Crystal Miracle
Crystal Miracle

Crystal Miracle – #SDCB-EN033

When a Spell/Trap Card, or monster effect, is activated: Destroy 1 “Crystal Beast” card you control, and if you do, negate that activation, and if you do that, destroy that card. If a “Crystal Beast” card(s) is placed in your Spell & Trap Zone while this card is in your GY, even during the Damage Step: You can banish this card; place 1 “Crystal Beast” monster from your hand, Deck, or GY, face-up in your Spell & Trap Zone as a Continuous Spell. You can only use this effect of “Crystal Miracle” once per turn.

Date Reviewed:  November 30th, 2022

Rating: 3.17

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,

Crystal Miracle is the archetype Counter Trap negation every archetype has nowadays.

Negate and destroy any card/effect kind of Counter Trap, and all you have to do is destroy a Crystal Beast you control, which includes in the Spell/Trap Zone. If you destroy a Crystal Beast it will be going to the Spell/Trap Zone, which can trigger Crystal Miracle’s second effect while it is in the grave. With no monsters able to negate anything, Crystal Beasts have been in desperate need of some negation power. While they still don’t have it in monster form, they at least now have a Counter Trap to do the dirty work.

Banish Crystal Miracle to do a Sapphire Pegasus. Easy way to get a Crystal Beast you don’t want to draw onto the field where it can be useful to the strategy, or get to something like Sapphire Pegasus or Crystal Beast Rainbow Dragon.

The negation is the most important thing this card has. While it is a 2-for-1, it is at least a 2-for-1 that works with your strategy. You could still run Solemn Judgment to get the same type of effect, but there still is that ability Crystal Miracle has to get another Crystal Beast into the Spell/Trap Zone from the Deck.

Lets be honest, it’s a miracle Crystal Beast got an archetype Counter Trap negate card.

Advanced-3/5     Art-3.5/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

Now we look at an actual Crystal Spell/Trap for the archetype by looking at Crystal Miracle.

Crystal Miracle is a Counter Trap that when a Spell/Trap Card or monster effect is activated, you can destroy a Crystal Beast card you control to negate the activation and destroy that card. Basically Infernity Barrier for Crystal Beasts, which is nice since you can use both the Crystal Beasts in the Monster Zone or the Spell & Trap Zone for the negation, nearly ensuring the card is live. Second effect triggers in the graveyard if a Crystal Beast card(s) is placed in the Spell & Trap Zone, even during the Damage Step, letting you banish this card from the graveyard to place a Crystal Beast from your hand, Deck, or graveyard into the Spell & Trap Zone, getting you to another name for Rainbow Dragon and friends. Second effect is a hard once per turn, but you can negate all you need with multiple copies. It’s a nice form of negation that Crystal Beasts have always lacked, and it’s easy to search. A pretty worthwhile card for the archetype.

Advanced Rating: 3.25/5

Art: 4/5 I wonder if Sapphire Pegasus placed all those Crystal Beasts there. No love for Cobalt Eagle here.


Dark Paladin's Avatar
Alex
Searcy

Crystal Miracle is a Counter Trap (the best type of Trap) and an interesting one at that.  When the Effect of a Monster, Magic, or Trap card is activate, you destroy a Crystal Beast you control, and if successful, the activation of the Effect is negated, and if negation is successful, you destroy the card.  That seems good on paper, and I know there are a lot of patterned chain Effects like this in various cards that do the IF you do A and IF you do B you gain A/B/C but it’s always a bit troubling that if you lose part of the chain, you give up nothing, and potentially lose at least 2 cards.  (This and the Monster you destroy).  And even if you’re successful, you’re still going -1.  (Again, this card and your Monster).  If a Crystal Beast is(are) place in your M/T Zone, Damage Step even applies here again) you get to place a Beast in your M/T Zone (similar to yesterday) as long as this card resides in your Grave and by removing it from play.  Card may come from your Hand, Deck, or Grave, and must be placed face-up.  The latter Effect is more worthwhile here, in my opinion, even if the other side potentially negates.  Remember, that’s not a guarantee.

Rating:  3.25/5

Art:  3/5  I’m not sure what I wanted here, but for a card with Miracle in its name, this is rather underwhelming.  


Mighty Vee
Mighty
Vee

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