may destroy a card on opponent's field.
Rare


EOJ-JP014
Lightning Gear - Skyflash
Light/Angel/4/1000/500
When this card succesfully attack the opponent directly, you draw 1 card from your deck. Send this catd to the graveyard at the end phase of the turn that this card is summoned, reverse summoned, special summoned.


EOJ-JP015
Lightning Gear - Sakuraka
Light/Angel/6/2400/1400
You can summon this card without offering a monster as a tribute. When it summons by this way, Send this card to graveyard at the end phase of that turn.
Rare


EOJ-JP016
Lightning Gear - Rumbling Dragon
Light/Angel/8/2900/1800
You can summon this card by offering 1 monster as a tribute. When it summons by this way, Send this card to graveyard at the end phase of that turn. When this card attacks a monster in defense mode, if this card's attack strength is higher than that monster's defense strength, do battle damages to your opponent equal to the difference.
Super Rare/Ultimate Rare



EOJ-JP017
Royal Knights
Light/Angel/3/1300/800
When this card destroy a monster as result of battle and send to Graveyard, increase your lifepoints
equal to that monster's defense strength.


EOJ-JP018
Green Declarer
Light/Angel/2/300/500
Discard this card and another Angel type monsters from your hand to the Graveyard to activate the effect. Negate the activation of an opponent's Magic card and destroy it. This effect can only be use in
opponent's turn.


EOJ-JP019
Violet Declarer
Light/Angel/2/300/500
Discard this card and another Angel type monster from your hand to Graveyard to activate the effect. Negate the activation of an opponent's Trap card and destroy it. This effect cannot be use in your turn.


EOJ-JP020
Artemis of Harvest
4/Light/Angel/1600/1700
When this card is face-up on the field, draw a card everytime a Counter Trap would be activate.


EOJ-JP021
Reiyad of Relief
Light/Angel/4/1400/1500
When this card is face-up on the field, whenever a Counter Trap would be activated, return 2 angel type monsters that are removed from the game to your hand.


EOJ-JP022
Bringer of Sparking Light
Light/Angel/3/1600/0
When this card is face-up on the field, all cards that would send to Graveyard would be removed
from the game instead.
Rare


EOJ-JP023
Giver of Judgment - Boltenis
Light/Angel/8/2800/1400
When you successfully activate a Counter Trap, this card may be special summon by sacrificing
all monsters on your field. When this card is successfully special summon this way, you may
destroy number of cards on opponent's field equal to number of Angel sub-type monsters sacrificed.
Ultra/Ultimate Rare



EOJ-JP024
Guard Dog
Earth/Beast/3/1500/500
Reverse: Opponent player cannot special summon during this turn.


EOJ-JP025
Vacuum Itachi
Wind/Beast/3/500/1500
Reverse: Opponent cannot activate Magic/Trap during this turn.


EOJ-JP026
Beating Aos
Earth/Spellcaster/4/800/1500
Tribute 1 earth main type monster excluding this card on your field. Special Summon 1 earth main type monster from your hand. You can use this effect once per turn. If [Beating Aos] leave from your field destroy the monster that is special sommoned by this effect.


EOJ-JP027
Raging Eria
Water/Spellcaster/4/800/1500
Tribute 1 water main type monster excluding this card on your field. Special Summon 1 water main type monster from your hand. You can use this effect once per turn. If [Raging Eria] leave from your field destroy the monster that is special sommoned by this effect.



EOJ-JP028
Blazing Hiita
Fire/Spellcaster/4/800/1500
Tribute 1 fire main type monster excluding this card on your field. Special Summon 1 fire main type monster from your hand. You can use this effect once per turn. If [Blazing Hiita] leave from your field destroy the monster that is special sommoned by this effect.


EOJ-JP029
Devastating Wynn
Wind/Spellcaster/4/800/1500
Tribute 1 wind main type monster excluding this card on your field. Special Summon 1 wind main type monster from your hand. You can use this effect once per turn. If [Devastating Wynn] leave from your field destroy the monster that is special sommoned by this effect.


