Pendulum Scale
Pendulum Scale

Pendulum Scale – #DIFO-EN069

If you have 2 cards in your Pendulum Zones: Apply the following effect, based on the difference in the Pendulum Scales.
● 0: Destroy 2 Spells/Traps on the field.
● 1, 2, or 3: Add 1 Level 2, 3, or 4 Pendulum Monster from your Deck to your hand.
● 4, 5, or 6: Add 1 Level 5, 6, or 7 Pendulum Monster from your Deck to your hand.
● 7+: Return up to 2 cards from your Pendulum Zone(s) to the hand, then you can Special Summon 1 Pendulum Monster from your hand.
You can only activate 1 “Pendulum Scale” per turn.

Date Reviewed:  June 29th, 2022

Rating: 1.70

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,

Pendulum Scale I wasn’t aware was a trap before looking it up…why do I get the feeling it’d be better as a Spell?

You need your Pendulum Zones full to play this trap. Depending on your difference in scales, the better the effect you get. This immediately is a card that benefits from cards that can alter the zones values or swap other Pendulum Monsters into the zones. Lets run it down:

No difference in scale means a cost-free Twin Twister

1-3 difference in scale means a Pendulum Monster search from the deck, Levels 1-4

4-6 difference in scale means same as the previous effect but Levels 5-7

7+ difference in scale means a free Pendulum Monster Special Summon from the hand at the cost of bouncing your scales.

Monster destruction is lacking on this card, but that aside you seem covered for all other situations. Big Pendulum Monster, smaller Pendulum Monster that usually facilitates combos, or a double Spell/Trap destruction, all are good options. The search ability is always useful, while you’ll need your opponent to commit to the field for the destruction. No difference in scale can become a tricky thing, but certain archetypes can do it better than others (Igknight). The search abilities should always be online, so this feels like a trap version of a Pendulum RoTA. The final effect isn’t stellar, bouncing your scales back for a Pendulum Monster Special Summon isn’t very useful unless you are doing this to save your Pendulum Zones. The Special Summon of a Pendulum Monster will be there with your scales on the field.

So it being a trap turns out to be a good thing because you can save your scales and get a Special Summon with the final effect. The search abilities are the best options but it really depends on the style of Pendulum Deck you play. Igknight will be popping your opponents Spell/Trap more than other archetypes, while most will be getting their search on. Consistency can be tough, and you need two cards for it to work, and there are other search options for your Pendulums that are faster than this.

Advanced-2/5      Art-3.5/5

Until Next Time

Crunch$G Avatar

Midweek gives us a Trap that does different things based on your Pendulum Scales, aptly named Pendulum Scale.

Pendulum Scale is a Normal Trap that grants you an effect if you have 2 cards in your Pendulum Zones, and the effect changes based on the difference in Pendulum Scales. A difference of 0 lets you destroy 2 Spell/Traps on the field. Don’t like how it has to specifically be 2, but having no difference in Scales means no Pendulum Summons, so you might want to take the opportunity to remove one of the two Scales to set up a better one. 1, 2, or 3 lets you add a Level 2, 3, or 4 Pendulum Monster from Deck to hand, which are good Levels to add since those are common Levels of monsters to summon in Decks with a small difference in Scales, mainly Level 4s. A difference of 4, 5, or 6 lets you add a Level 5, , or 7 Pendulum from your Deck to your hand, which those monsters are easy to Pendulum Summon in Decks with a high difference in Scales at least, so it’s useful there. Finally, a difference of 7+ lets you return up to 2 cards in your Pendulum Zones to your hand to then allow you to Special Summon a Pendulum from Deck, which is an easy effect to pull off in Decks like Metalfoes with such a high Scale difference, though I do wish the payoff was better on this since it’s a Trap. You could of maybe got away with summoning from Deck since you need that specific difference and you got to wait a turn at least to do it. Hard once per turn on this as well, which does prevent a ton of plussing. If this was on a Spell, it’d probably be too good, but on a Trap when most Pendulum strategies stray away from a ton of Traps isn’t the best thing. You rather have most of your cards in a Pendulum Deck do something right away or have a good ability to disrupt the opponent. This really isn’t it.

