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Pojo's Yu-Gi-Oh Card of the Day

Secret Barrel

Card Number - MFC-046

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

Date Reviewed - 11.26.03

Wednesday - Secret Barrel
Inflict Direct Damage to your opponent's Life Points equal to the total number of cards on your opponent's side of the field and in your opponent's hand x 200 points.

Normal Trap
Card Number MFC-046
Secret Barrel is definitely a card only a scrub deck would use. Either that, or a casual Direct Damage deck.
Because of the lack of resources (M:TG - Mana, Pokemon - Energy) in Yu-Gi-Oh!, cards become depleted, or used, very quickly. The chances of you getting anything over 1000 Direct Damage with this card is very slim. The only exception is if you're both playing slow casual decks, or you're up against a Mirror Match.
I would never consider running Secret Barrel in any of my decks. It isn't something I'd consider Side Decking either.
As long as you have a decent Monster line up, Direct Damage is very good in Limited. In regular Sealed play, where you still start the game with 8000 Life Points, games tend to go very slowly, thus, you can wait until you're opponent has a massive amount of cards. In Draft, where the Life Points are 4000, you won't need to wait as long due to the small sum of Life Points. But of course, you can always save it for that large finishing blow.

Constructed - 1.9/5
Limited - 3.5/5
DuelMonster Wednesday:11/26/03

Secret Barrel/Rapid Machine Gun
MFC-046-Short Print
Normal Trap: Inflict Direct Damage to your opponent's Life Points equal to the total number of cards on your opponent's side of the field and in your opponent's hand x 200 points.

Direct Damage

x200 doesn't make much impact.
Most often the opponent won't have a huge hand and/or Field.

Cyber Jar - adds 1000 Damage towards whatever else they have.
Dark Room Of Nightmare - Though it won't add 300 per card it can still help.
Infinite Cards - Can help add damage but can also help your opponent, not to mention it's usually a waste of space.

Though not as strong as Des Koala (400 ea), Secret Barrel adds in the opponents Field so at certain moments in the game you can inflict some massive damage, but you really have to wait for some good timing and work around Jinzo and Royal Decree.

I really didn't think much about this card when it first came out, but then I had it used against me several time in one match and watched it add up very quickly. I haven't seen it used since, but that mostly because people play more towards clearing your opponents hand and Field so there wouldn't be much of a point there. It fits nicely into Burner Decks and not having to wait for any specific time to activate/chain it makes it nice MST Bait with a burning kick.

Burner Decks aren't too hot right now in the tournament scene from what I've been noticing, but they are still fun and there are many different ways and combos to form a variety of Burn techniques for different decks, and there's always more and more direct damage cards coming out each set so they may eventually pick up widely.

Casual: 3.0
Tourney: 2.0
ArtWork: 2.5 - Ok now, if I were to make hidden trap pop-up barrel guns/cannons for a spot in the desert I wouldn't make them that colorful, maybe try to make them blend in with the sand and dirt or something. 
MerrilHess Secret Barrel

Inflict Direct Damage to your opponent's Life Points equal to the total number of cards on your opponent's side of the field and in your opponent's hand x 200 points.
Normal Trap
Card Number MFC-046

Upsides :
Can be activated during your opponent's turn
Works on hand and field
Can really add up since it isn't restricted
Common card

Down Sides:
Only 200 damage
Trap card (Jinzo, M/T removal)
No hand and/or field when activated

Dark Room of Nightmares: Ok, this has to getting on your nerves just a bit. I will probably be saying this for the rest of the week.. 
Multiple Secret Barrels: it technically means you are doing 600 instead of 200 damage per card. Full hand means they take 3600 damage.

In Casual, this card is really fun to play. I was playing DuelMonster a few weeks back, and I was playing this card against him. I won a few fun duels with him thanks to this card.

In Tourney, this card is the perfect edition to any burner you are
currently running. It is great at what it does. In any other deck, however, it won't make much of a difference.

In Sealed, this card is almost has Ceasefire's burning capabilities. It is a great card for any sealed deck. Play it without a shadow of doubt.

Overall, I give Secret Barrel a 3.5/5

Casual Rating: 4.3
Tourney Rating: 2.7
Sealed Rating: 3.5  
DrZap84 Secret Barrel

Inflict Direct Damage to your opponent's Life Points equal to the total number of cards on your opponent's side of the field and in your opponent's hand x 200 points.
Normal Trap
Card Number MFC-046

Hmm, well here is the 3rd burner card from MFC. This card combines what is on your opponent's side of the field and cards in their hand. I mean there really isn't much to say about this card. Its good if your opponent has a lot of cards in their hand obviously and a lot on the field, but people lets get real here. This is ygo. Usually, you won't have more than 3 cards in your hand, and only 1 or 2 cards on the field, 3 at most. So, That's only like 800-1200 damage. Just use scientist with catapult turtle. Its a lot easier to pull off, and more worth it.

Tourney Play: 1.5/5 Burner just doesn't cut it, if you want burner go scientist.

Casual Play: 3/5 Its a fun card. Simple as that.

Limited play: 3/5 Hands usually rack up here, and people aren't afraid to play cards on the field, because of a lack of m/t removal/raigeki. But still, its not worth it, draft something better. Average here again. 
Experiment JON ďThe Nameís Moto, Yugi Moto. Kiss yourself goodbye KaibaFinger.Ē Declared Yugi as he withdrew his Secret Barrel and dealt the final blow to Kaiba.

Unfortunately for you, you wonít see much of blowing anyone apart with this card. If you really want to be a secret agent, then go and get yourself a real gun: the Wave Motion Cannon (to be reviewed tomorrow). This is most like a Glock handgun: ugly and weak (sorry to all of you that think the Glocks look nice).

Lets see, 200 damage multiplied by all the cards your opponent has in play and in his hand. Not bad, but only if your opponent has five cards in play. I donít know what to say about this card. Its good against some and its bad against others. And the fact that itís a trap isnít too good. That means you cant use it as a finisher on your turn without presetting it.

Well, this card, I just donít know about. If you like it, go ahead and use it. Just remember kids, when you play with guns, play it safe!

Secret Barrel- 1.5/10  


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