EOJ-JP030
Battery Man D
Light/Thunder/1/0/1900
When this card is face-up on the field, opponent cannot choose a Thunder sub-type monster as target
of attack other than [Battery Man D].


EOJ-JP031
Super Electromagnetic Operating Voltic Dragon
Light/Thunder/5/2400/1000
When you successfully sacrificed summon by using one of following monsters, this card gain respective
effect.
- Battery Man D: Negate the Magic/Trap effect that target this card.
- Battery Man C: When this card attacks a monster in defense mode, and the attack strength is
higher than the defense strength, do battle damages to opponent equal to the differece.
- Battery Man AA: Increase this card's attack strength by 1000.
Super/Ultimate Rare


EOJ-JP032
E-Hero Phoenixguy
Pyro/Warrior/6/2100/1200/
[E-Hero Featherman] + [E-Hero Burst Lady]
This card can only be Special Summoned by Fusion Summon. This card is not destroyed as a result of Battle.
Ultra Rare/Ultimate Rare



EOJ-JP033
E-Hero Shining Phoenixguy
Fire/Warrior/8/2500/2100
E-Hero Sparkman + E-Hero Phoenixguy
This card can only be Special summon by Fusion Summon. This card attack strength is increase by 300 for each monster with [E HERO] in their name in your graveyard. This card cannot be destroyed as a result of battle.
Ultra Rare/Ultimate Rare



EOJ-JP034
E-Hero Sailorman
Water/Warrior/5/1400/1000
E-Hero Bubbleman + E-Hero Featherman
This card can only be Special summon by Fusion Summon. When you have any set card in your magic & the trap card zone. This card can attack the opponent directly.


EOJ-JP035
E-Hero Wildwingman
Earth/Warrior/8/1900/2300
[E-Hero Wildman] + [E-Hero Featherman]
This card can only be Special Summoned by Fusion Summon. Discard a card from your hand, destroy 1 magic or trap card on the field.



EOJ-JP036
E-Hero Necroid Shaman
Dark/Warrior/6/1900/1800
[E-Hero Wildman] + [E-Hero Necrodarkman]
This card can only be Special Summoned by Fusion Summon. When this card is successfully Special Summon. Destroy 1 monster on the opponent field. After that, select 1 monster from the opponent's graveyard, Special summon it on the opponent field.


EOJ-JP037
Misfortune
Normal Magic
Choose a monster on your opponent's side of the field to activate thsi card. Do damage to your opponent equal to half of original attack strength of that monster. Your monster cannot attack during this turn.


EOJ-JP038
H - Heat Heart
Normal Magic
Choose a face-up monster on your side of the field to activate this card. Increase the ATK of that monster by 500. When that monster attacks a monster in defense mode, and the ATK is higher than
the DEF of the defending monster, inflict battle damages to your opponent equal to the difference. This card's effect lasts until the end of turn.


EOJ-JP039
E - Emergency Call
Normal Magic
Choose a monster with [E-Hero] in its name from your deck and add it to your hand.


EOJ-JP040
R - Right Justice
Normal Magic



EOJ-JP041
O - Over Soul
Spell Normal
Select 1 Normal Monster with "E-Hero" in its name from your graveyard. Special Summon it on your field.


EOJ-JP042
HERO Flash!!
Spell Normal
Remove each copy of [H - Heat Heart], [E - Emergency Call], [R - Right Justice] and [O - Over Soul] from your graveyard from the game. Special Summon 1 Normal Monster with "E-Hero" in its name from your deck. During this turn, all normal monster with "E-Hero" in their name on your field can attack the opponent directly.


EOJ-JP043
Power Capsule
Normal Magic
Choose one of the effects of a [Victory Viper XX03] face-up on your field. This card's
effect would become that effect.


