Continuous Magic
When you play this card, declare the name of 1 card.
As long as this card remains on the field, the
declared card cannot be played. The cards which are
already on the field before this card's activation
are excluded.
Card Ratings
Traditional: 2.00
Advanced:
3.00
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 07.03.06
ExMinion OfDarkness
Monday:
Prohibition
An old, outdated card gets a new use.
Prohibition used to be many players' side deck card
of choice when it came to dealing with the unknown
-- they'd lose to something crazy in Duel 1, and
then Prohibit it in Duel 2. But with the extra
Spell/Trap removal being run in the form of Mobius/Breaker
and the use of more Dusts since Prohibition came
out, it's fallen by the wayside.
However, there's one big use Prohibition can see in
today's competitive game -- in the side deck of
Cyber-Stein One Turn Kill. Think about it -- most
players are packing 2 or even 3 Kuriboh in their
side decks to deal with the one-shot damage a
Stein'd Cyber Twin/End Dragon can deal. It doesn't
matter HOW many Kuribohs they have, they're all
useless. There are other options, but they may not
do the trick as well. Confiscation? A great answer
to all, except life points will be scarce after the
Stein payment, and Confiscation just makes it
harder. D. D. Designator? Okay, but still only nabs
one Kuriboh if you're right, and you may not have
the extra card to be able to remove to activate it
-- the Stein or the other card may be the only draw
you could hit to win (as seen in the Lucksack-Stein
of the Canadian National Championship finals.)
Hopefully, Cyber-Stein WON'T be banned or limited,
and we'll live to see a day where a player with 3
Kuribohs gets Prohibitioned FTL.
1/5 Traditional
2.5/5 Advanced - Side deck (Solemn's still better
for most things...)
Prohibition , so I’ve heard is on the up rise from
obscurity. Something about an infamous combo with
everyone‘s favourite landmark, Big Ben, aka that
Clock tower thing we all ripped apart the other
week.
Prohibition is a very simple concept to grasp. Fear
a particular card? Well play this and then say it
loud and say it proud and the card cannot be played
as long as this is face up, so presumably this falls
under the category of Dust Tornado, Heavy storm and
Mystical Space typhoon. Which of course still leaves
Breaker. There in lies the flaw with this card, but
strategically it can be quite good.
Say your deck crumbles to a particular card, or the
opponent presents a card that could pose a problem,
simply side in a copy of this and nail the strategy
for the time being. If the opponent relies on that
card, e.g. Final Countdown , they are then stumped
for the time being, and are forced to waste the
precious S/T removal available just to get past it,
not bad.
My other COTD reviews will probably all be talking
about the cool deck this fits in, I don’t know much
about this deck, but I know how this works
generally, and I suppose its not that bad.
Traditional ;1/5 So much to fear here.
Advanced : 3/5 Not bad
Art : 2/5 Humble
MPS ; 2.5/5 Card that name others are rare and
should be cherished.
Today we look at a very old card from way back in
the days of Phaoroh's Servant. I'm referring to
Prohibition. Prohibition is a very interesting
Continuous Magic card.
When used, you declare the name of any one card you
see fit, then, neither you or your opponent can play
the card. So, if you know what kind of deck your
opponent runs, you can shut down their strategy, as
long as it doesn't come back to bite you in the ass.
Prohibition is a good side deck choice I believe,
but I don't think it has that much of a place in a
main-deck. It's continuous as stated, so vulnerable
to all that jive.
I've always rather liked Prohibition for against
combo decks. "So, you're playing a Last Turn deck,
are you?
Any spell/trap destruction? No. Well, I play
Prohibition, calling Last Turn. You've scooped? Oh,
you don't use Self-Destruct Button. Oh dear."
However, it isn't a surefire method. To use this
card effectively, you have to know the one card that
the deck relies on, you can only really use it
against decks without s/t removal, and you actually
have to draw it, which isn't that likely. Otherwise,
it just delays the inevitable. It's just that
against combo decks it might delay it far enough.