Ghost Mourner & Moonlit Chill
If your opponent Special Summons a monster(s) face-up (except during the Damage Step): You can discard this card, then target 1 of those face-up monsters; negate its effects until the end of this turn, also if that face-up monster leaves the field this turn, its controller takes damage equal to its original ATK. You can only use this effect of “Ghost Mourner & Moonlit Chill” once per turn.
July 6th, 2020
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Ghost Mourner & Moonlit Chill is the latest in the line of adorable hand traps.
Zombie, Tuner, same ATK/DEF as the others, but a WIND. GMMC is a combo of burn damage and effect negation. On any turn of the duel your opponent is likely to Special Summon a monster, making Moonlit Chill live 99% of the time. Effect negation is always welcome in almost any deck out there, and her burn effect can lock up decks that like to summon bigger monsters, use their effects, then link them away for monsters to continue comboing during the turn. Even if the player doesn’t get rid of their monster in an effort to continue their plays, you are still negating their effect(s), having Moonlit Chill is like having another copy of Effect Veiler, except you can use this during your turn. It won’t come up often, but if your opponent Special Summons during your turn in the Main Phases you can chain her, negate their effect(s) and if you get rid of them you’ll trigger that extra damage.
Most of the Ghost Girls are a one-off but Moonlit Chill has the ability to be two-in-one, and that makes her a cut above the rest.
Until Next Time
Eternity Code reviews now begin and we start with generic cards like we do any other set, and the week begins with the new Ghost Girl hand-trap: Ghost Mourner & Moonlit Chill.
Moonlit Chill is a Level 3 WIND Zombie Tuner with 0 ATK and 1800 DEF. A decent DEF on Level 3, WIND is still a weak Attribute, but Zombie is a good typing in the game, and Level 3 Tuners are always nice. The lone effect of Ghost Mourner is that if the opponent Special Summons a monster(s) face-up at any time that isn’t the Damage Step, you can discard this card to target one of those face-up monsters and negate its effects for the turn, and if it leaves the field during that turn the controller takes damage equal to its original ATK. Actually a somewhat decent way to interrupt the opponent’s plays or straight up preventing them from making plays at all. You can do this on Halqifibrax to prevent the Tuner from coming out, on a Borreload Savage to prevent all those negates, Auroradon to stop the Tokens, Saryuja for no draw 4, etc. Doesn’t help against anything that doesn’t activate on summon, especially Extra Deck options like Links where the opponent can just go into another copy. The burn for if the opponent gets rid of the monster can be dangerous though if they’re low on life points, or it helps in time for tournaments. Any free damage is somewhat nice to have. Everything here is a hard once per turn, which is something all the Ghost Sisters share. It’s still a pretty good hand-trap overall and gives us another option that you could compare to Effect Veiler. It helps with on summon effects more and it’s limited to Special Summoned monsters, but the burn can come in clutch at times. I wouldn’t call it a 100% staple, but it’s worth messing around with and experimenting with.
Advanced Rating: 4/5
Art: 5/5 I don’t get a Zombie from this, but I do love the background and everything going on. Maybe the best Ghost Girl art.
Ghost Mourner & Moonlit Chill kicks this week off. Zombie/Wind, an interesting combo, and Level 3 with 0 attack although 1800 defense, should the need arise. But it doesn’t usually with Hand Traps.
If your opponent Special Summons a Monster(s) (save the Damage Step) you can discard this to the Graveyard to negate any effects that Monster may have. Furthermore, if that Monster leaves the Field, your opponent gets burned equal to the attack of said Monster.
The best part of this is definitely the openness of this effect. The Monster only has to leave the Field. No specification as to where it goes, and it can even return for the effect to burn to activate. That’s pretty versatile. The effect negation is a nice bonus as well.
Art: 4.5/5 VERY pretty. I feel more Fairy vibes here opposed to Zombie. She looks very peaceful and serene.
Let’s cut to the chase! This is the latest edition to the power creep that is hand traps.
This feels less degenerate to the game as a whole than many of the other hand traps, and this is mainly because it addresses another degenerate aspect of the game directly; solitaire plays.
Negating the effects of a Special Summoned monster is good. It is best used when you can identify a combo and its core component. That means that educating yourself on the current meta or your local scene will be rewarded.
The burn damage is great. It doesn’t lock someone out of their plays, but it does punish them if they try to recover their combo. I would use this card in a burn deck without much hesitation.
The art is stylish, as all of the Yo-kai Girls are. The framing is well done, and the background is subdued. This can actually induce sadness if you look at it while thinking about its name. Anything that stirs emotion is quality design in my opinion.
Versatility – 5
I score this card a 4/5. It has use in a lot of places, but drawing into it mid game can be punishing.
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