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TCG News

NEXT CARD PREVIEW!
Measure of Wickedness

basically, make sure your opponent controls it by the end of turn (and hope your opponent cant time stop XD)
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also managed to miss Michiko's card as well
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A 4/4 flying for 5 tho. I dont' see a need to actually throw in spiritcraft and make things...drawn out and complicated. I would probably be more useful to throw in something that wasn't so...contradicting. Either way, I guess it's one of those "kill you in two ways" kinds of cards...and dampen thought drops 6 instead of 4 (wow).

Promise of Bunrei:
Wow...4 tokens for 3...I personally loved the inclusion of glorious anthem in WW, so this card is right up the alley there. Also the fact that I also ran the ancient law makes this sound so nice to play around with. Excellent. ;)
 
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the card kenny's talking about is Promise of Bunrei(late post sorry bout that)

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Don't worry about it digi, I'm viewing them at the time of their release (12 midnight), so I'll probably be heading them. lol

Thought of Ruin:
wtf just happened? This thing's like an armageddon (almost, unless they accelerate like crazy and/or you have a small hand). It's good, but probably would see only fairly little play in tourneys.
 
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here it is thoughts of ruin

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and the next preview with it
 
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Kagemaro, First to Suffer:
Uhhh...it's maro that's got a crowd control ability for 1 more...but yet for some reason I don't really like it all that much (besides it being plain ugly). :O Hmmm...a beatdown card that has a mass-removal ability. I guess it's fine with it all too, so I won't complain all that much about it, since it's still a fairly decent card.

Okina Nightwatch:
Wow this thing can actually be pretty playable in draft and stuff, where the hand size and CA does matter oh so much. XD
 
Kagemaro, First to Suffer: (marus have color for all i think)
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Okina Nightwatch:
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Deathmask Nezumi:
Wow, this guy can really pack a punch on the end game (with all your moonfolk flying around and all). It's difficult to gauge how good it will be, as it will depend on your moonfolk and whether or not this survived to the end game.

Spiritual Visit:
Ridiculously good for a common. A 1/1 for 1 that splices is exciting, since it splices for that much and costs that much to play in itself, you can be sure that this card is the perfect chump for all your combat worries. The question of whether or not this will be better than the haze will depend on the deck itself, but generally speaking this is the better card.

Spiraling Embers:
It's unexiciting to me, as it is expected as a card to show up. Since it's arcane, it's still decent, but sorcery speed makes it horrificly slow.

Barrels:
Very powerful common IMO in limited. Outside of that we won't see much of it, since there are MUCH better removal than that. Sweep's a strange little mechanic tho, and it can prove to be quite satisfying to give off that one-sided armageddon (and you got sundered, but that's not the point here. XD). Not bad at all for the common, with its combo potential and its ability to end the game in a hurry with one of them maros.
 
Deathmask Nezumi
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Spiritual Visit
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Spiraling Embers
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Barrel Down Sokenzan
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A new Zubera: Rushing Tide
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Green channel guy:
Uhhhh...wtf? I can see the only thing that can make that thing see play is if Meloku comes off as one of the top decks around, but the card is still no hurricane. In comparison to the great Silklash Spider, it's probably better since it's uncounterable by anything but stifle (it shines again!).

Set preliminary rate:
From what i've seen in the unofficial spoilers, no card excited me more than the return of fork (okay it's blue). Simply said it screamed "you know you want 4 of me and I'm going to cost you 20 bucks apiece"...Crap.

Anywho, the colours are all okay, having some good cards. Nothingreally popped out quite as much, and there are rare slots taken by crap legendary lands as usual.

The most exciting thing other than the blue fork probably is the new gold card coming out, with the powerful Inames merging into one package! Okay that still sucked. -_-'

Not a bad set in itself, probably better than betrayers. Overall, however, it hasn't stood up to the quality of an Odyssey small set (torment and judgement ruled), nor has it pushed the broken boundaries quite like darksteel. My hypothesis is that it will make more of an impact in comparison to Betrayers and 5th Dawn, but definitely inferior to that of the old sets.