Advanced Rating: 1.75/5

Art: 2/5 It’s literally a Pendulum Scale, not too inspiring.

Dark Paladin's Avatar

Pendulum Scale is a fun enough card for midweek, being a Normal Trap, and one of those ‘I give different Effects based on the criteria you meet’ and here we have 4 options:

You HAVE to have two cards in your Pendulum Zone, and then you gain an Effect based on the difference in Level(s) between them.  A difference of…

0-lets you destroy 2 Magic/Trap cards on the Field.  That’s a +1, AND a double destruction, and while that might not be a setup you have often, it’s a nice payoff for having it.

If the difference is 1, 2, or 3-you gain a Level 2, 3, or 4 Pendulum Monster from your Deck to your Hand.  I get that’s a free Monster (a 1-for-1 at that) but that’s not as good as nuking two cards in the backrow.

If the difference is 4, 5, or 6, you gain a Level 5, 6, or 7 Pendulum Monster from your Deck to your Hand.  Nothing really different to say about this in contrast to the prior Effect, as you’re literally doing the same thing, just a Level(s) higher.

If the difference is 7 or more, you can return up to two cards from your Pendulum Zone(s) to your Hand and Special Summon a different one from your Hand.  This Effect…WANTS to be good.  If you pop two of yours to bring out one, that IS a -2, as you played this card as well, initially.  I don’t see (m)any scenario(s) where giving up 3 cards for 1 is a good idea, so in my view, this is the worst Effect.  There are FAR easier ways to fetch Pendulum Monsters as well besides using the middling Effects here.  Your money Effect is definitely the first one, probably why they made that the most ‘difficult.’

Also, this is another ‘you can only play one of me a Turn’ cards, for some reason, because unless you were able to capitalize all 3 times off that first Effect, you’re not getting much advantage wise off this card.  

Rating:  This is hard…4 Effects, 1 of them good, and then they progressively get worse, much worse.  Mathematically that’s a 1.25/5

Art:  3/5  It is what it is, so there’s that

Mighty Vee

Not to be confused with the actual Pendulum Scale mechanic, Pendulum Scale is a Normal Trap, which lets it be searched not only by Duelist Alliance but also by generic Trap searchers like Trap Trick. Pendulum Scale can only be activated once per turn and if you have two monsters in your Pendulum Zones, with the effect changing depending on the difference between their Pendulum Scales. As listed on the card (because I’m too lazy to summarize them):

  • 0: Destroy 2 Spells/Traps on the field.
  • 1, 2, or 3: Add 1 Level 2, 3, or 4 Pendulum Monster from your Deck to your hand.
  • 4, 5, or 6: Add 1 Level 5, 6, or 7 Pendulum Monster from your Deck to your hand.
  • 7+: Return up to 2 cards from your Pendulum Zone(s) to the hand, then you can Special Summon 1 Pendulum Monster from your hand.

These effects on their own are actually really good. The problem? They’re restricted to one per turn, you need specific Pendulum Scales for each, AND Pendulum Scale itself…is a Trap! If you know me, you know that I am not a fan of searchers that are Trap cards, since you will almost always want to search on your own turn to start or extend your combos. The 0 effect would not be so bad, if it weren’t for the fact that a board state like that would be very awkward for a Pendulum deck, plus Twin Twisters accomplishes about the same thing for less hassle. The 7+ effect can be good in decks that field Main Deck Pendulum monsters with solid disruption, like Solfachord, but it’s still asking for a specific board state to avoid the less useful effects. Performapal itself will usually be stuck with the third effect, which in fairness does let them search Odd-Eyes monsters. In casual duels, the effects are fine when the pace is slower, but for optimal decks, you can’t really afford to wait that long to get going.

Advanced: 1.5/5

Art: 3/5 “Nice little toy you got there, Yuya, but you’re still not doing anything!”

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