Tuesday, January 5, 2016

Yu Gi Oh Set Review

Hello Dice Masters Fans, this review will be a little different, instead of talking about superheroes, we will be talking about monsters from the famous card game: Yu-Gi-Oh. Don't worry, the format of the game will still be the same, so you can combine your Marvel superheroes with Yu Go Oh monsters!

And again, I like to stress that I have no hard feelings against any montsers, traps or spells, any reviews of cards are strictly based on my own opinions in terms of game play, tactics and strategy.  

Similar Terms

Summoning = Fielding
Monster = Character
Ready Area = Reserved Pool
Discard = Put into used pile

Basic Action Card



This is similar to Possession BAC from UXM Set. 



If you are trying to knock out a target character with this BAC, it is effective, but you must knock out a character of your own. It would be best if you can knock out a character with really great fielding ability so that using this BAC is a win-win for you.



A cheaper version for overcrush, and it comes with the Invulnerability global as well, which is perfect for the combo. However, the catch is that you can only use the overcrush effect on the burst(s) side. 



Similar to Smash BAC but more expensive. 



This is a good counter against unblockable or overcrush character. Halving their attack would greatly weaken them. 



Similar to Transfer Power BAC but doesn't have the global.



A possible way to get rid of a character in your opponent's field. However, it comes down to the luck factor, your opponent might draw a stronger character die, or they could draw a sidekick die and action die, ignoring this BAC effect. The global is similar to Transfer Power global. 



For 4 cost, you can stop an aggressive attacker or overcrusher from attacking. That is a great counter. 



Another counter against aggressive or overcrush character, but only last until your next turn. The global is similar to relentless global. If you want to use the global as part of your game plan, you probably would prefer not to use this BAC as the action might be used against you. 



This is like a protector action, it helps you to protect a certain character that you need during your turn, hence, you don't want it to get knocked out during your opponent's turn. However, the action is quite limited, it only protects your character when they block, there are other ways for your characters to get knocked out, so you might not want to rely too much on this action.


Monster Card

 

This is a cheaper version of the Baby Dragon, for the stats wise, it is decent, if you want an easier and faster way to use the Thousand Dragon Fusion, then use this one. 



You gain an additional ability for a more expensive Baby Dragon, this seems okay, but if you other ways to boost it's attack then i suggest you to use the common version instead. 



If you are playing a pure bolt team, then this ability would be suitable for your team, the potential is unlimited for Baby Dragon and it could be the one winning the game for you. 



The stats for him is great, but to only gain a maximum of 1A and I have to fulfil a requirement, it immediately turns me off. The Ritual isn't anything special, if you want to field him for free, then you will have to move one other character from your reserve pool into your used pile. If you just want someone with good stats, then he can be considered, but apart from that, use other characters with good stats and better ability. 



The ability for him is slightly better at a similar cost. Since most fist characters are aggressive, that additional stats might be helpful for them, not to forget that you can stack multiple Black Luster to increase those stats. If you don't think this additional stats is worthy for a 5 cost character, then use other means to support your fist characters. 



Fielding ability on Black Luster is such a waste, he is hard to get re-field. If you are playing against a sidekick team, then he probably won't be helpful. Even if your opponent is using a sidekick team, his ability only last this turn, and unless you can keep using his fielding ability every turn, I strongly recommend you don't use him. 



There are other cheaper and more effective ways to spin opposing character down to level 1, so I wouldn't really depend on him too much. 



Having overcrush on a 3 cost character is insane! However, the catch is that he can only attack alone, so he might not be very useful in the late game. If you can be very aggressive in the early game with his ability, you might deal some damage to your opponent. For 3 cost, I would say he has a great ability. 



A better version of Blade Knight, give him an overcrush and he is almost guaranteed to damage your opponent. Since he cannot be blocked by character of a higher level, that makes him immune to all level 3 character. For his ability, since only 1 character can block him, if you give him overcrush and some attack boosting global, he will definitely have excess damage that will spill over to your opponent. If your opponent has potential blocker, you can use relentless global to stop them so your Blade Knight has a weaker blocker blocking him. 



Blue Eye can be very powerful, especially 2 of it, when you attack, it helps you to decrease your opponent's field, not to forget that on it's double burst side, your opponent loses health when it attacks. For the stats, it is great for a 6 cost, if you want to use a dragon team, you can add him into the mix. 