Now excuse me while I look for more torment cards. XD
 
Let's just say that OTCG has way too many stickies already XD
 
Holy cow, Here is a Yu-Gi-Oh CRV complete text spoiler

Rarity List for this set:
Ultimate Rare (11):
Hane Kuriboh LV10 (005)
UFOroid (010)
Cyber Dragon (015)
Cybernetic Magician (016)
Goblin Elite Force (020)
Giant Battleship - Crystal Core (021)
UFOroid Fighter (034)
Cyber Twin Dragon (035)
Cyber End Dragon (036)
Power Bond (037)
Skyscraper (048)

Ultra Rare (4):
Hane Kuriboh LV10 (005)
UFOroid Fighter (034)
Cyber End Dragon (036)
Power Bond (037)

Super Rare (7):
UFOroid (010)
Cyber Dragon (015)
Cybernetic Magician (016)
Goblin Elite Force (020)
Giant Battleship - Crystal Core (021)
Cyber Twin Dragon (035)
Skyscraper (048)

Rare (14):
Friend Dog (012)
Dark Catapaulter (013)
E-Hero Bubbleman (014)
Different Dimension Master (032)
Miracle Fusion (039)
System Down (041)
Evolution Wing (045)
Bubble Shuffle (046)
Spark Gun (047)
Fire Dart (049)
Magical Explosion (055)
Rising Energy (056)
Dimensional Pit Trap (057)
Dimensional Wall (059)
------------------------------------------------------
CRV-JP001
Cycloid
Earth/Machine/3/800/1000
Normal Monster

CRV-JP002
Soitsu
Wind/Angel/3/0/0
Normal Monster

CRV-JP003
Mad Lobster
Water/Aqua/3/1700/1000
Normal Monster

CRV-JP004
Jelly Beans Man
Earth/Plant/3/1750/0
Normal Monster

CRV-JP005
Hane Kuriboh LV10
Light/Angel/10/300/200
This card cannot be Normal Summon. This card can only be special summon by the effect of [Evolution
Wings]. Sacrifice this face-up monster from your field, destroy all face-up monsters on opponent's
field, and do damage to opponent equal to the total original attack of those monsters. This effect
can only be activate during opponent's battle phase.
Ultra/Ultimate Rare

CRV-JP006
Patroid
Earth/Machine/4/1200/1200
Look at a set cards on opponent's field, and flip it back face down. This effect can only be
activate once per turn during your Main Phase.

CRV-JP007
Gyroid
Wind/Machine/3/1000/1000
For one time per turn, this card would not be destroy as a result of battle. (Damage Calculation
is done as usual)

CRV-JP008
Steamroid
Earth/Machine/4/1800/1800
When this card attacks an opponent's monster, this card's attack strength is increased by 500
during the damage step. When this card is attacked by an opponent's monster, this card's attack
strength is decreased by 500 during the damage step.

CRV-JP009
Drillroid
Earth/Machine/4/1600/1600
When this card attack monster in defense mode, destroy it without calculating damage.

CRV-JP010
UFOroid
Light/Machine/6/1200/1200
When this card is destroy in battle and sent to Graveyard, search your deck for a Machine
sub-type monster with attack strength of 1500 or less and special summon it to field in
face-up attack mode. Shuffle your deck afterward.
Super/Ultimate Rare

CRV-JP011
Jetroid
Wind/Machine/4/1200/1800
When this card is target of battle by opponent's monsters, the controller of this card can activate
a Trap card from his/her hand.

CRV-JP012
Friend Dog
Earth/Beast/3/800/1200
When this card is destroy as a result of battle and would be sent to Graveyard, put a monster
with [E-Hero] in its name and a [Fusion] card from your Graveyard into your hand.
Rare

CRV-JP013
Dark Catapaulter
Earth/Machine/4/1000/1500
During your Standby Phase, if this card is in defense mode, put a counter on this card. Remove
the same number of card from your Graveyard equal to the number of counter on this card, destroy
the same number of Magic/Trap cards on the field. Remove all counters from this card afterward.
Rare

CRV-JP014
E-Hero Bubbleman
Water/Warrior/3/800/1200
If this card is the only card in your hand, you may special summon this card. When this card is
summon, reversed summon, or special summon, if you have no other cards on your field and hand,
you may draw 2 cards from your deck.
Rare

CRV-JP015
Cyber Dragon
Light/Machine/5/2100/1600
When there's a monster on opponent's field and no monster on your field, you may Special Summon this
card from your hand.
Super/Ultimate Rare

CRV-JP016
Cybernetic Magician
Light/Spellcaster/6/2400/1000
Discard a card from your hand. Until the end phase of the turn, the attack strength of a face-up
monster on the field would become 2000.
Super/Ultimate Rare

CRV-JP017
Cybernetic Cyclops
Earth/Beast-Warrior/4/1400/200
When you have 0 card in your hand, the attack of this monster is increased by 1000.

