(This card is always treated as a “Rescue-ACE” card.)
If you control a “Rescue-ACE” monster: Target 1 Effect Monster your opponent controls; destroy it, then, if you currently control “Rescue-ACE Hydrant”, your opponent cannot activate the effects of that destroyed monster, or of monsters with its same original name, this turn.

Date Reviewed:  March 1st, 2023

Rating: 2.92

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

Hello Pojo Fans,

EXTINGUISH! can put out a fire for you if you are a RESCUE player, though I think conventional choices may be better than this card.

Same clause as other Rescue-ACE Spell/Trap cards: Always treated as a Rescue-ACE card, and becomes better with Hydrant. On its own, EXTINGUISH! will destroy an effect monster your opponent has. Cool, spot removal always appreciated in the game. If Hydrant is on the field when you play this card it will freeze them from playing effect(s) that monster has or using any other effects from any monster that shares that monster’s name for the rest of the turn.

I’m gonna be straight-to-the-point: there are better options. Generic staple trap cards like Solemn Strike offer more flexibility, destroys and negates without the need of an extra card on the field, and doesn’t require you to have a Rescue-ACE monster on the field. Impermanence can negate a column if played correctly and can be played from the hand as well. Evenly Matched can be bigger spot removal, and there are spot removal Spells as well as monsters that don’t require another monster on the field. I like that this can be used as spot removal and is searchable within the archetype, but you need Hydrant to be able to play it the turn you set it when you set it through a Rescue-ACE monster effect (Turbulence), which is more involved than just setting a staple trap and letting it loose when your opponent plays a monster effect.

EXTINGUISH! was a good concept, and had it been a Spell I could see it being more useful, but there’s just better traps to play than this. It destroys an effect monster, which other cards can do, and while it can lock out any other monster effects from that destroyed monster and stop that monster from activating effect(s) it may be able to activate, you still need Hydrant for that. Do yourself a favor and just play a set of staple Trap cards that everyone else runs.

Advanced-2/5     Art-2/5

Until Next Time

Crunch$G Avatar

We saw a Quick-Play Spell, now we look at a Normal Trap in EXTINGUISH!

EXTINGUISH! is a Normal Trap that’s always treated as a Rescue-ACE card, for the same reason the other Quick-Play Spells and Normal Traps are. If you control a Rescue-ACE monster, you can target an Effect Monster the opponent controls and destroy it, then if you control Hydrant, your opponent cannot activate effects of the destroyed monster, or effects of monsters with the same name, for the rest of the turn. Simple enough removal at first is good at least. The boost for having Hydrant also at least makes sure you dodge having to deal with the graveyard effect, as well as the same monster if the opponent has more, for the rest of the turn. It at least makes sure you control a Rescue-ACE so it isn’t just a generic spot removal card, but for Rescue-ACE the card is fine.

Advanced Rating: 3.5/5

Art: 2.5/5 The background is cooler, but the art is mostly taken up by the word, which again you see on 3 other cards.

Mighty Vee

Yet another backrow for the Rescue-ACE archetype, EXTINGUISH! (these names are funny, but I’m sure they drive some people nuts) is a Normal Trap, and it can be grabbed by REscue-ACE’s boss or Rescue-ACE Monitor. Much like RESCUE!, its effect is pretty straightforward, letting you target and destroy one of your opponent’s Effect monsters if you control a Rescue-ACE monster, and if you happen to control Rescue-ACE Hydrant, your opponent can’t activate that monster’s effects, or monsters with the same name, until the next turn. Being limited to Effect monsters is a little strange, since being able to hit Normal monsters would’ve been an added layer of utility against Adventurer and Swordsoul decks, but at least it still functions fine against most. The bonus effect is actually pretty helpful, since it essentially makes it a negate and destroy that lasts until the next turn, putting a stop to floaters and non-once per turn combo starters. If you can field Hydrant for it, great, but it’s not really worth going out of your way to summon Hydrant at all costs given how difficult it is. Overall, like most Rescue-ACE backrow, you’ll want to run one just as a search target, if nothing else, but at least it’s a solid disruption.

Advanced: 3.25/5

Art: 2/5 Hang on, I’m sensing a recurring theme with these cards…

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