If you control “Blue-Eyes White Dragon” or “Dark Magician”: Negate the effects of all face-up monsters your opponent currently controls, until the end of this turn. You can only activate 1 “Destined Rivals” per turn.
November 11th, 2020
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Destined Rivals is a much better card than Strength In Unity.
Normal Trap with blanket negation against your opponent for a turn. Simple, easy to use archetype support. Controlling Blue-Eyes or Dark Magician isn’t hard for either archetype. Negation in the game is important, and while it won’t stop monsters that may get summoned after this cards activation, it is another bit of negation for you to use, a wide-reaching Breakthrough Skill without the graveyard ability. Chain this after a card effect(s) is being negated and trap your opponent under Destined Rivals for the turn, or simply use it to negate a monster that could start a big turn. This works better in Dark Magician than in Blue-Eyes because of Eternal Soul’s ability to cycle Dark Magician back to the field again and again.
Destined Rivals is probably the best of the new Kaiba vs Yugi cards. Easy to use is good, simplicity is good, getting you advantage is good.
Until Next Time
We now get to probably the best of the three TCG exclusive Dark Magician/Blue-Eyes support cards, Destined Rivals.
Destined Rivals is a Normal Trap that negates the effects of all face-up monsters the opponent currently controls until the End Phase if you control Blue-Eyes White Dragon or Dark Magician. Again, mentioning the two cards is good for searchability, and blanket negation for an opponent’s whole board is great. It’s probably more useful in Dark Magician since you’re more likely to see Dark Magician on a Dark Magician player’s board while a Blue-Eyes player is likely going to use the Blue-Eyes White Dragon for a combo if they didn’t get to The White Stone of Ancients, but it’s still usable in both. You can only activate 1 of this card per turn, which is fine if timed right after the opponent finishes summoning or is about to resolve a strong Monster effect, though I’m sure it would of been nice to have the option to negate the effects of the monsters the opponent summoned. Overall a solid card you can still pass with 1-2 of since it’s searchable in Dark Magician and is usable in Blue-Eyes at least when you’re ending board has a Blue-Eyes White Dragon on it.
Advanced Rating: 3.5/5
Art: 4.5/5 The classic clash between Dark Magician and Blue-Eyes, cool to see it on a card.
Destined Rivals (some of these cards have GREAT names) is a Normal Trap, and very simple, but just as effective. If you control BEWD or Dark Magician, the effects of all your opponent’s Monsters are negated until the End of the current turn. Note that says CURRENTLY, so if something comes out after you play this, said Monster(s) would not be under the power of this Trap. But that aside, combo this with something like, oh…Dark Magic Attack, and then you have a Field of effectless Monsters and (ideally) no Magic or Trap cards to stop you from attacking. There’s lots of delicious potential here, and the more you can combo with this (again) against the backrow, the better this card becomes. You can only activate one of these a turn. Here, again, I suppose so that if your opponent brings out something after, you still potentially have a Monster(s) to deal with. But I’m a big fan.
Art: 5/5 This is literally destiny for them, as we know, from the anime and beyond. LOVE this
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