CRV-JP018
Mechanical Hound
Earth/Machine/7/2800/1500
When you have 0 cards in your hand, your opponent can't activate any Magic card.

CRV-JP019
Cyber Demon
Dark/Demon/4/1000/2000
At the beginning of your turn, if you have 0 cards in your hand, draw an extra card during your
Draw Phase. At the end of turn, if you have 1 or more cards in your hand, destroy this card.

CRV-JP020
Goblin Elite Force
Earth/Demon/4/2200/1500
When this card attacks, it changes to defense mode at the end of the Battle Phase.
Until the end of your next turn, the mode of this card can't be change.
Super/Ultimate Rare

CRV-JP021
Giant Battleship - Crystal Core
Water/Machine/5/2100/1000
When this card is Summon, put 3 counters on it. This card cannot be destroy as a result of battle.
When this card battle, at the end of Damage Step, remove a counter on this card. When this card
would battle without a counter, destroy this card at the end of damage step. Once during your
Main Phase, you may change the mode of a monster on opponent's field in face-up attack mode into
face-up defense mode.
Super/Ultimate Rare

CRV-JP022
Giant Kozaki ("G Kozaki")
Dark/Demon/4/2500/2400
This card is destroy if [Kozaki] is not face-up on the field. When this card is destroy while
face-up, the controller of this card would receive damage equal to original attack of this card.

CRV-JP023
Indomitable Fighter - Ray Ray
Earth/Beast-Warrrior/4/2300/0
When this card attack, at the end of battle phase, it would change to defense mode. This card's
mode cannot be change during next turn.

CRV-JP024
Guardian Spirit - Irene
Light/Angel - Union/1/0/0
Once per turn during your Main Phase, you may treat this card as an Equipment card and equip on
a [Indomitable Fighter - Ray Ray], or remove it from equipment and special summon this card
in face-up attack mode. When this card becomes an equipment card by this effect, the equipped
monster's mode can be change once during a turn. (A Monster can only have one Union equipped
on it. If the equipped monster would be destroy as a result of battle, this card would be destroy
instead.)

CRV-JP025
Doitsu
Earth/Angel - Union/4/100/200
Once per turn during your Main Phase, you may treat this card as an Equipment card and equip on
a [Soitsu], or remove it from equipment and special summon this card in face-up attack mode.
When this card becomes an equipment card by this effect, increase the Equipped Monster's attack
strength by 2500. (A Monster can only have one Union equipped on it. If the equipped monster would
be destroy as a result of battle, this card would be destroy instead.)

CRV-JP026
Death Frog
Water/Aqua/5/1900/0
When this card is successfully sacrifice summon, for each [Tadpole] in your Graveyard,
you may special summon a [Death Frog] from your hand or deck.

CRV-JP027
Tadpole
Water/Aqua/1/0/0
When this card is destroyed as a result of battle, you may add one [Tadpole] to your
hand from your deck. Shuffle your deck afterward.

CRV-JP028
Draw Frog
Water/Aqua/2/100/100
When this card is send to Graveyard from the field when face-up, you may draw a card.

CRV-JP029
Dino Infinity
Earth/Dino/4/?/0
This card's original attack strength is equal to number of owner's Dino sub-type monster remove
from the game * 1000.

CRV-JP030
Battery Man - AA Type
Light/Thunder/2/0/0
When all [Battery Man - AA Type] on your field are in attack mode, for each [Battery Man - AA Type],
increase the attack strength of all Machine sub-type monster on your field by 500. When all of
your [Battery Man - AA Type] is in defense mode, for each [Battery Man - AA Type], increase the
defense strength of all Machine sub-type monster on your field by 500.

