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New Gravekeeper’s cards
Throne of Necrovalley Normal Spell Card You can activate a card with this card’s name only once per turn. (1) Activate 1 of these effects: • Add 1 “Gravekeeper’s” monster from your Deck to your hand. • Immediately after this effect resolves, Normal Summon 1 “Gravekeeper’s” monster from your hand.
This card is precisely what “Gravekeeper’s” needed.
An in-archetype ‘Double Summon’ that can also search any monster in teh archetype is fantastic and you will play 3.
This card means that you effectively have 12 copies of ‘Necrovalley’ as this card can search ‘Gravekeeper’s Commandant’.
It’s also searchable with the fusion monster, but that card’s trash.
Sacred Temples of Necrovalley Continuous Trap Card (1) While a “Gravekeeper’s” monster(s) and/or “Necrovalley” is on the field, all monsters your opponent controls lose 500 ATK/DEF. (2) Once per turn, during either player’s Main Phase, if you control no card in your Field Zone: You can activate 1 “Necrovalley” from your hand or GY. (3) If this card in your possession is destroyed by your opponent’s card effect and sent to your GY: You can Set 1 “Necrovalley” Spell/Trap directly from your Deck, except “Sacred Temples of Necrovalley”.
the and/or is nice to see normally it would require you to have both a “Gravekeeper’s” monster and ‘Necrovalley’ like ‘Hidden Temples of Necrovalley’
Activating ‘Necrovalley’ from the grave after your opponent destroys it is quite nice especially on their turn.
Setting any “Necrovalley” spell/trap is really good as you could set ‘Hidden Temples of Necrovalley’ or ‘Throne of Necrovalley’ for your next turn or you could set ‘Imperial Tombs of Necrovalley’ for more disruption.
Gravekeeper’s Cleric Level 3 DARK Spellcaster Effect Monster ATK 500 DEF 1500 You can use the [(1)st] effect with this card’s name only once per turn. (1) If this card is Summoned: You can target 1 Level 4 “Gravekeeper’s” monster in your GY; Special Summon it in face-up Attack Position or face-down Defense Position. This effect is unaffected by the effect of “Necrovalley”.
Summoning back a ‘Gravekeeper’s Spy’ or ‘Gravekeeper’s Descendant’ from the grave is quite good as a way to recover and extend past turn 1.
The problem with this card is it does nothing to help you extend turn 1 and this deck’s best play is still to set Spy, activate ‘Necrovalley’, set some backrow and pass.
With ‘Necrovalley’ on the field this card’ll be 1000atk which is pitiful and means that this card is just Descendant fodder after you use it’s effect.
Gravekeeper’s Spiritualist Level 4 DARK Spellcaster Effect Monster ATK 1500 DEF 1500 You can use the [(1)st] effect with this card’s name only once per turn. (1) If “Necrovalley” is on the field: You can Fusion Summon 1 Spellcaster Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material, including this card on the field.
Requiring this card to be on the field was the death knell for this card.
You’re not going to waste one of your normal summons in this already old and slow deck just to summon the bad fusion monster and get and end phase search.
The new spell and trap cards are very good, but these monsters are lack luster. “Gravekeeper’s” will not be meta even with these cards.
