Date Reviewed: August 13, 2018
Ratings are based on a 1 to 5 scale.
1 is awful. 3 is average. 5 is excellent.
Welcome to Danger! week, a new theme, while relatively unsupported and small, at the moment, is an entertaining notion. Danger! Zone is a beautiful theme card. A normal Trap, that lets you Draw, in this case THREE cards, with the Graceful Charity effect of discarding two afterward. One of the discards must be a Danger! card.
So, logically, you might want to use this once you all ready have one or more in your Hand, as the latter effect isn’t so great. If you have no Danger! card(s) in your Hand, you show your opponent your entire Hand, and then shuffle it back into the Deck. Honestly, showing your cards isn’t great, BUT, since they go back to the Deck, there’s no guarantee your opponent will even see those cards. The knowledge may not do much good to them.
On the surface, initially, without the discard effect if you don’t have the required card in your Hand, this is only a break even. (+3 for the Draw, -2 for the discard, plus giving up this card itself) but the Danger! Monsters work best in Hand, but well in the Graveyard also. Reasonable similarities to Dark World here, in more ways than one, but if the card pool, specifically in Monsters, they could be fun to use.
Rating: 5/5 It’s incredible Draw power, and theme support, for now, run three if you run this Deck.
Hello Pojo Fans,
Welcome to the Danger Zone, specifically, the new trap: Danger! Zone.
Graceful Charity in trap form for the “Danger!” archetype. Making it a trap balances out the unbelievable power this can have in the deck. Combined with Dark Worlds, the discard is lethal. You need to discard at least one of your “Danger!” cards, but the monsters float, so you won’t be losing anything. The Dark World monsters float, and if you ditch Grapha you’ll be setting up for later plays.
While the card is fantastic, the speed of the deck is obvious. Decks have already shown up not running even a single copy of Danger! Zone and have been consistent. This card is something you should playtest in your build and see how it works for you.
Until Next Time
Happy Monday! I really wish this Graceful Charity floated in the grave. Danger! Zone is a Normal Trap Card that let’s you Draw 3 cards. OMG run 3 in every deck. No you have to then discard 2 and one of those must be a Danger! card or you give up your entire hand back to the deck. You can only activate one of these per turn and with a name like Danger! Zone, I was really expecting a Field Spell. There seem to be differing opinions on running this and how many. Drawing more cards is great and Danger! monsters don’t mind being discarded. Neither do old reliable Dark World monsters. Graceful Charity is banned, but this card being a Trap and having consequences makes it much more balanced. For me, I think running multiples could be problematic because this card does not float in the grave and it’s slow. Run 1 but own three if you need that much draw power.
Score: 3.75/5 Art: 4/5
Looks like we are going from Cyber Dragons to Danger! This week we will be reviewing the Danger! archetype starting off with their Trap Card, Danger! Zone.
Danger! Zone is a simple Normal Trap Card that lets you draw 3 cards and discard 2, including at least one Danger! card, but if you cannot discard a Danger! card, then you must reveal your hand to your opponent and shuffle it back into the deck. You can lose big if you cannot discard a Danger! but most of the time you are activating this when a Danger! is in your hand. Any archetype having a themed Graceful Charity is good, especially since the Danger! cards love being discarded. If this was a Spell, it might be too broken, so it is fair that it is a Trap. It also has a hard once per turn clause cause using Graceful Charity multiple times in a turn can be insane. It is a great card if you are playing Danger! cards in several different decks or when Danger! gets enough support to be a pure deck.
Advanced Rating: 4/5
Art: 4/5 Seeing a Bigfoot and Nessie at the same time sounds very rare.
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