CRV-JP031
Black Magician - Kuran
Dark/Spellcaster/2/1200/0
During your standby phase, do damage to your opponent equal to the number of monsters on opponent's
field * 300.

CRV-JP032
Different Dimension Master (D.D.M.)
Light/Spellcaster/5/1700/1500
Discard a Magic card from your hand, special summon one of your monster that is remove from game
to the field. This effect can only be activate once per turn.

CRV-JP033
Steam Gyroid
Earth/Machine - Fusion/6/2200/1800
[Gyroid] + [Steamroid]

CRV-JP034
UFOloid Fighter
Light/Machine - Fusion/10/?/?
[UFOloid] + Warrior sub-type monster
This card can only be Fusion summon by the above monsters. The original attack and defense strength
of this card is equal to the total original attack of the Fusion materials.
Super/Ultimate Rare

CRV-JP035
Cyber Twin Dragon
Light/Machine - Fusion/8/2800/2100
[Cyber Dragon] + [Cyber Dragon]
This card can only be Fusion summon with the monster named above. This card can attack two times
during battle phase.
Super/Ultimate Rare

CRV-JP036
Cyber End Dragon
Light/Machine - Fusion/10/4000/2800
[Cyber Dragon] + [Cyber Dragon] + [Cyber Dragon]
This card can only be Fusion summon with the monster named above. When this card attacks a monster
in defense mode, and this card's attack strength would be higher than that monster's defense
strength, do battle damages to opponent equal to the difference.
Ultra/Ultimate Rare

CRV-JP037
Power Bond
Magic - Normal
Put Fusion material of a Fusion monsters from hand and/or field into Graveyard, special summon
a Machine sub-type Fusion monster. The original attack strength of the monster special summon
would be doubled. At the end of turn this card is activate, the player who activate this card
would receive damages equal to the original attack strength of the special summoned monster.
(This special summon would be treated as Fusion Summon)
Ultra/Ultimate Rare

CRV-JP038
Fusion Return
Magic - Normal
Return a [Fusion] and a Fusion material from your Graveyard to your hand.

CRV-JP039
Miracle Fusion
Magic - Normal
Remove the Fusion materials of a Fusion monster from your field and/or Graveyard from the game,
special summon a Fusion monster with [E-Hero] in its name from your Fusion deck. (This special
summon would be treated as Fusion Summon)
Rare

CRV-JP040
Dragon Mirror
Magic - Normal
Remove the Fusion materials of a Fusion monster from your field and/or Graveyard from the game,
special summon a Dragon sub-type Fusion monster from your Fusion deck. (This special summon would
be treated as Fusion Summon)

CRV-JP041
System Down
Magic - Normal
Pay 1000 lifepoints. Remove all Machine sub-type monsters from opponent's field and Graveyard from
the game.
Rare

CRV-JP042
Death Chorus
Magic - Normal
This card can only be activate when you have 3 [Death Frog] face-up on your field.
Destroy all cards on opponent's field.

CRV-JP043
Jar of Humble
Magic - Normal
Choose 2 cards in your hand and shuffle them into your deck.

CRV-JP044
Shien's Questioner
Magic - Normal
Choose a face-up monster on your field. Give control of that monster to opponent until the end
phase of the turn.

CRV-JP045
Evolution Wing
Magic - Quickplay
Send a [Hane Kuriboh] from your field and 2 cards from your hand into Graveyard. Special Summon
a [Hane Kuriboh LV10] from your hand or deck.
Rare

CRV-JP046
Bubble Shuffle
Magic - Quickplay
This card can only be activate when [E-Hero Bubbleman] is face-up on the field. Change the mode of
a [E-Hero Bubbleman] in face-up attack mode and a monster on opponent's field in face-up attack
mode to defense mode. Sacrifice a [E-Hero Bubbleman] in defense mode, special summon a monster
with [E-Hero] in its name from your hand to the field.
Rare

CRV-JP047
Spark Gun
Magic - Equipment
This card can only be equipped on [E-Hero Sparkman]. During your Main Phase, you may choose to
change the mode of a face-up monster on the field. After this effect is use 3 times, destroy
this card.
Rare

