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

Deck Lockdown

Card Number - LODT-EN060

[Continuous Spell Card]
Neither player can add cards to their hand except by drawing them, and cannot Special Summon monsters from the Deck. Destroy this card during your 2nd Standby Phase after activation.

Card Ratings
Traditional: 3.00
Advanced: 3.17 

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


Date Reviewed - 06.18.08

 

Dark Paladin

Wednesday

 

For the mid-week, we have another Magic card, that is not as simple as the previous two this week, Deck Lockdown, a card that I'm really quite fond of, and I'm not even entirely sure why. 

 

Deck Lockdown prevents anyone from adding cards to their Hand except during their Draw Phase.  This could be absolutely crippling, depending on what phase your game is in (early, mid, or late) and also depending on the flow of the Duel and which player it may be favoring.

 

Furthermore, neither player can Special Summon monsters from their Decks.  This effect isn't as useful as the previous one, but it can still help.  Obviously, neither one of these effects should be that much of a burden to the player using the card.

 

Deck Lockdown, for now, at least, is a very average card.  Some Decks would be able to capitalize on this, while others would see it as garbage.  Just wait for someone to unlock the card...no pun intended.

 

Ratings:

 

3/5 all around, for reasons listed above.

 

Art;  4.5/5  Impressive


Creator
OfThePoint
System
Wednesday:
Deck Lockdown

This one's really interesting.  Deck Lockdown looks like a -1 like Swords of Revealing Light at first glance, but it can be really useful.  No deck searches and no Special Summons.  The first thing that should come to everyone's mind is Gladiator Beasts.  Every single effect that deck has is based on Special Summoning something from the Deck, and being able to thwart that deck for a couple turns is powerful.  A great side deck card against that particular theme.

Even if it's not G-Beasts you're worried about, other monsters can be shut down also -- Tomato, Sangan, GK Spy...odds are an opponent will have something that's affected by this.  I'd only dedicate side slots to it in a GB-infested area, but it's definitely something to consider.  You only have to negate one opposing effect to have this card pay for itself, and if your opponent has a deck searcher face-up, you can just plop this down, kill their searcher, and suddenly you're even in the card count again.

3.25/5
General Zorpa Deck Lockdown
 
Well here is a good card, getting featured in several Warrior toolbox strategies to slow down other decks. However, it also works well in Lightsworn, as they just discard the deck rather than sift or search through it. Neither player can special summon from the deck or add cards from their deck to their hand outside of the draw phase. This just kills DAD and Gladiators, so it might be side deck worthy in slower decks.
 
Even burn decks could use this, so that those outs to your lockdown cards come slower for your opponent. It is an interesting card, and I have yet to see anyone play it truly successfully, but I would love to see someone try.
 
Traditional-3/5
Advanced-3/5
Narchais

Deck Lockdown

 

I try to avoid dealing in the "same old thing" as whats going on right now, so I hope I can be forgiven if I opt out of the cards that you know what everyone is going to say about them. That, and Lightsworns just aren't my thing. >.>

 

Anyway, today is Deck Lockdown. For two turns, both decks become sacred.  Its... a powerful effect, to be certain. Disabling all of the powerful draw engines running around these days, even if only for a couple of turns, can cripple your opponent if you can capitalize on it. As for disabling summons from the deck, you've successfully nuked Searchers and Gladiator Beasts entirely.

 

So wait... this card is effective against both DAD draw power and GB summon power? Whoa.

 

Now then, a little honesty. This card falls under the MAD category: Mutually Assured Destruction. Now granted, its self destruction occurs during your standby phase (awesome) and can be activated at any time during your main phase (also awesome). This means you can prepare accordingly before you drop the bomb, and you'll be the first one to get a chance to clean up afterwards. Excellent.

 

Now, I'll admit I'm a little sad. Despite this card's power against things like GB and DAD, I doubt it'll even see use as a sidedeck card. Its MAD effect is going to turn people away from it, but I say give it a shot. Sided in against Gladiator Beasts gives you two turns to turn the situation around... and shouldn't that be enough?

 

Side it. You'll thank me.

 

Traditional: 2/5 (Pot, Graceful are most of the draw cards you'll see. Harpie's Feather Duster is added to its problems.)

Advanced: 4/5 (A sidedeck card that can find uses against plenty of suspects.)

Pwii

Continuing on not-really-a-theme-week-unless-you-count-it-as-half-lightsworn-week week, we have a neat card that totally destroys any chance of gadgets coming back.

If upperdeck isn't going to ban/limit Dad, then the perfect soloution is to bring gadgets back. It would be nice to bring them back anyways, but this totally kills that chance. As an individual card, you should side deck it as main decking it would be a waste of space. I'd have this handy in 2s, just in case of DDT or something.

3.5/5 trad. 

3/5 adv.

Devin
Djuricin

Wednesday

Deck Lockdown

Recently I pulled this card from a pack and it caught my interest, basically it has 2 main aspects one it can stop the opponent from adding cards from their deck to their hand. For example: Reinforcement of the Army, and all Gadgets. Secondly it has the ability to stop either player from special summoning from the deck, so basically it shuts down Gladiator Beasts.
I was really impressed by this card at first glance and instantly started looking for room in my side deck. However its last line of text makes this card subpar, by which it is destroyed during your second standby phase after activation.
This really hurts the playability of the card.

Traditional: 1/5

Advanced: 3/5


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