EOJ-JP044
Deification of Light
Magic - Quickplay
Special Summon an Angel sub-type monster from your hand. That monster's attack strength would be
halved, and destroy it at the end of turn.


EOJ-JP045
Guard Penalty
Instant Magic
Choose a monster on the field. When the chosen monster would switch to defense mode during this
turn, draw a card from your deck.
Rare


EOJ-JP046
Grand Cross
Magic - Quickplay
This card can only be activate when [Macrocosmo] is on your field. Do 300 lifepoint damages to
opponent, and destroy all monsters on the field.


EOJ-JP047
Dimensional Rip
Magic - Continuous
All monsters that would send to Graveyard would be removed from game instead.


EOJ-JP048
Clocktower of Seclusion
Field Magic
During each Standby Phase of opponent's turn, put a [Time Counter] onto this card. When this card have four or more [Time Counter] on it, battle damages would not be done to this card's controller. When this card is destroy and send to Graveyard while it have 4 or more [Time Counter], special summon a [D-Hero Dreadguy] from your hand or deck.



EOJ-JP049
Lifechanger
Trap - Normal
This card can only be activate when your lifepoints is 8000 or more less than opponent. Both
player's lifepoints become 3000.
Rare


EOJ-JP050
Elemental Charge
Normal Trap
For each monsters on your field with [E-Hero] in its name, increase your lifepoints by 1000.


EOJ-JP051
Destiny Destroy
Normal Trap
Send the top 3 cards on your deck to Graveyard. For each Magic/Trap card send to Graveyard by
this effect, you take 1000 lifepoints damages.
Rare


EOJ-JP052
Destiny Signal
Normal Trap
This card can only be activate when one of your monster on your side of the field is destroyed as a result of battle. Special summon a monster with [D-Hero] in its name with Level 4 or lower from your hand or deck.


EOJ-JP053
D-Time
Trap Normal
Activate this card when a monster with [E-Hero] in its name leaves the field. Add 1 Monster with [D-Hero] in its name from your deck to your hand with equal or below level.


EOJ-JP054
D-Shield
Trap Normal
Activate this card when the attack mode monster with [D-Hero] in its name on your field become an attacked target. This card becomes the equipment card, equip this card to the monster which become an attacked target. Switch the mode of that monster to defense mode. The equipped monster cannot be destroyed as a result of battle.


EOJ-JP055
Phoenix Attack
Normal Trap
God Bird Attack
Trap - Normal
Sacrifice a Bird sub-type monsters fron your field. Destroy 2 cards on the field.


EOJ-JP056
Elemental Absorber
Continuous Trap
Remove a monster card from your hand from the game. All opponent's monsters with the same main-type
as that card, as long as this card is on the field, cannot declare attack.
Rare


EOJ-JP057
Macrocosmos
Continuous Trap
You may special summon a [Primerval Sun - Helios] from your hand or deck. When this card is face-up
on the field, all cards that would send to Graveyard would be removed from game instead.


EOJ-JP058
Miracle Arrival
Continuous Trap
Special Summon one of your Angel sub-type monster that is removed from game. When this card leaves
the field, destroy that monster. When that monster is destroy this card is destroy.
Rare


EOJ-JP059
Cracking Hatchet
Trap - Continuous
Choose a face-up monster on the field to activate. When this card is face-up on the field, the
attack strength of the chosen monster is decrease by 500 during each of your Standby Phase. When
that monster is destroy, destroy this card.



EOJ-JP060
Kickback
Trap - Counter
Negate the Normal or Reverse Summon of a monster, and return that monster to owner's hand.
Rare



Zomg. Cool cards. Discuss.

Tyrin Claw - March 26, 2006 05:42 PM (GMT)
I heart Cyber Phoenix's picture. Enough said.

