– #ETCO-EN079

Target 1 face-up monster your opponent controls that was Special Summoned from the Extra Deck; change its ATK to 0, and if you do, negate its effects. If your opponent Special Summons a monster(s) from the Extra Deck while this card is in your GY, except the turn this card was sent to the GY: You can Set this card. You can only use each effect of “Titanocider” once per turn.

Date Reviewed: 
July 8th, 2020

Rating: 3.88

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,

Titanocider is another Lost Wind with some good added, and some bad to balance.

Your opponent is going to summon from the Extra Deck at some point, this card will be live most of the time, but not all the time. Effect negation combined with dropping ATK to 0 makes their monster all-but useless. At that point they will have to use it for something else and if you’ve played your cards right you will have made a boss monster the victim of Titanocider. I like how Titanocider can reset itself over and over unlike Lost Wind, however Lost Wind doesn’t restrict itself to only Extra Deck monsters. The ATK drop is greater with Titanocider though, and dropping the ATK with Lost Wind may not save you. The reset can’t happen the turn you used it hurts this card. People played multiple Lost Wind because you didn’t care about the banish because you could get it reset the turn you activated it. Solid card because of its reach and the ATK drop seals its usefulness.

When it comes down to Lost Wind vs Titanocider, it depends on what you value. Lost Wind covers more ground with its first effect, but doesn’t cut as much off the ATK as Titanocider. Titanocider doesn’t banish itself, but can’t reset the turn you activate it (while that won’t come up all the time, it is still a factor). While Lost Wind may be a Main Deck card to some, Titanocider I think is a good Side Deck choice.


Art-4.5/5- Not being a Secret Rare would’ve been better for the art. Apollousa is always a 5/5 though

Until Next Time    

Crunch$G Avatar

Next up this week is Lost Wind 2.0 with different qualities to it to help it stand out: Titanocider.

Titanocider is a Normal Trap that lets you target a face-up monster the opponent controls that was Special Summoned from the Extra Deck and change its ATK to 0 and negate its effects. So unlike Lost Wind, it puts the monster’s ATK to 0, but in exchange it only negates the effects of monsters summoned from the Extra Deck. It’s still something that would come up often, as the Extra Deck very commonly used. It’s just useless against the Main Deck. The second effect is that if the opponent Special Summons from the Extra Deck while this card is in the grave, you can set this card directly from the graveyard. Same thing as Lost Wind, only this card doesn’t banish itself. It’s basically infinite use as long as the opponent keeps summoning monsters from their Extra Deck, which is highly likely. I can appreciate cards that let you reuse themselves over and over. Each effect is a hard once per turn, which is fair. Titanocider is not a straight up Lost Wind replacement as Lost Wind can still hit monsters from the Main Deck, but it does give you another option for negation and is basically 2 Lost Winds to get off your Trap Trick instead of just 1. It’s a good card overall.

Advanced Rating: 4.25/5

Art: 4.5/5 Nice to see Apollousa once again on a good card.

Dark Paladin's Avatar

Titanocider reminds me, in a way, of Scrap Iron Scarecrow   But much better   This is a Normal Trap, and a very powerful one   It negates the effect(s) of an opponent’s Monster, so long as it was Special Summoned from their Extra Deck.  Which is quite good.

Said Monster also has its attack reduced to 0, and the biggest plus here for me is this isn’t just for the turn this Trap is activated   A Monster without effects and attack should easily be destroyed, but it’s nice if it takes more than a turn, you don’t lose these things   

Keep in mind if the attack of the Monster doesn’t go to 0, effect(s) isn’t(aren’t) negated, but that, along with the Special Summon having to come from their Extra Deck, balances out a card and prevents it from being too powerful   M

Lastly, you can Set this card from your Graveyard back to the Field, as long as it isn’t the turn it went there, when your opponent Special Summons from the Extra Deck   I like this too, but your opponent seeing it coming probably makes it much more difficult to pull off.

Rating:  3.75/5

Art:  4/5  Nice use of colors and action in this for me.


Here is a card that has value without even being played.

This card’s effect at its face value is good for interrupting plays. If you know what your opponent is doing, you can really mess them up at the most painful times by negating a key monster’s effect. I would also note that getting a monster to 0 ATK while it is attacking can have some fun combos (I managed to get several 5000 damage plays during my opponent’s turn by using this this with a limiter removal, and even some unexpected OTK-reversals by combining it with 2).

Most people will probably use this for the negation, but there are some niche setups around the 0 ATK effect as well. It can be just what you need to finish off the opponent, and by returning to the field so frequently, you can make your opponent second guess their plays.

It is balanced with a HOPT on each effect and by not returning to the field during the same turn it was sent. With 3 copies of this card and 3 copies of Lost Wind, you can really destroy an opponent’s entire set up, so the HOPT is definitely necessary to mitigate that a bit.

The art would likely be more appealing if it wasn’t holo. As it is, I can’t really find much to like about it.

Versatility – 5
Rogue Plays – 5
Art – 1
Balance – 5
Uniqueness – 4

I score this card 4/5. The conditions of use are a bit choppy, but it is an excellent draw at almost any stage of play.

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