A fielding ability on him is not really that appealing, but that is just an additional effect. The main thing about this version is the attack bonus it will receive for every attacking character, something like Guy Gardner: Blinding Rage, but more expensive and you can choose not to attack if your don't want to. If you are building an aggressive team, you could hold back your team and wait for Blue Eye to come out and attack with every potential attacker while giving Blue eye overcrush. It is a long set up and if you just want to go old school aggro, then you can skip him. 



The ability for Blue Eye is not something that is really worthy of a 7 cost. However, the ability will be a game changer, because you can make a 7 cost character into a 1 cost, all you have to do is knocking out your own characters using this global. Apart from the cost reduction, it also allows you to potentially re-field a character with fielding abilities but are not easy to leave the field by knocking them out with this global. The global is really the game changer, but it works for your opponent as well, so make sure this benefits you more. 



This version of Breaker is more for countering an action die, apart from that, there is nothing special about him. 



An underdog ability to draw and roll one die, if you need more dice I suggest you to use other characters that is the same cost but doesn't require the underdog condition. 



The ability is worse off compared to the uncommon version, this is more expensive and to get an extra die to roll for your next turn, you need to hope that you draw a fist character, there is a high chance that you will end up drawing a non-fist character. Some may argue that the ability to place the drawn die into the used pile so you don't draw it again next turn may be helpful, but for 4 cost, I think you deserve better ability. 



Not everyone plays a dragon team, so his ability might not be very helpful against all other teams. 



The ability for Buster Blader is better, but it is very dependable on your opponent's level 3 characters. You can definitely keep him as a back up in case the level 3 characters starts to grow in your opponent's field.



This is the best Buster Blader, it is very likely that there are character dice in your opponent's used pile and prep area, and it also makes your opponent worry about keeping their character dice outside of the bag just in case you have a plan for Buster Blader. However, if your opponent is starting to field all of his/her characters, you might want to knocked them out to get the bonus stats for Buster Blader. 



His attack is not very high and he is hard to get knocked out, so I don't see the need of having so much defence when i am attacking. For 4 cost, i don't think this is the kind of ability I am looking for. 



He cannot block more than 1 character, so the additional defence really wouldn't matter if my opponent is attacking with more than 1 character. I rather block all their characters if possible than having 1 strong blocker blocking 1 strong attacker and letting the others unblocked. 



The ability just makes him hard to get knocked out. Unless you are using overcrush with the Ant Man global, it doesn't really matters when he resolves his damage first. 



The ability is not too bad for it, but the concern is that it is not likely that it will be unblocked. But for 4 cost and it is also a dragon, I think you can consider. 



If you don't really need to additional stats, then use the common version instead, since the bonus stats is a one time effect. 



If you are playing a dragon team, it makes it very easy to field it. Apart from that, it doesn't have any other abilities, so if you don't need more dragons in your field, don't use it. 



For a 6 cost character to draw 2 dice with the cost of my life, I will pass. 



If you need more dice to draw, there are other ways without having you to lose life. However, if you intention is to lose more life for some other effect, then this would be a suitable support for your team, even so, for 6 cost character to draw 1 die is not very appealing. 



The Concept of dark Magician is the same, paying life to draw more dice. This version allows you to draw additional 1 dice whenever you could draw a dice, but you must lose 1 life. If you have ways to recover back your life, or you want your life to be lower than your opponent, then the bargain would be towards your advantage. All in all, if you don't want to lose life for additional die, then don't use Dark Magician. 



If you can make use of her stats, use her, the ability wouldn't be hard to trigger. 



Similar to her common version, if you can make use of her stats, then making her stronger with her ability wouldn't be an issue. 



If you want to knocked out an opposing attackers, you could make her stay in the field while other blockers can block your opponent's attacker, that additional 3A - 5A would really help to knock out a character. On the side note, you can use her ability to knock out one of your character, since she is not blocking on your turn. 



This character cost 5 and requires at least 1 energy to field, so I don't think you want to use this character to counter action die, plus, you don't get to choose which action you want to cancel, so your opponent can use a weak action, knock him out, then use a strong action against you. 



His ability is not that powerful alone, given that he doesn't possess a threat, so no one would really target him for anything. However, if you place Ring of Magnetism: Action Attraction on him, no one can target your other characters, which makes his ability great. The global is great as well, just pay a fist energy and your attacking character cannot be targeted by actions or abilities. Since the global works both ways, your opponent can use it as well.

 

The version of Doom Knight is anti global, but it makes his level 1 useless. However, if you can make him stay at level 2 or above every turn, he can be a game changer. Globals are deadly, and the ability to cancel them is more deadly. 