Raige - March 26, 2006 07:08 PM (GMT)
Victory Viper XX03, Power Capsule, Cyber Phoenix, Macrocosmos, Dimensional Rip, and Grand Cross are cool.

ronintalken - March 26, 2006 08:38 PM (GMT)
this is the best set in a loooong time. e-heros got a reinforcement, we have a new dark hole (that we can run 3 of), and a completely new deck type. wow. i cant wait. BROKEN

-Bishop- - March 26, 2006 09:08 PM (GMT)
This set sucks. There's 1 playable card for the current environment. 2 Cards that can be made into a Tier-2 decktype. And 1 Card with a great effect but is a pain in the ass to pull off.

Nope. It's still a bad set.

Raige - March 26, 2006 11:05 PM (GMT)
I thought you quit the game, lol.

ronintalken - March 27, 2006 12:08 AM (GMT)
um... wow, i dont know WHERE you get that...

there are 2 cards that will shut out the main deck archetypes.
those SAME two cards create a deck that can branch into either an OTK deck, or a control deck.
oh... and 1 of the 2 traps that shuts down the main cards people are going to be using also act as a requirement for a new dark hole... a quickplay one...

im not sure how that doesnt create a completely great set. lol.

-Bishop- - March 27, 2006 01:50 AM (GMT)
Are we forgetting Necrovalley?

That shut down the OCG MPT-Metagame deck. Did GKs dominate in Japan consistently, or at all? Hint: The Answer is no.

This is coming from the same person who said that you'll never draw into Soul Control + Mobius. So how does Macro + Grandcross compare?

Also:

1. There is no definite Metagame at the moment. It hasn't even started yet. I don't know how everyone just assumes that it'll be chaos.

2. There's something called a sidedeck, which is why burn is only theoretically deadly and cheap.

ronintalken - March 27, 2006 05:21 AM (GMT)
the format hasnt started yet, but you can easily make assumptions. and i dont think itll be chaos at all. actually, itll be dominated by slow control decks or fast and inconsistant dark world decks.

and i didnt say "never" draw into soul control+mobius. i just said it was hard, lol. and the diff- is that macro hurts with other combos as well, while soul exchange is just... stupid, lol.

and to be fair- i did claim that gravekeepers would be an AMAZING deck choice for the current format. and it was my first deck of choice for a while, lol. trampling reapers... stopping avarice... thats a good deck man! lol. this format hasnt really evolved to where it should have. it didnt really go anywhere. i mean... look at the top 8 decks at the shonen jumps. it really just looks like people are still starting the format, not getting a control over it as it comes to a close.

i just think that macro is going to be a breath of fresh air, cause im not a dark world fan. id rather run DD survivors and macro than dark world. i think itll be a MAD fun deck.

-Bishop- - March 27, 2006 06:33 AM (GMT)
QUOTE

and to be fair- i did claim that gravekeepers would be an AMAZING deck choice for the current format. and it was my first deck of choice for a while, lol. trampling reapers... stopping avarice... thats a good deck man! lol. this format hasnt really evolved to where it should have. it didnt really go anywhere. i mean... look at the top 8 decks at the shonen jumps. it really just looks like people are still starting the format, not getting a control over it as it comes to a close.


GKs were horrible because they depended on Necrovalley to win. This is basically the same concept.

People are still starting the format? Hardly. Compare the SJC that Jensen won to the Long Beach one. See the big difference?

QUOTE

and i didnt say "never" draw into soul control+mobius. i just said it was hard, lol. and the diff- is that macro hurts with other combos as well, while soul exchange is just... stupid, lol.


Wait.

Are you calling the deck type that consistently T8ed the format before the release of SoI stupid?


Are because you did not rebut my argument that Soul Control : Mobius :: Macro : Cross, does that mean that it is indeed difficult to draw?

If so, I don't see your logic either way. It's difficult to draw, but it has a great effect so that means that it'll be used competitively:

Let's see other "competitive" decks on a much more extreme scale:

- Exodia
- Archlords
- Levia Dragon


QUOTE
i cant wait. BROKEN

QUOTE
i think itll be a MAD fun deck.