Its nearly Valentines Day and I haven't seen any of the United bad Valentines cards on my dash yet and its making me sad
Yes your eyes are fine this box had some of the worst inking i have ever seen
MTG Old Memes and Protofandom Vol 1
Ok guys I notice that a lot of you have only been playing for a few years,and may not know about weird quirks or who was the magic fandom befor folks the likes of @flavoracle @sarkhan-volkswagen and also visiting the Meme Museum is fun. So here I am to dredge up some old as shit memes and ghost of Magic Fandom past. so lets Rickroll on over to
3G Wood Elemental As Wood Elemental enters the battlefield, sacrifice any number of untapped Forests.Wood Elemental's power and toughness are each equal to the number of Forests sacrificed as it entered the battlefield. */* A lot of mtg Old Memes were about a card being WAYYYYYY too good (Psychotog, Jace TMS) or a card being WAYYYYY too bad and makes you think Maro and WOTC were asleep at the wheel. this is in the 2nt category and the first of many cards that are just weird and bad that we will put a spotlight on, and people trying to make a deck about weird and bad cards was the thing to do. Now this card is basically, sac some untapped forest now those forest are its PT, so to get a 5/5 you need the mana to cast it, and untapped lands to sac to it. so like 9 lands. Im not going to go on a whole rant about why this card is shit because deck building around becase..... going on Angry Videogame Nerd style rants about shit cards is also it itself a meme that still happens occasionally . Here is a sample deck list of people struggling to make a bad card work using the most busted cards in the game and having the deck still be bad
Oh yeah. thats Zuran Orb, Fastbond, Gaias Touch, and Azusa but in a shit deck.
SO until next time... uhhh im not sure how to end it, so put your favorite old meme here
Soulburner’s Cards
Salamangreat Foxy Level 3 FIRE Cyberse Effect Monster ATK 1000 DEF 1200 You can only use either this card name’s (1) or (2) effect per turn, and only once that turn. (1) When this card is Normal Summoned: You can excavate the top 3 cards of your Deck. You can add 1 excavated “Salamangreat” card to your hand, also shuffle the other cards into the Deck. (2) If this card is in your GY, and you control a face-up Spell/Trap Card: You can discard 1 “Salamangreat” card; Special Summon this card, then, you can destroy 1 face-up Spell/Trap Card.
Adding a card on summon is good, but doing it the ‘Pot of Duality’ way is really annoying and luck based.
I don’t know if “Slamangreat”s have continuous spell/traps that plus off of destruction, but if they do then this card’s second effect is really good. If not it’s really bad.
This card’s quality will be better determined with a better view of what “Salamangreat”s do and what cards they have.
Salamangreat Heatleo Link 3 FIRE Cyberse Link Effect Monster ATK 2300 Links: Top, Bottom Left, Bottom Right Materials: 2+ FIRE Effect Monsters (1) If this card is Link Summoned: You can target 1 card in your opponent’s Spell & Trap Zone; shuffle it into the Deck. (2) Once per turn, if this card was Link Summoned by using “Salamangreat Heatleo” as a Link Material: You can target 1 face-up monster and 1 monster in your GY; the ATK of the target on the field becomes the same as the ATK the target in the GY until the end of this turn.
Requiring FIRE effect monsters means that it’s not archetype locked, but there aren’t that many FIRE decks so this card’ll see as much play as ‘Duelittle Chimera’ outside of it’s own archetype.
Shuffling away backrow is really good as if it cannot be chained at that moment it’s lost for basically the whole duel.
If you use 1 of him and 2 other FIRE effect monsters just to summon another one you can change the attack of a monster. That condition is as bad as the effect is and they’re both terrible.
This card doesn’t really do anything productive, but he’s only the first and I assume that we’ll be seeing more.
Salamangreat Emerald Eagle Level 8 FIRE Cyberse Ritual Effect Monster ATK 2800 DEF 2000 You can Ritual Summon this card with “Rise of the Salamangreat”. (1) When this card is Ritual Summoned using a “Salamangreat Emerald Eagle” you control: You can destroy all Special Summoned monsters your opponent controls. (2) Once per turn: You can Tribute 1 “Salamangreat” Link Monster; this card gains this effect until the end of this turn. • At the start of the Damage Step, if this card battles an opponent’s monster: Destroy that opponent’s monster, and if you do, inflict damage to your opponent equal to that monster’s original ATK.
This archetype has a habit of requiring copies of themselves to be used to get additional effects making the first time you summon monsters unnecessarily weak.
A selective ‘Raigeki’ on summon is a substantial effect though that might have been too powerful to leave on without an annoying condition.
