Amaze Attraction Cyclo-Coaster
Amaze Attraction Cyclo-Coaster

Amaze Attraction Cyclo-Coaster – #LIOV-EN071

Target 1 “Amazement” monster you control or 1 face-up monster your opponent controls; equip this card to it. You can activate the following effect, based on which player controls the equipped monster;
● You: Target 1 Spell/Trap your opponent controls; send both it and this card to the GY.
● Your opponent: Add 1 “Amazement” monster from your Deck to your hand, and if you do, send this card to the GY.
You can only use this effect of “Amaze Attraction Cyclo-Coaster” once per turn.

Date Reviewed:  June 29th, 2021

Rating: 3.67

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:


KoL's Avatar
King of
Lullaby

Hello Pojo Fans,

Amaze Attraction Cyclo-Coaster is the first of the many traps in the Amazement archetype that we will look at.

Like all “Attraction” trap cards, Cyclo-Coaster has two effects depending on who it is attached to. Only face-up monsters your opponent has or an Amazement monster you have can be equipped with this. A 1-for-1 spell/trap destruction if you attach Cyclo-Coaster to an Amazement you have, making it like Dust Tornado without the set ability. While attached to your opponent you get a monster search for the archetype for this card, another 1-for-1. Depending on your situation in the game either could be better than the other. Because it is Quick-Like, attaching it to your Amazement monster can have it locked and ready to take out an opponents spell/trap during their turn. The spell/trap destruction effect is predicated on you having an Amazement monster available and with Amazement Administrator Arlekino and yesterdays monster: Amazement Attendant Comica being two of the best monsters so far in the archetype, they may end up being the only ones you run in a playset. With the amount of traps this archetype plays, searching Amazement Administrator Arlekino during your opponents turn only to summon him the same turn may turn out to be the best play you can make with Cyclo-Coaster.

Cyclo-Coaster can get you a search or a spell/trap destruction, and with ways to move this card (and any other “Attraction” trap cards) within the archetype, it may not be hard to equip this to an opponent only to switch it to your monster and get the different effect. Still a 1-for-1 regardless and a good one.

Advanced-3.5/5    Art-3.5/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

The first of two Traps we’ll look at this week, and one of the two key Traps of the archetype, is mainly going to be used as a searcher: Amaze Attraction Cyclo-Coaster.

Cyclo-Coaster is a Normal Trap that can equip to an Amazement monster you control or any monster the opponent controls, then the effect this card has depends on the owner of the equipped monster. If it’s your monster this is equipped to, you can target a Spell/Trap the opponent controls to send both it and this card to the graveyard. Backrow removal overall is fine to access, especially having in-archetype ways to do such since cards like Mystical Space Typhoon, Twin Twisters, or Harpie’s Feather Duster aren’t reliably searchable. If it’s equipped to an opponent’s monster, you can add any Amazement monster from the Deck to the hand and then send this card to the graveyard. Another searcher for your monsters outside of Amazing Time Ticket is fine, especially if you want to use this on the opponent’s turn since Time Ticket forces you to set an Attraction Trap from Deck if you’re using it on the opponent’s turn, so this is a way to get to your boss monster. You can only use the effect of Amaze Attraction Cyclo-Coaster once per turn, and in this case it means you can’t use 2 Coasters to get both effects by equipping to your monster and your opponent’s monster. That’s unfortunate, but it is what it is. The card still adds some more consistency to the Deck alongside Time Ticket, and having backrow removal if you need instead is still good. 3 is perfect still if you use 3 Comica and 3 of the boss, but 2 is fine when you’re going a bit smaller on the monster side of things.

Advanced Rating: 4/5

Art: 4.5/5 Not a rollercoaster fan, but if I was, I’d like to ride one themed around Sacred Phoenix of Nephthys.


Dark Paladin's Avatar
Alex
Searcy

This thing is just fun to say:  Amaze Attraction Cyclo-Coaster (I want to ride all the Cyclo Coasters).  Normal Trap here with an Effect varying on the belonging of the Monster of the player of whom you Equip this to.  If you Equip this to your Monster, you Target a Magic/Trap of your opponent’s, and it goes to the Graveyard, along with this card.  Which would make this, at least initially, a 1-for-1.  Any Effect(s) that may have come from this being added to a Monster (so separately) or anything that may come as a result of a chain, but ignoring any of that, this card to rid the Field of an opponent’s card too.  Nice enough, if only for a premise, and more cards can easily be used by both players as a result too, so advantage can certainly be gained here.  Putting this on an opponent’s Monster seems to be the better Effect, as instead of destroying a Magic/Trap potentially (which can/will be useful too) you get an ‘Amazement’ Monster of your choice from your Deck.  This card still goes to the Graveyard by its Effect after that as well.  Once per Turn clause in Text here keeps this from being able to be too broken open all at once, which is a bummer, but I suppose necessary.

Rating:  3.5/5

Art:  4/5  It looks like a hell of a ride!


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