Ghost Sister & Spooky Dogwood
– #DANE-EN025

During either turn, except the End Phase (Quick Effect): You can discard this card; apply this effect this turn. You can only use this effect of “Ghost Sister & Spooky Dogwood” once per turn.
● Each time your opponent Special Summons an Effect Monster(s) during the Main or Battle Phase, you gain LP equal to that monster’s ATK. If you did not gain LP by this effect, your LP are halved during the End Phase.

Date Reviewed: 
July 12, 2019

Rating: 3.81

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
Lullaby

Hello Pojo Fans,

Ghost Sister & Spooky Dogwood continues the Ghost Girl archetype and Hand Trap trend.

Ditch and make your opponent play “The Ghost Sister Challenge”. LP increase each time they Special Summon can cripple several decks that make their money on building big boards through Special Summoning. It’s not some arbitrary amount like 500LP either, the monster’s ATK that was Special Summoned…that can get out of hand. Likely you are to ditch Ghost Sister when you see the start of your opponents Special Summoning, gain some LP and nip their plans in the bud. If you don’t gain any LP then you lose half of your own LP, which can be absolutely devastating turn 0 for you…but most players will sacrifice giving you a lot of LP if they think they can make a board that is unbeatable. If you have another Ghost Girl, like Ash Blossom or Ghost Ogre, a card the disrupts their turn even more, then you can gain that LP and stop their turn, ensuring you won’t lose LP. There are turn 1 boards that could potentially give you 10,000 LP if the player takes the Ghost Sister Challenge, though I can’t see a player going all-out and giving you all those LP. Even if it would make their board superior to yours, the idea of giving your opponent so many LP is something no player likes. Not to mention you may have an out to their moves like Mirror Force or Raigeki.

I like Ghost Sister & Spooky Dogwood because it punishes players for building big boards, though I wouldn’t have mind a destruction effect in their as well like her predecessors.

Advanced-3.5/5- Not as directly useful and disruptable as her sisters

Art-5/5- Cute, though sad because the dog is a spirit, but at least it’s with Ghost Sister, lets stay positive about the fantastic artwork this archetype of Hand Traps continues to give us.

Until Next Time
KingofLullaby

WarlockBlitz's Avatar
WarlockBlitz

Ghost Sister & Spooky Dogwood ends the week with more of a whimper than a bang. She’s a Level 3 Water Zombie-type Tuner Monster with 0 Atk and 1800 Atk. The stats are what we have come to expect from the ghost girls. This one does something new. Instead of disrupting the opponent, you gain Life Points when they are not disrupted. At any point except the End Phase, Ghost Sister gets to discard herself as a Quick Effect. Then, during the End Phase, you gain Life Points equal to the Atk of every effect monster your opponent Special Summoned during the Main or Battle Phases. If nothing fits that criteria, then your Life Points are halved. So we have some problems this time around. You can gain an obscene amount of Life Points, but the opponent can just swing for big damage over 2 turns instead of one and still negate everything you do with the other ghost sisters. Or, you could be going second, and then lose because the Life Point gain occurs during the End Phase. She is only really useful during the opening turns because she doesn’t really do anything at any other point in the game. For tournaments, you might get someone to stop their plays so you don’t gain Life Points and time is called, but that doesn’t make the card good. There are also easier cards to gain Life Points. Finally, the halving Life Points should be mentioned as a negative if your opponent decides to stop their play when they know you have this. Ghost Sister & Spooky Dogwood is not as good at winning as other Hand Traps, but she can be a beneficial stall tactic coming from the side deck, and being a Tuner is cool too. Happy Friday!

Score: 3.75/5     Art: 4/5

Crunch$G Avatar
Crunch$G

We end this week with the yearly Ghost Girl (meaning next year we probably get a WIND one), meet Ghost Sister & Spooky Dogwood.

Ghost Sister is a Level 3 WATER Zombie Tuner with 0 ATK and 1800 DEF. DEF makes up for nonexistent ATK, and WATER and Zombie are nice while being a weird combination, but the Tuner aspect is lovely as a Level 3. During either turn, except in the End Phase (so Quick Effect as you’d expect), you can discard this card to gain life points for the rest of the turn equal to the ATK of any monster your opponent Special Summons that turn in the Main Phase or Battle Phase, but in the End Phase if you didn’t gain life points, then your life points are cut in half, and worth noting this is a hard once per turn so you can’t gain too many life points. Against several decks that don’t stop their plays against this, you can easily get up to 20000 life points to prevent basically any OTK that might come your way, cause that’s basically what this is for. It’s just an anti-OTK machine, something Maxx “C” really wasn’t unless you drew outs to an OTK. The losing half your life points thing in the End Phase is nice to make sure you aren’t just throwing this away before your opponent makes plays, but you were probably going to wait to use this when your opponent was going to Special Summon anyways. It’s rare you’d want your life points cut in half, but this at least makes it easy to accomplish. Ghost Sister is just an anti-OTK card, which is nice to have when OTKs always pop up in the metagame.

Advanced Rating: 4.25/5

Art: 4.5/5 Is that a dead animal I see? 🙁

Dark Paladin's Avatar
Alex
Searcy

How come all these Ghost cards are so pretty and adorable?  When I think of ghosts, thinks like that don’t generally come to mind.  Ghost Sister & Spooky Dogwood closes the week, being a Level 3, Water (for whatever reason) Zombie type, Tuner, with 0 attack and 1800 defense.  Being a Tuner is always a good thing, and Level 3 is a good one to be.

So, during either turn, as a Quick Effect (save during the End Phase), you can discard this card and use the following effect once per turn:  Whenever your opponent Special Summons an Effect Monster (or Monsters) during the Main or Battle Phase, your Lifepoints are increased by the amount of said Monster(s) attack.  Kinda makes me feel this should be a Psychic Monster, given they like to do things like that.

Furthermore, if you don’t gain Lifepoints by said effect, your Lifepoints are then instead halved.  She’s a nifty little piece of tech, I’ll give her that much.  Life gain in Yugioh isn’t usually always the most sound or used tactic in the game, but anything that can boost you in a pinch like this is useful enough.  Good against burn, perhaps against various OTKs, and even just if you happen to be low on Lifepoints.  

Rating:  3.75/5  (4.25/5 Side-Deck)

Art:  5/5  We got lucky with lots of great art this week.  The Sister doesn’t look much like a ghost at all, but she does somewhat resemble a nun in her outfit, so whatever.  The dog is luminescent but I wouldn’t quite feel spooked out if I saw that in person.  Is it supposed to be dead?  All the flowers (lilies?) are beautiful, and the bit of the evening sky is nice.  Still not sure how we got Water or Zombie though

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