Requiring a link monster be tributed is a bid investment especially since we’ve only seen a link-3 and nothing else.
And the benefit of tributing a monster that took 3 others to summon is destroying 1 monster and inflicting some burn damage.
This card is bad. It requires too many resources to do any thing at all. It’s minus 2 to summon it and then requires you to go minus 2 again to summon another to get the ‘Raigeki’ effect then it requires you to tribute another monster to destroy one more monster.
Rise of the Salamangreat Ritual Spell Card This card can be used to Ritual Summon any “Salamangreat” Ritual Monster. (1) Ritual Summon 1 “Salamangreat” Ritual Monster from your hand, by Tributing monsters you control or have in your hand whose total Levels equal or exceed the Level of the monster you Ritual Summon. If you control a FIRE Link Monster, you can shuffle “Salamangreat” monsters from your GY into the Deck instead. (2) If this card is destroyed by an opponent’s card effect: You can Special Summon 1 “Salamangreat Emerald Eagle” from your hand, ignoring its Summoning conditions.
Shuffling monsters into the deck to Ritual summon is acutally really good as it recurs resources that you can search and summon again for link summoning.
If you set this card and your opponent ‘Mystical Space Typhoon’s this then you can summon the Ritual monster for free.
This turns the Ritual summon from a minus 2 to a minus 1 in two separate ways, one of which relies entirely on your opponent.
I don’t have high hopes for this archetype.
A Lot of New Cyberse Cards
Latency Level 1 LIGHT Cyberse Effect Monster ATK 0 DEF 0 You can only use each effect of this card’s name once per turn. (1) If this card is added from your GY to your hand by an effect: You can Special Summon this card from the hand. (2) If this card Special Summoned by its (1) effect is sent to the GY as a Link Material: You can draw 1 card.
Getting this card into the grave isn’t hard, but getting it from the grave back into the hand is quite difficult.
The easiest way to get this card back to the hand is probably ‘Firewall Dragon’ and with that card you’d rather use it’s effect on your opponent’s turn to bounce their monsters as a form of disruption rather than use it to get 1 extra link material and a random draw.
With the second effect being tied to the first effect this card becomes useless.
Swap Cleric Level 2 EARTH Cyberse Effect Monster ATK 500 DEF 1000 You can only use the effect of this card’s name once per turn. (1) If this card is sent to the GY as a Link Material: You can have the monster that used this card as a Link Material lose 500 ATK, then, draw 1 card.
This card would be excellent if it had a special summon condition.
Cyberse is a deck in which your normal summon is the most important thing to get your combos rolling and having to waste it to summon a monster like this with an extending effect is not going to be played.
You cannot afford to waste your normal summon and there are much better Cyberse monsters actually worth normal summoning.
Micro Coder Level 1 DARK Cyberse Effect Monster ATK 300 DEF 0 You can only use this card name’s (1) and (2) effects once per turn each. (1) If you would use a Cyberse monster(s) you control as Link Material for the Link Summon of a “Code Talker” monster, you can use this card in your hand as a Link Material. (2) If this card is sent from the hand or field to the GY as a Link Material for a “Code Talker” monster: You can add 1 “Cynet” Spell/Trap card from your Deck to your hand. If this card was sent from the field, you can add 1 Level 4 Cyberse monster instead.
Link summoning from the hand is excellent.
Searching on being sent to the grave is proven to be broken, see ‘Gouki’s.
An extra material and searcher for important spell/traps that doesn’t need to be summoned at all is amazing.
This is precisely the kind of support that Cyberse has needed for ages and not more pack filler garbage.
Code Radiator Level 4 WATER Cyberse Effect Monster ATK 1600 DEF 800 You can only use this card name’s (1) and (2) effects once per turn each. (1) If you would use a Cyberse monster(s) you control as Link Material for the Link Summon of a “Code Talker” monster, you can use this card in your hand as a Link Material. (2) If this card is sent from the hand or field to the GY as a Link Material for a “Code Talker” monster: You can target 1 face-up monster your opponent controls; that monster’s ATK becomes 0, also its effects are negated. If this card was sent from the field, you can target 2 face-up monsters instead.