CRV-JP048
Skyscraper
Magic - Field
When monsters with [E-Hero] in its name attack and the attack strength of the attacking monster
is less than the attack strength of the attacking target monster, the attack strength of the
attacking monster is increase by 1000 during Damage Calculation.
Super/Ultimate Rare

CRV-JP049
Fire Darts
Trap - Normal
This card can only be activate when you have 0 cards in your hand. Roll 3 dices. Do damage to
opponent equal to the sum of the results *100.
Rare

CRV-JP050
Earth Spirit Technique - "Tetu" (Iron)
Trap - Normal
Sacrifice a Earth main-type monster from your field. Special Summon a Level 4 Earth main-type
monster from your Graveyard to your field except the sacrificed monster.

CRV-JP051
Water Spirit Technique - "Aoi" (Mallow)
Trap - Normal
Sacrifice a Water main-type monster from your field, look at opponent's hand and choose a card
and send it into Graveyard.

CRV-JP052
Fire Spirit Technique - "Kurenai" (Red)
Trap - Normal
Sacrifice a Fire main-type monster from your field, do damage to opponent equal to the original
attack strength of the sacrificed monster.

CRV-JP053
Wind Spirit Technique - "Masa" (Elegance)
Trap - Normal
Sacrifice a Wind main-type monster from your field, choose a card on opponent's field and put
it to the bottom of owner's deck.

CRV-JP054
Rival Appears!
Trap - Normal
Select a face-up monster on opponent's field, special summon a monster from your hand with the
same level as that monster.

CRV-JP055
Magical Explosion
Trap - Normal
This card can only be activate when you have 0 card in your hand. For each Magic card in your
Graveyard, do 200 damages to opponent.
Rare

CRV-JP056
Rising Energy
Trap - Normal
Discard a card from your hand. Until the End Phase of the activating turn, a face-up monster
on the field would have its attack strength increase by 1500.
Rare

CRV-JP057
Dimensional Pit Trap
Trap - Normal
This card can only be activate when you opponent set a monster. Destroy the set card and one of
your monster and remove them from the game.
Rare

CRV-JP058
Conscription Order
Trap - Normal
Turn the top card on opponent's deck over. If the card is a monster card that can be Normal
Summon, Special Summon that monster onto your field. Otherwise, add that card into opponent's hand.

CRV-JP059
Dimensional Wall
Trap - Normal
This card can only be activate when your opponent declare attack. The battle damages done in
this battle to you would done to opponent instead.
Rare

CRV-JP060
Counterattack Preparation
Trap - Continuous
For each time opponent player declare attack on your monster in defense mode, flip a coin and
guess. If the guess is right, the defending monster would switch to attack mode. If guess wrong, if
the attack strength of the attacking monster is higher than the defense strength of defending
monster, do battle damage to this card's controller equal to the difference.


Thanks to DMComet. Pics coming soon.
 
digi-kun said:
Deathmask Nezumi
[PokeCommunity.com] TCG News


Spiritual Visit
[PokeCommunity.com] TCG News


Spiraling Embers
[PokeCommunity.com] TCG News


Barrel Down Sokenzan
[PokeCommunity.com] TCG News


A new Zubera: Rushing Tide
[PokeCommunity.com] TCG News

ooh, spiritual visit will help my white/blue block.
 
9th edition came out last week, with all the exciting rares popping out like mad. Out of thte 12 packs I got? 2 good rares (lions and Sengir Vamp). -_-

Man my friend pulled a wrath AND a piper on his 6 packs. My other friend got pain lands. UNFAIR! :(
 
Kenny_C.002 said:
9th edition came out last week, with all the exciting rares popping out like mad. Out of thte 12 packs I got? 2 good rares (lions and Sengir Vamp). -_-

Man my friend pulled a wrath AND a piper on his 6 packs. My other friend got pain lands. UNFAIR! :(

*kls randomly pops up*
LIONS AND SENGIR VAMP sucks.

I'm just wondering, did anyone of you guys pull out a polymorph? It's my favorite card in 9th Ed.

Wrath is decent and the only thing good about the 9th piper is t3h drawing.

LUCKY!! Which ones did he get? (I'd like Karpulsan Forest and Cave Of Kolios myself.)
 
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