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

Astral Barrier

Card Number - RDS-059

Card Ratings
Traditional: 1.38
Advanced: 1.84

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


Date Reviewed - 05.12.05

 

ExMinion OfDarkness
Thursday:
Astral Barrier

Now this thing should have seen some use.

This trap lets you take shots instead of your monsters. I can think of a couple key spots in which this card could be used (but probably never will):

BLS is about to attack a monster, then you -- make the first attack on you, save your monster, save the second attack. You still take 3,000, but that's better than taking 4,500 and losing a monster.

Last Turn -- if it wasn't for Wall being so perfect this would see play. Heck, I could even see this in a LT side-deck if you need to protect Jowls of Dark Demise or Rafflesia Seduction until you get LT.

Saving your Tribe, Exiled, or some other monster so that you can use its effect the next turn to get rid of the threat.


The big combo no one ever plays:

Astral Barrier + Spirit Barrier

Spirit Barrier makes it so you take no damage from battle while you have a monster on the field, and Astral Barrier directs attacks to you -- where they'd do nothing. Again, keeping two continuous cards on the field where everyone has Heavy Storm and MST mained, and Mobius, Dust Tornado, and Chiron the Mage sided...but if you know an opponent has very few M/T killers in his deck this would be quite funny to pull.

Traditional: 1/5
Advanced: 2.25/5

Lord
Tranorix
Astral Barrier

This card is fairly interesting, good when combined with some others but not too great alone. It’s a Continuous Trap, probably the most vulnerable kind of card out there, and its effect is only debatably useful.

If you want to protect a certain monster, then by all means, consider Astral Barrier (though I’d recommend many stall cards before recommending this). This card’s TRUE potential is unleashed when you use it with Spirit Barrier, which would essentially prevent your opponent from harming you with attacks.

Aside from that…use something like Threatening Roar if you need to save a monster. It may only last for one turn, but it’ll at least prevent you from taking major Life Point damage.

Traditional – CCCC: 2/5
Traditional – Stall Deck (WITH Spirit Barrier): 3.5/5
Advanced – CCWC: 2/5
Advanced – Stall Deck (WITH Spirit Barrier): 4/5
OVERALL RATING: 2.9/5
Snapper Astral Barrier

Today’s card is Astral Barrier, a Trap that I guess makes the game of YGO similar to the game Magic: the Gathering.

While AB is active, whenever an opponent’s monster attacks one of your own you can make the attack a direct attack to your Life Points. Now, I really don’t see much use to this card save a few combos. In fact, there isn’t much use to AB save these few combos. So why don’t we skip ahead to these said card mixes, eh?

AB works well with Spirit Barrier, which will stop you from losing monsters or Life Points in battle, assuming you have a monster on your side of the field. Inferno Tempest also works well with AB. Since Inferno Tempest requires the loss of 3000 Life Points in one attack, AB can help you out by redirecting the attack of the ever popular BLS to you.

Except for the above combos, there really isn’t a reason to use AB. Ever.
Unless I’m not thinking out of the box (again), the AB shall be labeled almost always useless by me.

Advanced: 1/5. Apparently 1 is the lowest score we’re allowed to give a card…
Traditional: 1/5. See Advanced.
Overall: 1/5.
Art: 3/5. The artwork on this card doesn’t really make sense. Obviously the green guy is the controller of the monster with the shield, but they look exactly the same!
Dark Paladin Thursday

Astral Barrier

If a monster on your opponent's side of the field attacks one of your monsters, you can make the attack a direct attack to your lifepoints.

Well, if you really, really, really, REALLY needed to save a monster, I suppose it could be a decent option.

Astral Barrier
Threatening Roar
Waboku
Hallowed Life Barrier

These cards are all great options for decks who needed a little defense, and all these cards are even better for tribute heavy decks.

Protecting your monsters for even just a mere extra turn is a great thing especially for tribute heavy decks. Monster Gate is another good card that combos well with them also.

Sorry to be short again, truely, but I see little purpose in these cards.

Ratings:

Traditional: 1.5/5
Traditional Tribute Heavy Deck: 2.8/5
Advanced: 2.1/5
Advanced Tribute Heavy Deck: 3.3/5

Overall Rating: 2.75/5

Art: 2.5/5 I'm sadly, STILL not impressed with the art.

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