Interesting paradigm shift.

ronintalken - March 27, 2006 02:49 PM (GMT)
those quotes both refer to the fact that refuelable tributing sources are cool, fun, AND broken. i mean... i cant wait to see ultimate rare DD survivors flying in and out of the game.

and i hold firm that...
1. yeah- it would suck in this format. but in my opinion, its going to hit a weak metagame, (one that JUST started- that makes a huge difference!) a metagame infested with dark world. thus- its going to be a logical shift for many players.
2. its not that terribly hard to draw, because its not dependant on one combo. once you get macro out- it combos with every card you own to shut down tomatos, sangans, dark world, magician of faith, (ill stop there, you know what i mean)
3. gravekeepers is a great deck. are you forgetting that it HAS top 8ed at shonen jump indy? (and to clarify, that was at the END of a STRONG format.)

and keeping macro on the field wont be hard at all. running 3 dust tornados lets you set it during end turn, to be activated against an open field. and the deck might as well run solemn, because every game will end in a final push.

my only problem wiht the deck is the need for RFADD. its an unstable card, but i think that it might end up scaring a lot of people in matchups. i dunno yet. i havent even seen the cards. lol.


i really do think this will be a fun, and good set.

Tom - March 28, 2006 05:25 PM (GMT)
This set is fun.

Personally i'm looking forward to Kickback. It's a nice bounce card and one of the few cards that stops a summon outright, provided it isn't a special summon. Granted the new format will more than likely be filled with alot of special summons, so the card isn't as good as it could be. Still, something to consider playing.

The Grandcross/Macromoso combo probably wont be hard to pull off, but I doubt it will be in any tier 1 decks. Then again, I don't know. We'll see if anyone can come up with something original and nasty with the combo. Something for the "professionals" to ponder. :P

Personally, I want to do a fun deck based on Super Electromagnetic Operating Voltic Dragon (say that 3 times fast :P). Hard to resits a one tribute 3400 attacker. :P

I might even consider doing a D-hero deck just to counter the plauge of E-hero decks.

The set is a good one, I think.

Raige - March 28, 2006 05:25 PM (GMT)
Not only will Macrocosmos own the competition and become Tier 1, it also special summons Primerval Sun - Helios (I'm not sure what it is yet, but it should be a good card). D.D. Survivor + Macrocosmos + Grand Cross = PWNage.

Newzfoxjr - March 28, 2006 05:41 PM (GMT)
Helios - The Primordial Sun
Attrib: Light
Type: Pyro/Effect
Level:4
Atk: ?
Def: ?
The ATK and DEF of this card become the number of monsters that are removed from play x 100 points.

Helios Duo Megistus
Attrib: Light
Type: Pyro/Effect
Level:6
Atk: ?
Def: ?
This card can be Special Summoned by Tributing 1 "Helios - The Primordial Sun" on your side of the field. The ATK and DEF of this card become the number of monsters that are removed from play x 200 points. If this card is destroyed as a result of battle and sent to the Graveyard, this card will be Special Summoned during the End Phase, increasing the ATK and DEF by 300 points.


Golden Homunculus
Attrib: Light
Type: Warrior/Effect
Level:6
Atk: 1500
Def: 1500
Increase the ATK and DEF of this card by 300 points for each of your cards that is removed from play.


From World Championship 2006 (WC6).

Topdecker - March 29, 2006 02:14 AM (GMT)
What does the card Macros cosmos really do anyway?

Newzfoxjr - March 29, 2006 02:17 AM (GMT)
QUOTE

EOJ-JP057
Macrocosmos
Continuous Trap
You may special summon a [Primerval Sun - Helios] from your hand or deck. When this card is face-up
on the field, all cards that would send to Graveyard would be removed from game instead.


