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                            Friday (Fun Pick 
                            Special) - Dark Snake Syndrome 
                              
                            PGD-087DARK SNAKE SYNDROME
 Continuous Magic
 Inflict Direct Damage to you and your opponent’s 
                            Life Points during each of your Standby Phases. The 
                            first damage begins at 200 points and is doubled 
                            following each of your Standby Phases.
 
                              
                            Obligatory Friday fun 
                            pick.  We're looking at one of the 
                            more...interesting burner cards. 
                              
                            If you're confused about 
                            the effect, it basically translates to this: 
                              
                            During your first 
                            Standby Phase that this guy is on the field, each 
                            player takes 200 damage.  The next of your Standby 
                            Phases, each player takes 400.  Each subsequent 
                            Standby Phase, it doubles (800, 1600, 3200, 6400, 
                            etc.) 
                              
                            In other words, it can 
                            make the game a tie by the 6th turn it's out.  3200 
                            and 6400 damage (heck, even 1600) is nothing to 
                            sneeze at. 
                              
                            There are two problems 
                            with this card: 
                              
                            1. It's vulnerable to 
                            M/T removal. - It's going to have to stay on the 
                            field for at least 4 turns for it to really cause 
                            problems.  Of course, if your opponent really wants 
                            to use M/T removal on this, let them.  There's 
                            always Magic Reflector if you really want to protect 
                            it... 
                              
                            2. The damage is kind of 
                            irregular. - In order to finish your opponent off on 
                            the 5th turn (3200 damage), you'd have to do at 
                            least 1800 damage to your opponent while having at 
                            least 6201 LP.  While not impossible to do (LP 
                            recovery, anyone?), it's iffy. 
                              
                            Believe it or not, 
                            there's a card that is similar to this in Magician's 
                            Force, but it's much more playable: 
                              
                            (Edo gets the 
                            translation credit yet again.) 
                              
                            302-040 (English 
                            number unknown) 
                            WAVE MOTION CANNON 
                            (English name unknown)Permanent Magic
 You may put this card into your Cemetery from the 
                            Field during your Main Phase.  Do 1000 damage to 
                            your opponent time the number of your Standby Phases 
                            that this card was on the Field after it was 
                            activated.
 
                              
                            While not bad, Dark 
                            Snake Syndrome doesn't work as well as Wave Motion 
                            Cannon does.  I already have a really evil deck idea 
                            for Wave Motion Cannon.  If anyone wants to see it, 
                            I'll post it in a column (maybe). 
                              
                            Standard:
                            2.5 
                              
                            If you build a deck 
                            around it, it's actually quite good.  The challenge 
                            is actually doing that.  Personally, it's too much 
                            effort, unless you can rack up damage on your 
                            opponent so quickly that they can get killed off by 
                            the 4th turn of this card, because you need to be 
                            careful that you won't get killed by it on the same 
                            turn, forcing a draw. 
                              
                            Draft: 
                            3.5 
                              
                            With M/T removal rare in 
                            Draft, being able to do a lot of damage in a short 
                            amount of time is actually an advantage.  Same rules 
                            apply about watching your LP. |