Multiple monsters that can link summon from hand is even better.
This card is not as good as ‘Micro Coder’ as it’s effect only works if you’re going second and Cyberse is a going-first combo deck, but just being a link material you don’t have to summon means that it will see play.
These two cards are great.
Cynet Optimize Spell Continuous You can only use this card name’s (1) effect once per turn. (1) During your Main Phase, you can: You cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Cyberse monsters, also immediately after this effect resolves, Normal Summon 1 Cyberse monster. (2) If a “Code Talker” monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step.
An extra normal summon is amazing for a normal summon reliant deck like Cyberse and with ‘Balancer Lord’ you could have 3 normal summons in a turn.
The summoning restriction stops any deck other than Cyberse from using this card, but also stops the use of any “Knightmare”s which is a big restriction.
Turning all your “Code Talker”s into Lightinings is also really good as stopping battle traps can stop you from getting sacked by random battle traps.
Cynet Codec Continuous Spell You can only activate 1 of this card name’s effect per Chain. (1): If a “Code Talker” monster is Special Summoned to your side of the field from the Extra Deck: You can target that monster; add 1 Cyberse monster with the same Attribute from your Deck to your hand, also you cannot Special Summon monsters from the Extra Deck, except Cyberse monsters, for the rest of the turn. You cannot add another monster of the same Attribute from your Deck to your hand with the effect of “Cynet Codec” this turn.
Summoning “Code Talker”s is really easy and you can do it consistently so that restriction on the monsters and spells doesn’t matter.
Searching up to 6 monsters a turn is astounding.
Cybserse don’t have a uniform attribute and their monsters have a pretty even spread, but nearly all the good ones are LIGHT, but ‘Link Infra-flyer’ is WIND so that’s nice.
They’ve announced actually good Cyberse cards almost a year after releasing them. This took way too long.
Cynet Conflict Counter Trap Card You can only activate 1 card with this card’s name per turn. (1) When a monster effect, or a Spell/Trap Card is activated while you control a “Code Talker” monster: Negate that activation, and if you do, banish it, and if you do that, until the end of next turn, your opponent cannot activate a card or effect with the same original name as the card banished by this effect.
A ‘Solemn Judgement’ that banishes and that also ‘Called By The Grave’s the card’s effect for 2 turns.
This card blows me out of the water. It does so much while being searchable and having no cost.
I don’t know if these cards are enough to make Cyberse meta, but their are no longer the locals garbage they used to be.
Spool Code Quick-Play Spell Card (1) Activate only if your opponent’s moster declares a direct attack while there are 3 or more Cyberse monsters in your GY; negate that attack. Afterwards, Special Summon up to 3 “Spool Tokens” (Cyberse / LIGHT / Level 1 / ATK 0 / DEF 0) in Defense Positions. These Tokens cannot be Tributed for a Tribute Summon.
An archetypal ‘Scapegoat’ is interesting.
Summoning 3 tokens is worse than 4, but the tokens are Cyberse so they can be used for the many Cyberse exclusive link monsters.
The only problem with this card is that it requires you to have an empty field and your opponent declare a direct attack, but that’s a scenario that if it occurs it’s helpful to have a card like this to deal with.
I don’t think it’ll see play, but it’s not bad
Defcon Bird Level 3 WIND Cyberse Effect Monster ATK 100 DEF 1700 You can only use the 1st effect of this card’s name once per turn. (1) Discard another Cyberse monster from your hand; Special Summon this card from your hand. (2) Once per turn, if a Cyberse monster you control is targeted for an attack: You can have that monster’s ATK and DEF be doubled (until the end of the Damage Step). Then, if that monster is in Attack Position, you can change it to Defense Position.