It's in the first post, read it before asking things like that. :P

Raige - March 30, 2006 03:38 PM (GMT)
Deck: Macrocosmos Control
Creator: Jedah

Monsters: 16
[1] Breaker the Magical Warrior
[3] Cyber Dragon
[3] D.D. Survivor
[3] Helios - the Primordial Sun
[3] Slate Warrior
[3] Thunder Dragon

Spells: 10
[1] Card Destruction
[1] Graceful Charity
[1] Heavy Storm
[1] Mystical Space Typhoon
[1] Snatch Steal
[2] Reinforcement of the Army
[3] Grand Cross

Traps: 14
[1] Mirror Force
[1] Torrential Tribute
[3] D.D. Dynamite
[3] Dust Tornados
[3] Macrocosmos
[3] Return from the Different Dimension

Newzfoxjr - April 4, 2006 03:47 AM (GMT)
Confirmed names;

QUOTE
EOJ-EN001 Destiny Hero - Doom Lord
EOJ-EN002 Destiny Hero - Captain Tenacious
EOJ-EN003 Destiny Hero - Diamond Dude
EOJ-EN004 Destiny Hero - Dreadmaster
EOJ-EN005 Cyber Tutu
EOJ-EN006 Cyber Gymnast
EOJ-EN007 Cyber Prima
EOJ-EN008 Cyber Kirin
EOJ-EN009 Cyber Phoenix
EOJ-EN010 Searchlightman
EOJ-EN011 Victory Viper XX03
EOJ-EN012 Swift Birdman Joe
EOJ-EN013 Harpie's Pet Baby Dragon
EOJ-EN014 Majestic Mech - Senku
EOJ-EN015 Majestic Mech - Ohka
EOJ-EN016 Majectic Mech - Goryu
EOJ-EN017 Royal Knight
EOJ-EN018 Herald of Green Light
EOJ-EN019 Herald of Purple Light
EOJ-EN020 Bountiful Artemis
EOJ-EN021 Layard the Liberator
EOJ-EN022 Banisher of the Radiance
EOJ-EN023 Voltanis the Adjudicator
EOJ-EN024 Guard Dog
EOJ-EN025 Whirlwind Weasel
EOJ-EN026 Avalanching Aussa
EOJ-EN027 Raging Eria
EOJ-EN028 Blazing Hiita
EOJ-EN029 Storming Wynn
EOJ-EN030 Batteryman D
EOJ-EN031 Super-Electromagnetic Voltech Dragon
EOJ-EN032 Elemental Hero Phoenix Enforcer
EOJ-EN033 Elemental Hero Shining Phoenix Enforcer
EOJ-EN034 Elemental Hero Mariner
EOJ-EN035 Elemental Hero Wild Wingman
EOJ-EN036 Elemental Hero Necroid Shaman
EOJ-EN037 Misfortune
EOJ-EN038 H - Heated Heart
EOJ-EN039 E - Emergency Call
EOJ-EN040 R - Righteous Justice
EOJ-EN041 O - Over Soul
EOJ-EN042 HERO Flash!!
EOJ-EN043 Power Capsule
EOJ-EN044 Celestial Transformation
EOJ-EN045 Guard Penalty
EOJ-EN046 Grand Convergence
EOJ-EN047 Dimensional Fissure
EOJ-EN048 Clock Tower Prison
EOJ-EN049 Life Equalizer
EOJ-EN050 Elemental Recharge
EOJ-EN051 Destruction of Destiny
EOJ-EN052 Destiny Signal
EOJ-EN053 D - Time
EOJ-EN054 D - Shield
EOJ-EN055 Icarus Attack
EOJ-EN056 Elemental Absorber
EOJ-EN057 Macro Cosmos
EOJ-EN058 Miraculous Descent
EOJ-EN059 Shattered Axe
EOJ-EN060 Forced Back


Elemental Hero Phoenixguy sounds so better than Elemental Hero Enforcer. >.>

Tyrin Claw - April 4, 2006 08:20 PM (GMT)
Is he enforcing a phoenix...?

