Destructive Daruma Karma Cannon – #DABL-EN084
Change as many monsters on the field as possible to face-down Defense Position, then, if either player controls a face-up monster(s), they must send all face-up monsters they control to the GY.
Date Reviewed: January 11th, 2023
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Destructive Daruma Karma Cannon I didn’t know was as good as it was until I read it twice. DDKC, while being a trap, has a Book of Eclipse effect without the drawback of your opponent drawing. Flipping every monsters on the field face-down is responsive, helps slow the opponent from attacking, and prevents most Extra Deck summons. The second effect is made for anything that can’t be flipped, like Link Monsters or monsters that have some kind of immunity to such: send all face-up monsters they control to the graveyard.
Because this card affects both players, the user has to be strategic when playing it. It can be used offensively at the start of their turn, or defensively to prevent your opponent from pressing further with their plays. Decks that enjoy sending stuff to the graveyard might not mind nuking their board if it will get them their grave effect(s). Decks that favor some face-down plays like Shaddoll and Tindangle would enjoy playing this card. For the average player, this is a card to use when the loss is outweighed by the gain, and that in this game is easy to come by.
Great trap that deals with most monsters and, like more cards, factors in Link Monsters specifically if they cannot be affected by their first effect. Flip everything face-down, send any Link Monsters/other monsters to the grave (avoiding destruction effect(s)), then board-wipe with something like Dark Hole: Destructive Daruma Karma Cannon is a good trap.
Art-4/5- Callback to an old vanilla monster
Until Next Time
Next up we got another TCG exclusive, this time being a Trap Card that is very easy to find a niche for: Destructive Daruma Karma Cannon.
Karma Cannon is a Normal Trap that changes as many face-up monsters on the field as possible to face-down Defense Position, then if either player still controls a face-up monster(s), they must send their face-up monsters to the graveyard. It’s a very good card to out monsters that are unaffected by other effects, as they won’t be flipped face-down with this, but the opponent has to perform the action of sending it to the graveyard, so it can’t dodge that. It’s also very strong against Link boards since those cannot exist in Defense Position. Even if you aren’t using this to get rid of the opponent’s monsters, you can disrupt them with this by turning their monsters face-down and making it very hard to get any real use out of them. It would affect your board as well, but more control-centric strategies won’t care for their monsters as much most of the time, especially those relying more on backrow. It would of been really nice in Labrynth, but your monsters go face-down as well, so their effects won’t trigger when you make the opponent’s monsters leave the field with this, but you got other cards that can activate at least. Karma Cannon is a very solid card that I’m sure multiple different Decks can use. If we ever see an archetype put up some unaffected boss monster that’s hard to get rid of, I 100% can see this being a staple to out it. The risk/reward here is big, but it’s worthwhile, absolutely.
Advanced Rating: 4/5
Art: 4/5 Daruma Cannon had a nice glow up.
This seems to be a week of useful, niche, Tech cards with big purpose. Alex enjoys doing reviews for cards like this. The Normal Trap-Destructive Daurma Karma Cannon. All Monsters on the Field are changed to face-down Defense position (so long as said Monster(s) can be, so not say, Link Monsters) but, if either player controls a face-up Monster after this resolves, all Monster you/they/both control, all Monsters on the respective side(s) of the Field are sent to the Graveyard. Honestly, this card can be situational. Used for obvious offensive and defensive purposes, to truly utilize this, you need to ensure your opponent has something face-up afterward, so your opponent loses all their Monsters. Something you can do in or during this to ensure your opponent HAS a face-up after resolution would be ideal, even if you have to give them the Monster, just for the Field clear, I say is quite worthwhile. This, if there ever was one, is truly a card to THINK about and use intelligently to truly capitalize on.
Art: 4/5 I’ll pass on an attack from this, thank you
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