More Cyberse monsters with special summon conditions is always nice to see, but requiring you to discard a monster is a bit costly, but easier with ‘Cynet Codec’
It’s second effect literally doesn’t matter because you will never leave this card on the field and instead just link summon with it.
Clock Wyvern Level 4 WIND Cyberse Effect Monster ATK 1800 DEF 1000 You can only use this card name’s effect once per turn. (1) If this card is Normal/Special Summoned: You can halve this card’s ATK, and if you do, Special Summon 1 “Clock Token” (Cyberse/WIND/Level 1/ATK 0/DEF 0).
2 link materials on normal summon isn’t bad, the question is ‘is this effect good enough to use a normal summon on?
‘Lady Debugger’, ‘Balancer Lord’ and ‘Cyberse Gadget’ are all better normal summons, but that doesn’t mean that this card is bad.
I don’t think it’ll see play as there are better options.
Cyberse Clock Dragon Level 7 DARK Cyberse Fusion Effect Monster ATK 2500 DEF 2000 Materials: “Clock Wyvern” + 1+ Link Monsters (1) When this card is Fusion Summoned: You can send cards from the top of your Deck to the GY, equal to the combined Link Rating of this card’s materials. Until the end of the next turn, other monsters you control cannot attack and this card gains 1000 ATK x the number of cards sent to the GY. (2) While you control a Link Monster, other monsters you control cannot be targeted by an opponent’s card effect or for an attack. (3) If this Fusion Summoned card is sent to the GY by an opponent’s card effect: You can add 1 Spell Card from your Deck to your hand.
Having to play a fusion card and ‘Clock Wyvern’ basically means that this card will never see play unless it’s effect is extraordinary.
Using a link-2 to summon this would make it 4500atk which gets over basically everything and the attack gain being permanent means that your opponent will have to get rid of it via a card effect which’ll trigger the third effect.
Protecting you from battle is nice, but useless.
This card having a huge attack value and zero protection is begging your opponent to destroy it with card effects which’ll let you search for ‘Monster Reborn’, ‘Raigeki’, or ‘Soul Charge’
This card isn’t awful, but the fact that you have to put multiple ‘Clock Wyvern’ and fusion spells into your deck or waste vital searches on those cards makes this card a gimmick that makes your deck much more inconsistent.
Cyberse’s extra deck is also rather tight and I think you’d rather have some more impactful link monsters than this card.
Clock Spartoi Link 2 DARK Cyberse Link Effect Monster ATK 800 Links: Bottom, Bottom Right Materials: 2 Cyberse monsters You can only use this card name’s (1) and (2) effects once per turn each. (1) If this card is Link Summoned: You can add 1 “Cynet Fusion” from your Deck to your hand. (2) If a monster(s) is Special Summoned to a zone this card points to: You can target 1 Level 4 or lower Cyberse monsters in your GY; Special Summon it, but its effects are negated, also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Fusion Monsters.
‘Cybet Fusion’ now has 2 ways of being searched, but this monster means that you can use ‘Micro Coder’ to search for a card that actually advances your gamestate.
This card’s second effect would have been great if the summon restriction didn’t say Fusion monsters, but this card wasn’t unexpected after ‘Cyberse Witch’
Cynet Fusion Normal Spell Card (1) Fusion Summon 1 Cyberse Fusion Monster from your Extra Deck, using monsters you control or have in your hand as Fusion Materials. If you do not control a monster in the Extra Monster Zone, you can also banish 1 Cyberse Link Monster from your GY as material.
This card is just ‘Polymerization’, but it can be a minus 1 instead of a minus 2 if you’ve left your extra monster zone open which in most cases it will not be.
Having a searchable fusion card doesn’t make ‘Clock Wyvern’ not useless and the Fusion monster any less of a gimmick that takes up valuable extra deck space.
Fusion Cyberse and Ritual Cyberse will always be vastly inferior to link Cyberse.