I figured that Cyber Giraffe wouldn't be called that--it looks nothing like a giraffe.

And Clock Tower...Prison...? :|

Topdecker - April 12, 2006 11:14 PM (GMT)
With macro cosmos out, D.D. decks might become more popular

ronintalken - April 12, 2006 11:38 PM (GMT)
indeed. well- 2 reinforcements with 3 DD survivors at least will be relatively popular. me? ill probably be maindecking 3 dust tornados AND a mobius or two. lol. and apprentice magicians will be key- cause they get their effect anyway.

Topdecker - April 12, 2006 11:39 PM (GMT)
Yea and with macro cosmos those dd decks will main deck like 2 or 3 d.d. dynamites those things will hurt anybody in the end of the game.

Dark Evangel - April 13, 2006 03:08 AM (GMT)
Macro-Monarchs are dominating Japan right now as part of the initial rush of the new Ban List, but it will change soon... well maybe.

Topdecker - April 13, 2006 06:39 PM (GMT)
It is? Whats the point of running Monarchs with RFG?

KingOfGames4Ever - April 19, 2006 04:20 AM (GMT)
Well.. the same reason treeborn frog + monarchs are good! lol


with Macrocosmos + DD survivor or DD scout planes, you have an enlarged treeborn frog with no restrictions on it's effect. And that means lots of tributing, which in turn tends to mean lots of monarchs.

king_laharl - April 19, 2006 01:07 PM (GMT)
I plan on using Macro Cosmos along side Helios and the like, instead of using Monarchs I plan on using multiple copies of Golden Homonulcus and yes even Helios Duo Megistos(im just awaiting the arival of Helios Trio Megistos :D) cause those can get to some sick sick stats with some help

Darkness Flame - April 19, 2006 01:24 PM (GMT)
EOJ, Man, I have this OCG Set. It's Nice. As for Helios Trios Megistus, ...

Helios Trio Megistus
Attrib: Light
Type: Pyro/Effect
Level:8
Atk: ?
Def: ?
This card can only be Special Summoned by tributing 1 "Helios Duo Megistus" from your side of the field. This cards ATK and DEF is equal the the number of monsters that are removed from play x300 points. When this card is destoyed and sent to the Graveyard as a result of battle, Special Summon this card during the End Phase of that turn and increase this card's ATK by 500 points. When there is a monster on your opponent's side of the field after this monsters first attack of your Battle Phase, this monster can attack once again during the same Battle Phase.

Trust me, I've made a deck with these cards. To win, (Ohh such a win) Used Inferno Tempest, and Return From the Different Dimension. I brought back 2 Gren Maju's and 3 Golden Humunculus's. With as big as that deck was, each one had over 6000 ATK. It was on YVD, btw, but still, was so sweet. Got SO much Overkill in that duel.

As for using the Monarchs, well, they are nice, expecially with their effects, but I noticed one weakness that they all share; Chaos Command Magician. I've noticed he can take down alot of cards, because his effect, makes him uneffected by any other monster effect. he also shares their 2400 ATK, so he would take them down with him. Not to mention the fact of just equiping him out with the right cards. Gravity Axe-Grarl, Twin Swords Flashing Light-Thryce, and a Kishido Spirit, you could be taking out two a turn to start, then taking out their tribute monsters, which with Gravity Axe, would keep them all in ATK, and with Thryce, be taking out, like i said, 2 a turn, slowly, but effectivly, wearing away their Life Points.

