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> Morphing Jar
King Dragun
post Nov 11 2006, 07:20 PM
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Morphing Jar

ATK: 700
DEF: 600
Type: Rock/Effect
Attribute: EARTH
Set Name: Tournament Pack Series 4
Card Num: TP4-002
Rarity: Super Rare

FLIP: Both you and your opponent discard all cards in your hands and draw 5 cards from your respective Decks.

Rulings
If there are fewer than 5 cards in the Deck of either player when this card's Flip Effect is activated, that player will lose the Duel, since the text of this card says "draw".

[Re: Desert Sunlight] If you have a face-up Flip Effect monster, you can activate "Desert Sunlight", and chain "Book of Moon", another "Desert Sunlight", and another "Book of Moon". When the chain resolves, you will flip the monster down, then up, then down, then back up. The Flip Effect activates twice, and they wait to create a new chain after the current one resolves. For example, if the Flip Effect monster is "Morphing Jar", its effect will activate twice in a chain, as Chain Link 1 and Chain Link 2, they resolve in reverse order, and both players will discard and draw 5 cards, then discard and draw 5 cards again.

[Re: Divine Wrath] Another example: if "D.D. Warrior Lady" attacks a face-down "Morphing Jar", and activates her effect to remove both cards from play, "D.D. Warrior Lady" is Step 2 because she has an optional effect, and "Morphing Jar" is Step 1 because its effect is mandatory. So "Divine Wrath" can be chained to the effect of "D.D. Warrior Lady" to negate its effect, but not to the effect of "Morphing Jar" to negate its effect.

[Re: Gravekeeper's Watcher] You cannot activate "Gravekeeper's Watcher" during the Damage Step (such as against a "Morphing Jar" that is flipped by an attack).
[Re: Gravekeeper's Watcher] When "Morphing Jar" is Flip Summoned, you may chain the effect of "Gravekeeper's Watcher", negating the Flip Effect of "Morphing Jar" and destroying it.

[Re: Magical Thorn] The effect of "Magical Thorn" is applied when the opponent discards during the End Phase to make their hand size 6, discarding for the cost of cards such as "Tribute to the Doomed", "Cost Down", or "Judgment of Anubis", and discarding for card effects such as "Delinquent Duo", "Confiscation", "Robbin' Goblin", "Morphing Jar" and "Mefist the Infernal General".
[Re: Magical Thorn] The effect of "Magical Thorn" inflicts damage after an effect resolves. So if the effect of "Morphing Jar" is activated, the damage will be dealt after the new cards are drawn. This means if your opponent has 100 Life Points, and you have "Magical Thorn" active on the field but only one card left in your Deck, you will lose the Duel before the effect of "Magical Thorn" can deal damage to reduce your opponent's Life Points to 0.

[Re: Night Assailant] "Night Assailant"'s effect activates when sent to the Graveyard by "Morphing Jar" or "Card Destruction".

[Re: Null and Void] You cannot chain "Null and Void" to "Disturbance Strategy", "Graceful Charity", "Card Destruction", "Morphing Jar", "Mind Wipe", "Dragged Down into the Grave", or "Reload".

[Re: Peten the Dark Clown] If "Peten the Dark Clown" is discarded because of "Morphing Jar" or "Card Destruction", the last thing that happened was that both players drew cards. So the effect of "Peten" does not activate.

[Re: Protector of the Sanctuary] Most cards that would cause the opponent to draw outside of the Draw Phase, such as "Card Destruction", cannot be activated, even by the controller of "Protector of the Sanctuary". However, effects that are forcibly activated, like "Morphing Jar", can be activated (but results may vary; see below).

[Re: Protector of the Sanctuary] If "Protector of the Sanctuary" is on the field, then Flip Effects like "Morphing Jar" will still activate because they must activate when the monster is flipped (whether it was Flip Summoned, flipped by an attack, or flipped by "Book of Taiyou", etc.).

[Re: Protector of the Sanctuary] If "Morphing Jar"'s effect activates, then both players discard their hands, but if you control "Protector of the Sanctuary", your opponent does not draw a new hand.
[Re: Regenerating Mummy] "Regenerating Mummy"'s effect will activate when sent to the Graveyard by the effect of "Morphing Jar" or "Card Destruction".

Right now that all of that is out of the way, I would like to personally give my overview of this sneaky little jar. Firstly you can't just shove a morphing jar into any old deck, this monster benefits and works better in some decks than others (Obviously works well in a dark world deck) but also in other decks where dumping monsters into the graveyard (such as treeborn frog and sacred phoenix) can be beneficial. The general idea of using this card is to neutralise the cards that each player owns. So the way to maximise this monsters potential is to have fewer cards than the opponent in your hand and to also have a more cards on the field than your opponent so that when/if you are successful of launching the jar's effect, you will have a greater number of cards than your opponent, therefore having an advantage against them. There are a few combo's that you can use with morphing jar such as discarding your own treeborn frog or phoenix, or dumping monsters into the graveyard for chimeratech overdragon or dark necrofear. These decks can definitely benefit from the use of morphing jar. Also you can combine morphing jar with appropriate or forced requisition for deadly results, the latter can result in the opponent having no cards in hand. However this is not easily pulled off...

