monster equipped with this card cannot change its
Battle Position or attack, and has its ATK decreased
by 300 points. If the equipped monster is destroyed,
select 1 monster on the field and equip this card to
Type - Spell
Card Number - RDS-EN042
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 11.02.06
Okay...continuing with the theme of "you can't
This card doesn't create many heavily advantageous
situations on its own. Although it could get
equipped multiple times in more aggressive formats
such as this one, it may not actually DO much.
By equipping this to something, you stop it from
attacking and it goes -300 ATK. The only way I see
it actually generating advantage is if you get to
run over something SPECIFICALLY because of that 300,
and then do so again later.
The bad things:
*Spirit Reaper is limited to 1, so you no longer
have the "Equip to Reaper, it dies, equip to another
Reaper, it dies, equip to your opponent's real
monster and kill it."
*It has to equip to one of YOUR monsters if your
opponent doesn't have any.
*Same problem with Ekibyo -- if you Tribute the
monster, Flint just dies and doesn't come back. And
there are a good few ways to Tribute off your
There's no longer enough reason to play it. Throw it
into the bulk rares pile, take your 8.33 points for
it, and find something better.
A keepsake monsters just can't bear to part with.
This is another stall card that doesn't have an
obvious deck. It stops monsters from attacking, so
it should be in a stall/slow control deck. However,
you get the most use out of it by attacking the
equipped monster (while your opponent controls
another face-up monster). As such, it is a tad
mismatched and is unlikely to be played (mostly
because one Level Limit Area B locks out all the
monsters instead of just one).
Share and enjoy,
It can be annoying but the same statement I've used
all week holds true, Smashing Ground is better.
Negating an attack or reducing attack points are ok
but ridding the threat is much better.
Unless you attach this to a spirit reaper you will
Flint is another card I like , much like yesterdays,
and pretty much an improvement on the effect of
Archfiend of Gilfer.
Similarly to the effect of yesterday’s card, this
one prevents attacks from an equipped monster. It
also reduces the attack of the monster by 300 which
can really put a downer on an ‘unsurpassable’ Cyber
If this monster is then destroyed, re -equip this to
something else. That’s pretty cool I think, but the
only downside is that this isn’t optional. Play this
card wisely otherwise you’ll be forced to nail your
own monster with it, still not bad if you use it
wisely, perfect for nailing reapers.
Also, if the monster’s tributed this card doesn’t
resurface again, which sucks.
Traditional : 1/5
Advanced ; 3/5
Art ; 2/5 Some sort of chain thing…
MPS ; 4/5 I like stuff like this.
Constructed - Just Like yesterday's card, I think
this is a good card to use
for Magnivore deck's. It's a sorcery so it speed's
Magnivore up in power. A good card. Great first turn
drop. Worth the wait for one blue. This is the
closest we will come to Ancestral Recall for a long
time or maybe ever. Who know's.
Casual - Every player love's to draw extra cards and
if you say you don't, your a lair! Waiting for a few
turns to get this out is no big thing because in the
end you net yourself 3 card's.
Limited - I would first pick this because card
advantage is key in limited.
Of course it is in other format's as well, but
getting that few extra card's
could mean life or death. When that last counter
come's off you get four card's, 3 from card and 1
for draw step, that could get you that one kill
spell you need or that huge bomb that will turn the
game. Get it first!
Constructed - 4.0
Casual - 4.0
Limited - 5
Hey everyone! How is everyone today?
Today’s Card of the Day is Flint.
Another one of my famous “Personal Favorites”, Flint
is a card that can really be the most annoying thing
you’ve ever faced. You equip it to a monster, reduce
it’s ATK by 300, and then prevent from changing
Battle Position or attacking. Once that monster is
destroyed in anyway, Flint “jumps” to another
monster and repeats it all over again.
Why is this so amazing? Well, it’s a
card that prevents your opponent from accomplishing
one of the fundamental goals required to win a game:
Attack to reduce your opponent’s Life Points to 0.
Very simple, Flint gives you power over your
opponent’s monsters. It gives you time to deal with
the monster on your own terms.
You can setup some nice tricks on
your opponent with Flint and dictate the terms of
combat. Just keep Flint on the field and you’ll have
some pretty nice control over what your opponent
There are two instances where Flint
won’t equip itself to another target as a result of
you or your opponent’s actions:
You or your
opponent Tribute the monster that Flint
is equipped to.
You or your
opponent destroys the equipped Flint by an
effect that destroys a Spell or Trap.
The first example happen A LOT this
format, considering the high number of Tribute in
the typical Monarch deck.
I like this card and it’s pretty
tricky. This game is slowly evolving into a game
where we have to make the most out of what cards we
have available to us. It’s up to us to make new
cards & strategies work.
E-mail me any decks you readers
may have to:
firstname.lastname@example.org. I don’t care if those
decks are ‘cookie-cutter’ or not. I DO fix or
comment on decks, but please be patient as I get
quite a few e-mails daily. I have a 2 week maximum
waiting time for a reply to an email. This gives me
time to completely focus on your e-mail and give you
the best response. I am responding to e-mails in the
order they come. The sooner you e-mail me, the
sooner I can get to your deck or answer your
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