Dark Evangel - April 19, 2006 11:18 PM (GMT)
^ The name's not Trios. It's Helios Tris Megistus

Russel - April 19, 2006 11:47 PM (GMT)
I'm just looking foward to the D-Heroes. xP

king_laharl - April 21, 2006 02:04 PM (GMT)
The sneak preview shall be fun, shame it aint for a while yet V_____________V

Darkness Flame - April 21, 2006 03:53 PM (GMT)
QUOTE (Dark Evangel @ Apr 19 2006, 07:18 PM)
^ The name's not Trios. It's Helios Tris Megistus

Actually, it's just Trio, not Tris or Trios, just Trio. As Amneal Says.
"Helios - The Primordial Sun, Helios Duo Megistus, Helios Trio Megistus."

And still, basically just waiting for the awesome cards in EOJ, and then the pack after that, ... Power of the Duelist POTD. It's got; E-Hero Neos and his "Fusions" (not fully, done differently.) Dark Dinosaurs (Structure Deck 9 will be Dinosaur based. 8 is Winged Beast, 7 is Rock.) Alien cards. (sounds odd, but they are rare.) and my 2 favorite, ... FUTURE FUSION and CHIMERATECH OVER DRAGON.
WHOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

Russel - April 21, 2006 09:00 PM (GMT)
Future Fusion is coming out. Flippin' sweet.

Darkness Flame - April 21, 2006 09:25 PM (GMT)
I know, that and Chimeratech Over Dragon. Just can't wait.

Edited cause it was the cause of ... well, stretching the skin.

Dark Evangel - April 22, 2006 06:37 AM (GMT)
QUOTE (Darkness Flame @ Apr 21 2006, 08:53 AM)
QUOTE (Dark Evangel @ Apr 19 2006, 07:18 PM)
^ The name's not Trios. It's Helios Tris Megistus

Actually, it's just Trio, not Tris or Trios, just Trio. As Amneal Says.
"Helios - The Primordial Sun, Helios Duo Megistus, Helios Trio Megistus."

Wrong, the name is either Helios Tris Megistus or Helios Trice Megistus, it is not Trio. It is named after the Hermes Tris Megistus, the guy who supposedly wrote the Emerald Tablet, the book that Amnael carries around. If you still don't believe me, read the katakana on here - http://home.att.ne.jp/moon/puppiy/rule/rule4/E06-JPB01.htm
He-ri-o-su E To-ri-su E Me-gi-su-to-su

Darkness Flame - April 22, 2006 02:28 PM (GMT)
Well, ... I just got it straight from the card, ... card says it's Trio, or so I have seen. Ohh well.

Barrel End Dragon - April 23, 2006 01:11 AM (GMT)
this looks to be a promising new pack.


Barrel End Dragon

KingOfGames4Ever - April 23, 2006 11:15 PM (GMT)
The pack itself is spifftastic. It has great support in cyber phoenix, Victory Viper, and some of the D-Heros, and Macro Cosmos is a spectacular card

Even if one of the many decks based around it don turn out to be bvswsxcdftvygbhjmk jesusly, it's still a spectacular sideboard card and one that will undoubtedly shake things up quite a bit.

EOJ is a VERY good set.

Darkness Flame - April 24, 2006 12:13 AM (GMT)
Yes, but the main thing is, now with the Helios cards, and Macrocosmo, I wonder how that would effect the ban list. Most of the new cards, from the new sets, havn't been being banned lately, mainly cause they were meant for ADV format, but some of the more powerful ones are being Limited, and Semi-Limited. Mainly wondering how some of these cards would be in that.

Topdecker - April 24, 2006 09:00 PM (GMT)
The pack is great but not spectacular, there are no cards that I see that will be used in a serious tourny deck, the only decktype that I see now getting power is RFGMonarchcontrol

KingOfGames4Ever - April 24, 2006 11:56 PM (GMT)
Im PRETTY sure that the fallowing cards have a decent chance of seeing tourny play: Cyber phoenix, Victory Viper, Macro Cosmos, Dimentional Rift, The 2400 6 star that you can normal summon w/o tributing but have to sac at eot, D-hero diamond guy, The d-hero that removes guys from play for 2 turns, cyber gymnist.

While not all of them will be played, id say they all have a fair chance




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