Lord of the Heavenly Prison – #BODE-EN030
During your Main Phase: You can activate this effect; this card in your hand becomes revealed until the end of your opponent’s turn. While this card is revealed by this effect, Set cards on the field cannot be destroyed by card effects. If a Set Spell/Trap Card is activated (except during the Damage Step): You can Special Summon this card from your hand, then, if you activated this effect while this card was revealed, you can reveal and Set 1 Spell/Trap directly from your Deck, but banish it during the End Phase of the next turn. You can only use 1 “Lord of the Heavenly Prison” effect per turn, and only once that turn.
Date Reviewed: December 29, 2021
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
Hello Pojo Fans,
Lord of the Heavenly Prison was a card I was hyped about when I first saw it, and it comes in at #3 on our countdown.
Huge stats, Attribute with a ton of support behind it, big level for potential Gustav Max or other Rank 10 plays. Have to activate it in your Main Phase, reveal it to protect all Set cards on the field from card effects. This effect is fantastic, as LotHP stays revealed until the end of your opponent’s turn, making sure all set cards are protected for the foreseeable future. If any Set card is activated, LotHP is Special Summoning itself and if it was revealed when doing so you get yourself a free Spell/Trap search and set from the deck. The card searched gets banished at the end of the next turn, but who cares, you’re going to activate it before then. Lets break this down: reveal to protect your set cards, activate your set card to get a free Spell/Trap search and set from your deck, AND get a free Level 10 3000/3000…wow. The only thing holding Lord of the Heavenly Prison back is the obvious restriction of “one effect per turn”. This card has powerhouse potential while still having a balance restriction on it that is acceptable. R&D saw the obvious plays of reveal and then activate a Set Spell/Trap, so they prevented that, good on them.
Lord of the Heavenly Prison is splashable almost anywhere that will set Spell/Trap cards, and its DARK Attribute makes it Allure of Darkness and Chaos fodder at the very least. Rock-Type prevents it from being an even better card in most decks so a pseudo restriction? While LotHP can prevent you from destroying your opponent’s Set cards if they have some that isn’t really a concern of mine, nor is revealing him and showing your opponent that you have him. Showing him tells them that he’s eventually going to hit the board unless they play around him and you don’t have any Set Spell/Trap, though you will if you reveal him.
Not broken because he can’t be revealed during either turn at any point, his Monster-Type, and the “one effect per turn” restriction all keep him from being broken, but I won’t split hairs too much, LotHP is very good. Spell/Trap protection and a Special Summon and a Spell/Trap search and set make him very good and no restriction on the search makes him playable almost anywhere.
Until Next Time
We’ve hit the top 3 and a card that helps out various Trap-heavy Decks. From Burst of Destiny we have Lord of the Heavenly Prison.
LotHP is a Level 10 DARK Rock with 3000 ATK and DEF. Great stats, a good Attribute, and the Type does make it searchable in anything that can summon a Rank 4 due to Gallant Granite. Anyways, during the Main Phase, you can reveal this card in your hand and keep it revealed until the end of the opponent’s turn. While this card remains revealed in your hand, Set cards on the field cannot be destroyed by card effects. Nice protection for some backrow or FLIP monsters like Subterror Guru. Any protection from Harpie’s Feather Duster or Lightning Storm is always nice to have. Second effect lets you Special Summon this from the hand if a Set Spell/Trap Card is activated, then if you used this effect while it was revealed in your hand, you can set any Spell/Trap Card directly from the Deck, but it’s banished at the end of the next turn. A really good way to potentially get some powerful cards from your Deck. If you did this on your turn, likely from setting and activating a Spell, you could get something like Deck Devastation Virus or Eradiactor Epidemic Virus to use on the opponent’s turn, but you do give up the protection this offers. Doing this on the opponent’s turn gets you to a Spell/Trap you’d want to use on you turn, which is nice as well and hopefully your opponent doesn’t have removal for it. Either way, you can likely use the card before it ends up banished. The protection is nice and the ability to tutor any Spell/Trap from Deck sounds great. Hard once per turn clause is the only real negative here, but otherwise this is a staple for Trap Decks. It’s very good.
Advanced Rating: 4.5/5
Art: 4/5 I can’t tell what’s going on, but I like it for some reason.
My #3: Pot of Prosperity
#3 belongs to Lord of the Heavenly Prison (I feel we didn’t review this either, but again, without shuffling through the year, I may be mistaken) Rock/Dark…interesting combo there, but Rock is well enough supported these days. 3000 attack (and defense) is superb, if not a bit low (moot as that may be) for Level 10. An interesting tactic as far as Hand Traps go, this card can be revealed during your Main Phase until your opponent’s End Phase, where then no Set cards can be destroyed via Card Effect. Fun and unique that this goes for both players, but it’s likely going to help you more than your opponent, as you’re all but guaranteeing the safety of those cards of yours. Protection, even in a weird way like this, is appreciated. If a Set Magic/Trap is activated, save the Damage Step, and we all know insanely easy and likely that is to happen, Special Summon this card from your Hand. So…that’s a fantastic way with ease to drop a 3000 atk body to your Field. If this happens while this card was revealed, you also get to Set and Magic/Trap from your Deck to your Field, another swaggy ability attached here. Said card is removed from play during your next End Phase, so you don’t have long to use it, BUT, it’s enough time to do so, and, you’re likely getting whatever from that for free (on top of getting the card itself for free) so that should always AT LEAST be a +1 at least in terms of card advantage. Only one Effect can be used per Turn, and only once per Turn. As far as Hand Traps go, this guy is really amazing. There will be times this may be just a card sitting in your Deck, or even your Hand, but the good it does, fetching cards, strange protection, and a large hammer attack here…love it.
Art: 4.5/5 I’d like more color, but given he’s associated with Prison, maybe it’s appropriate as is. It’s a bit messy, but I like all the…elemental effects going on in the air, as well as the sky.
Swooping in at number 3 is Lord of the Heavenly Prison, another odd card from Burst of Destiny that has nonetheless caused stir in competitive circles. It’s a level 10 DARK rock monster (rock? okay), which means you can search it with Gallant Granite or even Mound of the Bound Creator if you have the guts to run that card. It has a respectable stat spread of 3000 attack and 3000 defense, so at the very least it’s a decent beater.
Both effects of Lord are hard once per turn, and only one per turn, so you can’t activate both in one turn. Its first effect allows you to reveal it in your hand until the end of your opponent’s turn during your main phase. While it’s revealed, set cards can’t be destroyed by card effects, which is excellent protection for any backrow or flip deck. Altergeist or Eldlich can notably use this to protect their traps. Lord’s other effect is a trigger effect; if a set spell or trap is activated, you can special summon Lord. It can be your own card or your opponent’s card, so getting this to happen is pretty easy. Furthermore, if Lord was previously revealed by its other effect, you can reveal and set any spell or trap directly from your deck, albeit it gets banished during the end phase of the next turn and you can’t activate it the same turn. There’s a lot of potential in this card since searching any spell or trap is a huge deal, though it’s balanced by the fact you have to wait at least two turns to even use it, and if you don’t use it it’ll be banished. I particularly like it in Eldlich since it’s a level 10 monster and can be used with Eldlich, The Golden Lord for a rank 10 XYZ summon and shoot for the train OTK. The card isn’t a staple in every deck, but its spell searching and ability to be a free body in any deck with spell speed 2 backrow makes it an interesting card with a lot of potential.
Art: 3.25/5 Looking closer, I didn’t realize he was that big– I thought all the buildings were rocks at first.
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