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The Seal of Orichalcos – Yu-Gi-Oh! Card of the Day

The Seal of Orichalcos

The Seal of Orichalcos – #LC03-EN001

All monsters you control gain 500 ATK. Once per turn, this card cannot be destroyed by card effects. While you control 2 or more face-up Attack Position monsters, your opponent cannot target your monster(s) with the lowest ATK for an attack. If this card is activated: Destroy all Special Summoned monsters you control. You cannot Special Summon monsters from the Extra Deck. You can only activate “The Seal of Orichalcos” once per Duel.

Date Reviewed:  March 19th, 2022

Rating: 2.75

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:



Crunch$G

Time to head back to the Waking the Dragons arc and look at a card that took nearly a decade to print, and kinda underwhelmed once printed: The Seal of Orichalcos.

Seal of Orichalcos is a Field Spell that you can only activate one of in a Duel, so running multiples is likely going to create a bricky situation. All monsters you control gain 500 ATK, which is a nice little boost to have for free. This card cannot be destroyed by card effects once per turn, which at least the card protects itself, and rightfully isn’t just immune to removal like I remember from the anime. While you control 2 or more monsters in Attack Position, your opponent cannot choose the monster(s) with the lowest ATK for an attack target. Sounds like it would create a lock of 2 monsters have equal ATK, but I don’t know. It’s probably the closest we were going to get to the anime effect of using our backrow as more monster slots. Finally, upon this card’s activation, you destroy all your Special Summoned monsters and you cannot summon from the Extra Deck, which I guess mimicks the effect this has destroying the Fusions summoned off The Eye of Timaeus, The Claw of Hermos, and The Fang of Critias since those were still a few years away after this was printed, but it’s still a massive downside. With all the downsides, this does seem like an okay Field Spell in Stun strategies, but there might be better options. It was never going to be as strong as it was in the anime, and of course it wasn’t taking the souls of those who lose the Duel, but part of me does wish a card I feel so nostalgic for was a bit stronger in the real game.

Advanced Rating: 2/5

Art: 5/5 It’s so basic and plain, yet I still think it’s cool for some reason.



Alex
Searcy

Anyone else see this and facepalm thinking about the worst arc in the original Yugioh?  Just me?  The Seal here is a Field Magic, and one with a LOT of text upon it.  Free 500 attack for all your Monsters is cool, it’s a sizable enough boost probably to get little guys over ones they might not be able to, and it probably doesn’t mean as much for Monsters all ready who are boss and/or strong, aside from an extra 500 points.  Can’t be destroyed by Card Effects once per Turn, which is helpful, but that means as long as your opponent is willing to invest a second card into destroying this (which they may, or they may ignore it) it doesn’t leave you with much after that.  Protection for your Monster with the lowest attack, so long as you control 2 or more face-up attack position Monsters…nice enough there too, but easy enough to attack around as well.  Nukes all your Special Summoned Monsters on activation, so I’d suggest either having none, or make sure you gain advantage or capitalize off of what you have destroyed.  Note, that’s just YOUR Special Summons, not your opponent’s, so I’m not very fond of this particular line of text.  Locked out of your Extra Deck Summons SUCKS big time, but I kinda get that given the show.  Lastly, you can only activate one Seal per Duel.  This thing isn’t SO good that seems necessary, but whatever.  Nothing here is so game breaking that I see this warrants play outside of anime or casual Decks, but have fun with it, and see what happens.

Rating:  2.5/5

Art:  3/5  Meh, it’s the seal, after all.


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