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

Into the Void
#TSHD-EN049 

Activate only if you have 3 or more cards in your hand. Draw 1 card. During the End Phase of this turn, discard all the cards in your hand.

Card Ratings
Traditional: 3.25
Advanced: 3.50 

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


Date Reviewed - June 21, 2010

Back to the main COTD Page

 

Dark Paladin

Monday
 
After a few weeks off, I have returned.  I went on a pretty spontaneous and random vacation, visited some family, other friends, but we're back to the grind now.  Into the Void opens the week, as we're pretty much looking at fillers from The Shining Darkness.
 
Into the Void is a Normal Magic Card that lets you Draw one card, so long as you all ready hold three or more cards.  Then, during the End Phase you discard all the cards in your Hand.  The discard isn't the most appealing thing in the world, but if you play them all, that isn't a problem.  Kinda like how we use to circumvent Mirage of Nightmare.
 
It does have an upside though if you're playing Infernity, or maybe even Dark World or something, but outside of those Decks, I don't really see a use for this card.  Lightsworn might get a kick out of it too I guess.
 
Ratings:
 
3.5/5 for the Decks mentioned above
 
1.5/5 for elsewhere
 
Art:  3/5


Freeza
Into the Void ...
 
This is a pretty cool spell as it works very well with Infernity as well as ... *gasp* ... Dark World???
It will flush your hand, and then some! Activate if you have 3 or more cards in your hand. The standard basis of success in Yu-Gi-oh is the management and abundance of resources - hence the reason that decks with massive draw engines are usually so successful. U load your hand and field with options. Then along came the Infernity deck which totally broke that game mechanic to bits, by necessitating having NO hand in order to kick ass. Into the void makes the best of both ideals. Every deck needs access to resources in order to work. Even Infernity. Infernities just can't have them loading up their hand. Phantom Hand is often employed to help smooth this out, but being a permanent trap, it's very vulnerable to destruction, leaving your hand loaded again the next turn ur cards come back. If your hand is ever more than u can bear (3 or more), not only do u get a free draw from Into the Void, but then u can manage your hand as u choose - setting and summoning - and then let whatever else go to the graveyard. Usually monsters that u can later recycle with the Necromancer or Launcher.
 
This card is brilliant for an opening turn play, but as u can imagine, loses some utility as it gets later into the game, where chances are, if ur playing the Infernities well, u won't ever have 3+ cards in hand again in order to activate it. But still ... It's worth it to play at least 1 of these.
 
And as for Dark World? - It may be a virtually forgotten deck type by Konami as they haven't added a new monster to their roster in YEARS, even though we still get Gravekeepers, Koa'ki Meirus, and now what? Amazonesses again?? Anyway, even without monster support, this is a great piece of spell support as its almost a 1 sided Card Destruction which doesn't have u fill your hand up with whatever u lost. Too bad it only activates at the end of your turn, so u can't swarm as effectively when discarding a hand full of DW monsters, but i'm sure there's a Dark World Infernity hybrid out there that is just LOVING this spell.
 
Traditional: 3/5
Advanced: 3.5/5
 
- FREEZA

Otaku

We start the week off with Into the Void.  This is an interesting draw card that should see play in a few decks, but certainly not all of them.  It requires you have three cards in hand (you do get to count it, so just two others besides it) in order to activate it.  You then draw… one card.  If that was it, it’d be close to pointless, only used to pad out your deck to 40 cards if you managed an insanely efficient smaller deck.  Fortunately, the “downside” of the card is actually the real effect: drawing just keeps it from being a total waste.  The real effect is you discard your hand during your End Phase.  This can be good in many decks, but is best for Infernity, Fabled, and Darkworld decks, as it will let you clear out your hand while enabling the effects those decks are built on.  If top-decking wasn’t so dangerous, I’d almost consider it for Chaos in general.  In fact, that’s a potential hazard even for the decks it works in (and they often have other alternatives available).

 

Ratings (for Infernity and other specialized decks)

 

Traditional: 3/5

 

Advanced: 4/5


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