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Pojo's Yu-Gi-Oh Card of the Day

Snatch Steal

Card Number - MRL-036

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

Date Reviewed - 1.21.04

SomeGuy
Wednesday - Snatch Steal
 
Snatch Steal
Equip Spell
Take control of one of your opponent's face-up monsters. Your opponent gains 1000 Life Points at each of his/her Standby Phases.
MRL-036
Ultra Rare

Restriction: Restricted (1 per Deck)
 
Snatch Steal is known as one of the best late-game topdecks, but as well all know, it has many other situations where it's game breaking.
 
Whether it be Vampire Lord, Jinzo, Airknight Parshath, or Dark Ruler Ha Des, Snatch Steal makes all these Monsters, and more, easier to Summon. Monster-removal as well as Monster-aid in one card.
 
Lots of Turn 2 wins have resulted for this card. And for good reason. Not only are you giving a -1 Monster advantage to your opponent, you are giving a +1 Monster advantage to yourself. All for the price of one card.
 
There are several slight disadvantages in Snatch Steal. Obviously they include the Life Gain for your opponent, and the weakness to Spell/Trap removal. This is all necessary to keep the card balanced to some extent.
 
In Limited Snatch Steal shines even brighter. With the very little amounts of Spell/Trap removal, you could literally control one of your opponent's Monsters for the entire game. Always make sure that the Monster is worth using Snatch Steal on, you wouldn't want to take control of a weak Monster and then have your opponent gaining massive amounts of Life Points. Snatch Steal is a first pick every time in Draft.
 
Rating:
 
Constructed - 4/5
Limited - 4.5/5
f00b Wed 1.21.04 - Snatch Steal 

Equip Magic 
Take control of 1 of your opponent’s face-up monsters. Your opponent gains 1000 Life Points at each of his/her Standby Phases.


A card found in well, almost EVERY competitive tournament deck. Here’s why (It‘s pretty simple): 

Pros:
+Steal any monster any time 
+One of best top decks in the game, especially when losing. 
+A highly versatile card 

Cons (pretty nitpicky..):
-Equip magic means MST negates the effect…much worse than normal magic (you can run 3 mst but only 1 imperial, for instance) 
-It must be equipped, which means u can’t snatch a Gearfried or a Freed 
-Similarly, cards like blindly loyal goblin are unaffected by it 
-And, some archfiend cards have a dice-roll effect that can negate this 
- Opponent gains 1000 LP every standby phase 
-Has to target a face UP monster 

Combos:
*Age old combo. Snatch and Sack. Steal their monster to tribute for your higher level monster. 
*Play snatch on a face-up spirit reaper to kill it 
*Snatch, attack, then launch their monster with cannon soldier/catapult turtle 
*Snatch a jinzo, limiter removal, double the attack AND their monster dies…this is OLD school right here ^_~ 

Don’t let the number of “-”s that outweigh the “+”s mislead you. This card has only two purposes and to this extent it does them the BEST. There are just many ways to get around it, mind you they ARE pretty random. 

Either steal your opponent’s monster to get open shots at their life points, or combo snatch with a tribute monster for a “normal” summon feel. It’s pretty simple. Field control is a major part of the game, and snatch steal definitely will put an obstacle out there for your opponent to overcome. And the fact is that since it is equipment, it can be played around Imperial if you are tr1cky. ;-) 

Ratings:
Constructed - 4.5/5 I suppose it would only be unusable if your opponent…NEVER played a monster in attack mode…that’s about it 
Limited - 5/5 and worth every point. It’s simply BROKEN here. 

That makes THREE good CoTD card choices in a row! w00t!  

 

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