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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
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Number 68: Sanaphond the Sky Prison
- #CT14-EN008
2 Level 8 monsters
Gains 100 ATK and DEF for each monster in the GYs. Once per turn: You can detach 1 material from this card; until the end of your opponent's next turn, this card cannot be destroyed by card effects, also neither player can Special Summon monsters from the GYs.
Card Rating
Advanced:
3.25
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Date Reviewed: September 13, 2017
Back to the main COTD
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Warlockblitz
YouTube |
For Rank 8 toolboxes, Sanaphond the Sky Prison is
a good Extra Deck addition. Number 68 is a Rank 8
Dark Rock-type XYZ Monster with 2100 Atk and 2700
Def. It's completely generic, only requiring 2 Level
8 monsters. It also gains 100 Atk points per monster
in the graveyards. It has a lot of potential to get
very strong, but high Atk isn't really enough. At
the cost of a material (and the gain of another 100
Atk points), Number 68 also becomes immune to
destruction by card effects and shuts out both
players from Special Summoning monsters from the
grave. This can stop a few decks in their tracks,
but not Paleozoics. So if you're playing a deck that
summons Rank 8, throw one Sanaphond into the Extra
Deck in case you come against Lightsworns or
something like that.
Score: 3.75/5
Art: 4/5
-WarlockBlitz
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Crunch$G |
Number 68: Sanaphond the Sky Prison:
We got two new Numbers in the Mega Tins, cause we
couldn't have all 4 of them in Battles of Legend for
some reason. Number 41 and Number 89 would of been
the better promo choices, but one is a prize card
now and we don't know when we will see the other.
Even Number 29 could of been cool. I feel we got the
worst of the two Numbers from the OCG Collectors
Pack in our tins and we review one of them today,
Number 68: Sanaphond the Sky Prison.
Sanaphond is a Rank 8 that requires two Level 8
monsters, easy in a Rank 8 deck. Sanaphond also
gains 100 ATK and DEF for each monster in the GYs,
so he can be very strong later in the game. Once per
turn, you can detach an XYZ material from this card
to prevent this card from being destroyed by card
effects and prevent special summoning from the GYs
until the end of your opponents next turn. Graveyard
reviving is powerful, so shutting that down can be
detrimental, also the protection from destruction
effects is nice, but there are Kaijus for that.
I said this was one of the worse Number Monsters
from the Collectors Pack, but this one is still
pretty good. There are better Rank 8s, but you can
play him if you have room.
Advanced Rating: 3/5
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Syn |
Todays card of the day is Number 68:
Sanaphond the Sky Prison, a rank 8 dark rock Xyz
with 2100 attack and 2700 defence. Sanaphond needs
any two level 8 monsters as material.
Now Sanaphond has a pair of effects, but are more
closely related to the card's name in the OCG.
Firstly, Sanaphond gains 100 attack and defence for
each monster in either players grave. It's more of a
defencive wall than something to go aggressive with.
By detaching a material, Sanaphond's second effect
prevents itself from being destroyed and preventing
any monster from being special summoned from the
grave until the end of your opponent's next turn.
It's a good generic protection effect, but on a rank
8 monster, it may not be that useful.
Sanadphond hasn't found its niche use yet and is
just waiting for players to make full use of its
effects.
Advanced 3/5
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Alex Searcy |
Number 68: Sanaphond Sky Prison is our midweek
card. Dark ,Rank 8 (generic two Level 8 Monster XYZ
requirement) Rock (supported well but often
overlooked) and 2100 attack (low) with 2700 defense.
So first off, you gain 100 attack and defense for
each Monster in either Graveyard. That's minimal,
but should make this guy contend a little better.
3000 attack or higher shouldn't be too hard to
achieve, and late game, this guy could be huge. But
he's likely coming out mid game I figure. The higher
the attack, the better, as this card can (once per
turn) detach an XYZ material to prevent it from
being destroyed by card effects, meaning your
opponent will HAVE to attack it to rid the Field of
its presence. Said effect is in place until the end
of your opponent's next turn. Both players are also
unable to Special Summon from their Graveyards while
said effect is activated. I like this card too, and
while I do find it a bit situational, it can easily
work in your favor. I don't see him winning games on
his own, but the right cards can make this easier
for you. He's fairly splashable, and generic enough
too.
Rating: 3.25/5
Art: 5/5
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