Profibit Snake Level 2 LIGHT Cyberse Effect Monster ATK 500 DEF 1000 You can only use each effect of this card’s name once per turn. (1) At the start of the damage step in which your Cyberse Link Monster and an opponent’s monster battles: You can send this card from the hand to the GY; return that opponent’s monster to the hand. (2) When a Cyberse monster you control destroys an opponent’s monster by battle and sends it to the GY while this card is in the GY: You can banish 1 card from your GY, then target 1 Level 4 or lower Cyberse monster from your GY; add that monster to the hand.
A ‘Compulsory Evacuation Device’ in a hand trap is hilarious.
The second effect can trigger ‘Latency’, but doesn’t make that card any more playable.
Adding back cards during the battle phase may help you combo off during main phase 2 or make sure you have a follow-up play on your next turn or can add itself back to use on the opponent’s turn again.
I really like this card even though it is really gimmicky.
Revolver’s New Dragons
Flash Charge Dragon Link 3 DARK Dragon Link Effect Monster ATK 2300 Links: Top Left, Top, Top Right Links: 2+ Dragon monsters You cannot place a monster on zones this card points to. (1) Once per turn, if a monster is Normal/Special Summoned to a zone this card points to: You can destroy 1 monster this card points to, and if you do, inflict 500 damage to your opponent. (2) When a card or effect that targets this card is activated (Quick Effect): You can Tribute 1 monster; negate that activation.
The placing a monster restriction was necessary because this card’s arrows would have made Extra Linking your opponent far too easy.
I don’t know any of the rulings involving this card and that makes it’s quality hard to judge.
It’s first effect could be ruled the same way as ‘U.A. Blockbacker’ and is a quick effect, which would make since because you cannot summon monsters to zones that it points to. If it’s not a quick effect then that effect is worthless.
If the first effect’s destruction is ruled the same way as ‘Decode Talker’s tributing then the fist effect is also worthless,
but if you can use the effect on your opponent’s turn and can destroy their monsters then it’s a good effect and makes this monster an actual threat to a large chunk of your opponent’s board.
The effect to negate cards that target this card is pretty good, but unlike ‘Decode Talker’ this card only protects itself and does not destroy the card that it negates, but it isn’t locked into only tributing cards that it points to.
This card’s pretty good as long as it’s ruled the way I think it is.
Hibernation Dragon Level 3 DARK Dragon Effect Monster ATK 600 DEF 1500 You can only use this card name’s (1) and (2) effects once per turn each. (1) If this card is Normal/Special Summoned: You can target 1 Level 4 or lower Dragon monster in your GY; add it to your hand. (2) During your turn, except during the turn this card was sent to the GY, if you do not control a Link Monster: You can banish this card from your GY, then target 1 DARK Dragon Link Monster in your GY; Special Summon it.
This card is a good card to summon off of ‘Gateway Dragon’ as it can recur monsters used for link materials.
The second effect is also pretty good for recovery if it’s later in the game and your board’s been outed you can summon back a ‘Borreload Dragon’ or ‘Borrelsword Dragon’ to turn the tide back in your favor.
I don’t know how viable this card is is ‘”Rokket”s which is the deck I see the most viability in, as it relies on things already being in your grave if you want to use it turn 1 and makes you wait a turn before you use it’s second effect.
Triggering Wurm Level 2 DARK Dragon Effect Monster ATK 600 DEF 600 You can only use this card name’s (1) and (2) effects once per turn each. (1) If this card is sent to the GY as a Link Material for a DARK Link Monster: You can Special Summon this card from your GY to your zone that Link Monster points to in Attack Position, but it cannot be used as a Link Material. (2) If this card is destroyed or banished by a Link Monster’s activated effect: Draw 1 card.
A ‘Dotscaper’ for DARK Dragon link summons isn’t bad, but not being able to use it for link summons after that makes it pretty much useless.
The second effect is bad. Your opponent is not going to do anything to this card as it does not pose a threat to them and wasting your own effects to destroy it just for a draw 1 isn’t great.
This card isn’t worth it.