Wednesday - Snatch
Take control of one of your opponent's face-up
monsters. Your opponent gains 1000 Life Points at
each of his/her Standby Phases.
Restriction: Restricted (1 per Deck)
Snatch Steal is known
as one of the best late-game topdecks, but as well
all know, it has many other situations where
it's game breaking.
Whether it be Vampire
Lord, Jinzo, Airknight Parshath, or Dark Ruler Ha
Des, Snatch Steal makes all these Monsters, and
more, easier to Summon. Monster-removal as well as
Monster-aid in one card.
Lots of Turn 2 wins
have resulted for this card. And for good reason.
Not only are you giving a -1 Monster advantage to
your opponent, you are giving a +1 Monster
advantage to yourself. All for the price of one
There are several
slight disadvantages in Snatch Steal. Obviously
they include the Life Gain for your opponent, and
the weakness to Spell/Trap removal. This is all
necessary to keep the card balanced to some
In Limited Snatch
Steal shines even brighter. With the very little
amounts of Spell/Trap removal, you could literally
control one of your opponent's Monsters for the
entire game. Always make sure that the Monster is
worth using Snatch Steal on, you wouldn't want to
take control of a weak Monster and then have your
opponent gaining massive amounts of Life Points.
Snatch Steal is a first pick every time in Draft.
Constructed - 4/5
Limited - 4.5/5