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digi-kun

Hourai NEET
4,638
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    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)
    TCG News



    also managed to miss Michiko's card as well
    TCG News
     
    Last edited:

    Kenny_C.002

    Welcome to Rokkenjima
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  • Digi, you missed Michiko, but you got her back (yay!).XD

    I'd swear...wtf's wrong with her face in that picture? XD

    Anywho, I liked hot potato by any case. So fun to splatter potatos around. lol
     

    Kenny_C.002

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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. ;)
     
    Last edited:

    digi-kun

    Hourai NEET
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    the card kenny's talking about is Promise of Bunrei(late post sorry bout that)

    TCG News
     

    Kenny_C.002

    Welcome to Rokkenjima
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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.
     

    digi-kun

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    TCG News

    here it is thoughts of ruin

    TCG News

    and the next preview with it
     
    Last edited:

    Kenny_C.002

    Welcome to Rokkenjima
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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
     

    digi-kun

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    Kagemaro, First to Suffer: (marus have color for all i think)
    TCG News


    Okina Nightwatch:
    TCG News
     

    Kenny_C.002

    Welcome to Rokkenjima
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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.
     

    digi-kun

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    Deathmask Nezumi
    TCG News


    Spiritual Visit
    TCG News


    Spiraling Embers
    TCG News


    Barrel Down Sokenzan
    TCG News


    A new Zubera: Rushing Tide
    TCG News
     
    Last edited:

    Kenny_C.002

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  • Rushing Tide: Meh. 4 for 3/3 is very good for blue tho. :)

    Hand of Creulty: Praise the black knight I need 4. Which reminds me that I'm still missing 2 pale curtains. :O
     

    Kenny_C.002

    Welcome to Rokkenjima
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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
     

    digi-kun

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    Let's just say that OTCG has way too many stickies already XD
     

    Gokey Shuckle

    Bisexual and Proud
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  • 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.
     

    Kenny_C.002

    Welcome to Rokkenjima
    1,849
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  • 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

    PC's Eternal Witness
    1,397
    Posts
    20
    Years
  • 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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