Also you want to be wary when setting your morphing jar, it is true that you want to generally empty your hand as much as possible, however at times your opponent may be able to guess your face down morphing jar due to the fact you emptied your hand... So some situations it might be better to leave a card in your hand incase your opponent noblemans, or exiles your morphing jar then follows through with a heavy storm, the probability of this happening is not huge it can still happen. Also by doing this you might be able to deceive your opponent so that they won't try to empty thier hand too which will prove useful if you do pull the jar off. There is also a bit of a mental game that you can play with your opponent, by bluffing that you have a morphing jar face down. Ok I'm not saying that you should try to empty your hand and set a random face down monster, however in specific situations a good bluffer is able to manipulate the way thier opponent's think, therefore they are able to get the maximum benefit out of morphing jar.

Morphing jar is a very tactical card to use. You need to be a very experianced duelist to know when to set a morphing jar down. If your not careful it will be the opponent who will benefit from the effect of morphing jar. In some of my dueling experiances control decks are not the type of decks you would want to throw a morphing jar into because a control deck generally tries to conserve thier resources, therefore morphing jar would theoretically be less effective in a control deck. However agressive decks that like to do plenty of duel simplifications might find a use for a morphing jar to refresh his/her hand with a reload of 5 cards. However you will most likely be giving your opponent a lot of cards too due to the constant one for one trade offs. Decks which have a lot of cards that discard from the hand (like decks that run multiple copies of lightning vortex with diamond dude or decks which run phoenix wing wind blasts in a bounce control deck and of course dark world decks) can truly abuse morphing jar because generally speaking they should be burning resources in thier hands more often than the opponent. Normally this is considered to be very bad because a lack of cards will most likely lead you to losing the duel. This is where morphing jar comes in! After using a lightning vortex set your morphing jar and when it gets flipped you refresh your hand while your opponent will hopefully be a little upset that they lost some of thier resources to the card graveyard.

For competative play, during the first duel in a match, you should be able to figure out what kind of deck your opponent runs. If your opponent is running a deck out strategy, or is running sacred phoenix or dark world, after the first duel, you should throw morphing jar out into the side deck, because you will have an increased chance of helping your opponent out when you use morphing jar. I mean it is bad enough they also get to draw 5 cards but what if you forced them to discard a bunch of dark world monsters or a sacred nephythys or even vampire lord. You will be helping out your opponent more than yourself most of the time in these scenarios. So the smart duelist will know when to side out morphing jar during tournament play.

Finally for all of those bakura fans out there who perhaps like to run a bakura themed deck, don't forget to throw in morphing jar, trusted and loyal friend of bakura! Morphing jar has had a few anime appearances in the yugioh anime, but the only episodes I remember him being in was when bakura summoned him to ''take care of these insolent fools'' and he also used three of them against yugi which was quite cool to watch.

Well this is my first article so if it is really bad or something don't go pouncing on me like a pack of wolves or anything. Thanks and I hope you enjoyed my article.


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Sephiroth_BCR
post Nov 12 2006, 05:46 AM
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You cover the card decently...yet fall short in the competitive part.

Morphing Jar is essentially a sack card. Setting up for its use, especially in the current environment, is quite the feat. Hence the primary problem with Morphing Jar - consistency. You cannot guarentee that you will be handed a good hand, and your opponent a poor one.

The only deck that can really use Morphing Jar with any measure of consistency is Dark World, which generates on average a +2 off a Morphing Jar.

Personally, I dislike it. It rewards bad players for their misplays and enables them to come back from oblivion, which they shouldn't be able to do. I've seen far too many times in which I gain advantage on my opponent, only for them to flip Jar, and then sack me (usually via Stein brought out by Will after an Exiled or a Zaborg).

However, it is not that difficult to misplay with Jar, hence why it should not be banned - it is not consistent.


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King Dragun
post Nov 12 2006, 09:46 AM
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Agreed, as you said morphing jar is a risky card to play itself in the fact that you can't guarantee a good hand and your opponent a bad hand. Setting up for the jar itself is risky play especially if your opponent heeavy storms your back field then exiles your jar then your pretty much done for. It is a good card for the duelist who tends to burn out on their resources quickly and who needs a reload on cards in hand.

I see you don't like the jar because of the ability for it to turn a duel around from the five cards that each player draws out. If the morphing jar user is able to flip the jar on thier turn, they really should have the duel covered. As for coming back due to a morphing jar, there are alot more cheaper tactics being used like a variety of OTK decks which in my opinion is far cheaper than winning by flipping a morphing jar (unless they flip the jar then defeat you with cyber stein as you mentioned that is probably uber cheap).

You need to be a skilled duelist to know when to set your morphing jar down, to know when to try to get the maximum benefit from the amount of cards you own and also to attempt to conceal your morphing jar from your opponent. It would not be wise to search your deck for your morphing jar from sangan's effect, because then your opponent would know you would have a morphing jar in hand and they can prepare themselves for it. Unless you have a heavy storm in hand then you can trick your opponent quite nicely.

Personally I love morphing jar because it can dump fusion materials in my hand for king dragun/five headed dragon and at the same time giving me a new hand to work with. Plus after they banned cyber jar, I needed a new ''pet jar'' to throw into my deck and morphing jar happened to be that jar.


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