5 cost character that has bonus stats that doesn't even last until my next turn, I will pass. 



If you like the underdog ability and you can make use of his stats, then go ahead and use him. 



This is basically a more expensive character just to boost an aggressive team. Not that the additional stats is weak, but coming from a 6 costs character's fielding ability is ridiculous. 



The stats for Gaia is strong, if you can make him deal damage to your opponent, his ability would really help. But most of the time, even with the help of overcrush, your damage to your opponent will be very little. 



This is a better Gaia, you don't need overcrush for his ability to work. Just attack with him every turn and if he is not knocked out, he deals half of it's attack to your opponent. You can almost guaranteed that your opponent will try their best to knock him out, use the opportunity to attack with other characters to create some havoc for your opponent. 



This is one of the good controllers against your opponent, you can just deal 2 damage to your opponent when he or she field a level 3 character. Your opponent probably won't roll that level 3 character away if he or she really needs it. Although the chances of your opponent rolling a level 3 side for their characters is not high, but able to deal 2 damage when they field one sure feels good. 



A 3 cost character with 7A is amazing, but there are a lot of situation that can knock the character out, but if you can make use of the stats, then it is recommended to use this version. 



For a higher cost, it makes the goblin force easier to get knocked out, which isn't someone motivating if you want to include them in your team, but the global may change your mind. To force a character to block can help you to get rid of characters that are bothering you. If you don't want the global, use the common version instead. 



If you want to use the global on goblin force, then you can decide to choose if you want them to be forced to attack every turn or cannot block. Both are equally easy to get knocked out. 

 

The stats bonus from her ability are not really that appealing for me to use her. I wouldn't use her to boost my sidekicks as well since the burst ability only happens on level 2, and even if i do get that face, not all my sidekicks gets the stats bonus. 



If you need more sidekick character, you can use her to support your team. However, I rather use character or action that can field a sidekick from used pile instead of reserved pool. 



There is a card known as Big Entrance BAC for you to do that. 



A character that can only be blocked by 2 or more blockers is powerful, plus, their stats is pretty decent for a 5 cost. 



Almost similar to the common version, but instead of being unblockable, it deals 2 damage to your opponent if they have only 1 blocker blocking them. You can decide which is better for your playing style: Unblockable or non-combat damage. 



This version is sick, it forces your opponent to use up their blockers or they will be dealt damage for every character that didn't block. It works well with overcrushers and aggressive combo, it will make it a lose-lose situation for your opponent whether they choose to declare more blockers or not. 



For 2 cost and quite decent stats, you can consider her in your team. 



What is special about this version of Injection Fairy is that she can be given extra stats at the cost of your life. However, her level 1 is pretty weak, but other than that, with the option to gain extra attack is always an advantage. If you don't need this advantage then use the common instead. 



Unblockable ability is great, you can always sacrifice a sidekick to make her unblockable. 



This is another way to counter action die, however, fielding ability on Jinzo might not be very appealing for you to use him in your team. Plus, he moves all action die in the field and reserve pool, so you need to make sure you use any action die before fielding him. 



This is another counter against action die, but instead of countering all action die, you can only choose 1. Not too bad, but the issue is still with him having fielding ability. 



This is a great controller against your opponent, globals and actions are essentials in the game, and having to pay life to use them sure will hurt your opponent. 



The ability is not too bad, given that it can prevent all your overcrushers from getting knocked out, but the problem is that only level 1 Kuriboh can use the effect. 



An anti sidekick team character. 



Kuriboh is not easy to get knocked out, if you want to use Ant Man Global on it, the damage dealt to an opposing character is also reduced, so it's like a lose-lose situation for you to use this character. 



The fielding ability can counter a sidekick team. Where as the level 1 and 2 ability is great, when he is block he will most likely knock out a character in the early game. It is easy to counter the burst part of his ability though, but most of the time, you would use him to counter a sidekick team and that's all. 



If you can make use of La Jinn at level 3, then his ability would be great, but still, his ability only triggers when you field a fist character, that is really specific, which really depreciates the value of the character. 



This version of La Jinn is easier for the ability to trigger, however, if you don't have any use of him at level 3, then i suggest you skip him. 



Just another 3 cost character with decent stats. 



Apart from being a potential dragon support, lord of D works well with Ring of Magnetism: Action Attraction. He is lower cost than Doomcallibur Knight so most people might use him instead, and there is no global that can be used against you. 



