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

Great Phantom Thief

Spellcaster / Effect Monster
Each time this card inflicts Battle Damage to your opponent's Life Points, declare the name of 1 card. Then see your opponent's hand and discard all copies of the declared card in his/her hand to the Graveyard.

Type - Earth / 3 / 1000 / 1000
Card Number
- MFC-024

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

Date Reviewed - 3.03.04

ExMinion OfDarkness Wednesday: Great Phantom Thief:

This is basically like a modified White Magical Hat. You get to see their hand, which is something neither WMH OR Don Zaloog can do, but unless you guess right, you may not be getting rid of a card. There are a few ways to play this card effectively:

*Use The Forceful Sentry or Confiscation first, and then you'll know another card in their hand you want to get rid of.

*Pick a card that is usually played in threes. Mystical Space Typhoon and Waboku are played in almost all decks, and if your opponent plays a theme deck and you know this, that card is a safe guess.

*If all else fails, pick the card that would hurt you the most if they have it (If you have a Jinzo in play along with this card, pick Snatch Steal, if you are low on life pick Magic Cylinder or Ring of Destruction, etc.) Or, if it's really early in the game, pick a staple that hasn't been played and hope for the best.

This card can definitely be comboed well in hand destruction, and can sometimes be better than its bigger brother Zaloog.
3/5 in normal tournament format
3.25/5 in Banlist -- people that play Hand destruction may be looking for another ally to replace Yata-Garasu and Delinquent Duo. 
Gambit Great Phantom Thief

I chose this card because, after playtesting this card, I have seen how powerful it can be. It has the same ATK and level as White Magical Hat, little higher DEF. In fact the art is similar. So why should you play it in your hand control deck? Because it can eat away your opponent's hand, in a different way. Once you do damage, call the name of a card you think (or know) your opponent has. Right or wrong, look at their hand. If you are right, they discard all copies of that card that are in their hand. If you are wrong (and if you are right), remember what is in their hand so you won't be wrong next time.

GPT + Penguin Soldier/Guardian Sphinx -- clears the field for you AND probably lets you know what monster to choose
GPT + Dark Designator -- Tell them to bring Yata to their hand, attack, call Yata... bye-bye birdie!
GPT + Giant Trunade -- when you look at their hand, take a peek to see if that was Magic Cylinder or Mirror Force on the field, now in their hand

3.5/5.0 Good for Gravity Bind decks of all kinds, and no hand control deck is truly complete without this one. A little more attack and it would be everywhere. 

Stats: Great Phantom Thief is a Level 3 Earth Spellcaster.  This means that a) it can go under Gravity Bind, and b) it has decent support.  The only upside of itís ATK/DEF is that a) it is searchable by Witch of the Black Forest, Sangan, and Giant Rat and b) that Secret Passage to the Treasures would let it attack directly.  The Defense could be as high as 1500 and the above would all still be true.

Card Text (Effects): Hereís why this card might see play-if this card inflicts Battle Damage to your opponentís LP, then you get to name a card.  You get to then see your opponentís hand, and if any copies are in his/her hand, then all copies are discarded.  This is moderately useful, but in my opinion, a little under-powered.  Basically, you need to live long enough to attack twice since the first successful battle damage will let you see the hand.

Uses/Combinations: Counter Exodia if its in hand?  I really donít see much point to it unless you have a way of knowing what is in an opponentís hand.  Even then, I donít know if itís worth running this.  Best I can think of is a Gravity Bind deck/Messenger of Peace deck, and tossing in some Secret Passage to the Treasures and maybe an Eye of Truth (so you know what to call) or three.  I believe there is a Spell Card coming that letís a Spell caster attack twice, but I do not know for certain, and with a Midterm tonight, I canít go scrounging around for it.


Casual: 3.25/5-Such a deck might work hereÖ barely.  Control is easier through other meansÖ

Constructed: 2.5/5-Just not seeing it.  If I need to nuke a certain card in an opponentís hand, Exchange is usually easier, since rarely will an unrestricted card cause so much trouble.

Limited: 3.5/5-While almost as hard to use here (you basically have to already have field control), almost any hand disruption becomes more potent.  There is also a mixed blessing of the obvious set wide restriction-name whatever the best, common, strong monsters are, and if you are wrong, oh well.


Another one of those cards you feel should be able to do something, but you donít know what. Love the name. ;)



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