The ability is very specific, it supports a shield team, but only against bolt and fist character. So I don't think it's worth 5 costs. The global is helpful for a dragon team, and that's about it. 



The stats for this bug is great, but the fielding cost is expensive as well. If you don't mind, go ahead and use it. 



An option if you want to knock another character out, but to keep fielding Man Eater bug is really costly, and they are other ways that are cheaper. 



Similar issue with the uncommon version, the fielding cost is ridiculous to keep re-fielding it. The difference with this one is that it doesn't have to knock out the character it is engaged to. 



Another cheap character with decent stats. Good for defence. 



This character can be a permanent blocker as long as you can pay life to return it to the field. If you need a permanent blocker, then go ahead and use it. 



There are other characters that are cheaper and can deal damage to your opponent when they are knocked out while blocking and do not go to the used pile.



This is a way to get rid of any character, not knocking them out, but placing them in the used pile. You can choose when to use it as well, so the action is definitely great. 



This is really a wild action, being able to knock out your attack or block with your opponent's character is great, it makes your opponent worry about having their characters in their field. What makes this great is that you can choose when you want to use it. 



Any 1 cost character is great. The stats is awesome and it does produce 2 mask face, the bargain is just too good for a 1 cost!



This is a great character when your character has too many die in their prep area. There is a chance that your opponent might end up getting lesser die to roll on his or her next turn. If you don't need such an ability, then use the common version instead. 



This version of Morphing Jar is fun to play, both players have a chance to swap a die from their prep area with something from their bag, you could switch a sidekick die with a better die, and you could make your opponent switch a character die into something weaker. As much as it is fun to use this character, it is a lot of luck involved for any beneficial outcome for your game. 



Obelisk stats are really high enough that it is unlikely he will get knocked out. You don't even need to give him overcrush, just attack with him, if he is blocked but doesn't get knocked out, he deals his damage to your opponent just like that. Usually it's either he won't be blocked or he will be knocked out, if it is the latter, then use some globals to make his defence higher. For 7 cost and unblockable similar ability, I think it's worth considering. 



There are other cheaper characters that can prevent your opponent from rerolling dice, so an 8 cost is too expensive for such ability. 



Fielding characters is essential in the game, controlling your opponent to do so puts yourself at an advantage. However, this advantage comes at a cost of an 8 cost character. If you feel that it's worth it to buy a 8 cost character and making your opponent lose life for every character he or she fields, then go ahead and use this version. 



The ability itself is great and it is very supportive for a bolt team. The burst part of the ability is great as well, it can help you to reduce any ram that your opponent has build during his or her last turn. If you don't need a 6 cost character to decrease the cost of your other characters, then you can skip it.



There is 2 ways you can look at this character, either as an anti sidekick team, or using your sidekick to boost it. There is unlimited potential for this character, so if you have those additional stats, make use of it. 



For a 7 cost to prevent level 1 characters from blocking for 1 turn, I think i will pass. If you intend to attack with it and give it overcrush, maybe the ability would help, but then again, for a 7 cost, you would expect better abilities. 



This action is probably trying to help you get rid of your opposing sidekick but forcing them to attack and then for you to block them. A weird way to get rid of sidekicks but if you really want your opponent to have no sidekicks in the field, use this action. 



This action is great, you can play on an opposing character so that every action and abilities your opponent uses can only target that character. You can also use it on characters that cannot be targeted so it neutralized all your opponent's targeting effects. For a 3 cost, it is definitely worth it. 



This version helps by draining your opponent's blocker, but for every attacker to attract 1 additional blocker, you need to spend 4 energy to use this action and place on that attacker, so it becomes a very costly move. If you can manage it well, go ahead and use this action. 



There are other characters with additional abilities at the same cost. He is a good blocker, and that's about it. 



This is an anti sidekick character, but still, your opponent can have other characters to block it. 



This version of Saggi is like a free damage dealer to your opponent's character, that 2 damage may help to knock out a character, but only in the attack step. If you think that a 4 cost character that can deal damage every turn to an opposing character is a good bargain, then go ahead and use it. 



Another 2 cost character that you can consider, but nowadays, there are 2 cost character with great ability, so this vanilla cards are practically useless. 



This is a better Sangan, you can go aggressive or be defensive with it. Either way, when it gets knock out, you get to put a character die from your used pile into your prep area, so it's a great supporter as well. 



A more expensive version compared to the uncommon one, the ability requires a lot of luck, you may end up with 2 more die in your prep area, you may end up with nothing. If you don't like the luck factor, you can use the uncommon one instead. 



For an 8 cost to just spin up a character die, and i have to pay a life for it? The fact that it is a fielding ability makes it worse. 



If you want to use the Magic Missile global but you don't want to use the action, you can use this card instead. Apart from the global, there is really nothing you need from Slifer. 



This is an anti sidekick character, with 3 additional fielding cost, your opponent probably wouldn't field any sidekick. Despite that, it is rather an expensive way to counter a sidekick team. The global itself is unique, and works well with the Professor X global, if you don't think you need that many sidekick die to roll next turn, you can pay for the global to deal 1 damage to your opponent and move a sidekick die from your prep area to the used pile, that one damage dealt could come in handy. 



Similar to Gaia: Dextrous Jouster, Gaia is more difficult to get knock out, but as always, you can always use the 2 of them and make your opponent's life more difficult. 



If you intend to use a bolt team, then Firestorm Jason and Ronnie would have a better effect. Summoned Skull's ability last only on the turn he is fielded and deal damage only to target character, it is kind of limited of what he can do. 



And again, if you intend to use the fielding method to deal damage to your opponent, you can use Human Torch: Johnny storm to do so, and it doesn't just limit to bolt characters. The global wise is helpful for a bolt team, having the option to place your characters in your bag after being unblocked is great. If you don't need the global, use other better characters instead. 



A fielding ability on such a character is ridiculous. Also, the rerolling of opposing die is great, but the energy result goes to the prep area instead of used pile, which is kind of weak for a 7 cost character. 



An 8 cost character that affects only shield character is unforgivable. 



If you are playing Egyptian gods team, then this character might be more advantage for you, but the ability is not worthy of 8 cost. 



If you are using Time Wizard and Baby Dragon, most likely you would bring Thousand Dragon along. The stats and ability wise is decent if you are going to fuse Thousand Dragon out, the drawback is that you will use 3 of your character's space to form this combo, if it helps, it's worthy, or else, don't waste too much effort on the fusion. 



This version of Thousand Dragon doesn't have ability of it's own, but the global sure is helpful. If you are not intending on using action die and you want to fuse Thousand Dragon out, don't use this version as it has no ability. 


If you want to use the Fusion combo, I suggest you to use this Thousand Dragon instead. Sending knocked out characters to the used pile is always a good advantage, this helps aggressive or overcrush characters to be even more powerful. That's more like it for a super rare. The only issue is that its ability is a fielding ability, but if you can give it overcrush, you can rest assure that you can knock Thousand Dragon out, send characters to the used pile or both. 



For 4 cost, you might want to have a better ability. The risk of not drawing a die for your ability is the reason why you might want to use other version of time wizard instead. The burst ability counters only fist character, which is very limited and only available at level 3, don't help to promote the credibility of this card. 



A more expensive Time Wizard but more decent ability. However, for 5 cost, it seems a little weak for it's ability, given that professor X global also does the same effect and require lesser energy spending. 



This is another Time Wizard that relies a lot of luck, one one hand, you get to knock out an opposing character, on the other hand, you knocked out one of your sidekick, either way, you couldn't keep the die that you rolled. This seems a little weak for a 4 cost character, luck reliance is not a good strategy in the game, if you just want to fuse Thousand Dragon, you can either choose a cheaper Time Wizard or an expensive and decent one, but if you really want to play Thousand Dragon, just buy it normally, Fusion may seems easy but it takes a lot of step to process, if Time Wizard is stronger I would recommend a Fusion combo, but seeing the abilities, I rather you just play Thousand Dragon without the help of Time Wizard. 



A simple and cheap action card that helps to knock out a character, but it only targets level 1 and cost 5 or less, I would rather use some other card that have better effects. 



This is an anti sidekick action, but the problem with that is you cannot choose when you want to use it since it is not continuous, so for 4 cost, it is rather situational, so if you want to counter sidekicks, use a character or action with better effect instead. 



This is a fun action, you can use this to specifically counter an opposing character, but there is a chance that you might knock out a character of your own that shares the same attack value, you could avoid that by modifying their attack attack value, but this would be an expensive move. You can always keep this card as a backup just in case you need to counter someone. 

Conclusion

I am not a fan of Yu Gi Oh, but there are cards and dice in this set that are worth buying, it acts as one of the new metas in the game and adds new strategy into the game play, however, it is still possible to play without those cards and dice. If you are not a fan of this set, then you can skip it. 












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