Pojo's Yu-Gi-Oh Card of the Day
Select 1 face-up monster on your opponent's side of
the field. Decrease the ATK of the selected monster
by 700 points. The monster cannot attack or change
its battle position. When the selected monster is
destroyed or removed from the field, this card is
- Continuous Trap
are based on a 1 to 5 scale
the worst. 3 ... average. 5 is the highest rating
Date Reviewed - 3.08.04
Sorry for the long absence. I've been
really busy with school and other things. Ok, onto
this week, Shadow spell which can be found in the
Kaiba Evolution Starter. This card is similar to
Spellbinding Circle. It is a lot better than
Spellbinding Circle but that does not make this card
by any means, good. First of all, its a continuous
trap. This means that it is easy MST bait. You should
use this on your opponents big monsters, maybe Vampire
Lord. Bring Vampire Lord down to 1300, and run him
over with a Berserk Gorilla or Gemini Elf, even a
Mystic Tomato would take down the Vampire.
Other than the 700 decrease, it carries over all the pros of
Spellbinding Circle, but not the cons. As soon as the
monster leaves the field in any way, this card also
leaves. Which means it wont take up precious space in
your spell and trap zone. however, the 700 decrease
just isn't worth the space in your deck. This would of
been good in Metal Raiders, but now it's just eye
candy for your binder.
Constructed - 1.5/5
Limited - 3.0/5
Artwork - 4.0/5 - Very cool looking. Maybe even a
Closing Line - NOW MY CHAINS! ENSNARE THAT GEMINI ELF
AND BRING IT DOWN TO 1200!! YEAAAAA
Monday - Shadow Spell:
We start this week off with a new card in the Kaiba
Evolution Starter Deck. Basically, this reads: "See
Spellbinding Circle and lower the monster's attack".
Oddly enough, this appears to be very similar to a
Magic card that was activated on Pegasus's Blue Eyes
Toon Dragon -- where the BETD couldn't move, and had
its ATK lowered by 700.
Sadly, this card just won't be around that long. Trap
space is very limited in Decks, so a Trap has to be
revolutionary to make it into our Decks in the future
(*coughSixthSensecough*). There are just too many
reasons not to play this card:
*The monster can still be tributed.
*People play 3 MST, Heavy, Harpie's, and Breaker most
likely. With Mirror Force, it's worth the risk, same
goes for Cylinder sometimes...with anything else, it's
either chainable or semi-chainable (as in Call of the
Haunted reviving a Jinzo or Sangan/Witch when targeted
by M/T removal.)
*Instead of putting in a card that just stalls the
monster, why not put a Magic card in the Deck that can
help get rid of the monster? 3 Wabokus is enough to
block attacks with a bit of surprise...
I don't see this card being anything else but newbie
trade-bait. If you have a Kaiba Evolution Starter, try
to trade this off to an idiot for their Black Luster
Soldier -- Envoy of the Beginning or Chaos Emperor
Dragon -- Envoy of the End. (And with some of the
posts about trades I've seen on the CCG Gossip forum,
there are people dumb enough to do that.)
Same goes for Banlisted: One less M/T removal spell
isn't going to make this card that much greater.
Ah Shadow Spell. Of all the cards that stop your
opponentís monster from attacking, this one may seem
the most familiar. This is because this is how Yugi
plays Spellbinding Circle.
Shadow Spell is right up there with Nightmare wheel as
far as playability goes. They generally do the same
thing, but with various differences. Where as
Nightmare Wheel has its burn effect, Shadow Spell has
its attack lowering capability.
This is a good card, however it came out too late.
Most decks now a days play with many Spell/Trap
Destroying cards like Mystical Space Typhoon etc. So
relying on this is very risky.
It is very useful however against beatdown, since they
will try to hit you hard. So by using Shadow Spell,
you throw a wrench into their gears, and hopefully
youíre able to turn things around.
Iím giving Shadow Spell a strong 3/5 itís really good
in the right situations, however with all the
Spell/Trap removal cards out, any continuous traps
should be used with caution.
Welcome to the week of Starter Deck/Video Game cards!
hRmmm...now let's look at the first card: Shadow Spell
I remember back when Magic Ruler was first out.
Spellbinding Circle (which is also a common in the new
starter decks) was one of the most wanted holo. I used
to think this was one of the greatest cards but it
turned out it isn't. Here's my Pros/Cons
+ Stops an attack of a monster
+ Lowers the monster's attack by 700 which means a
Sangan could kill a Tribe Infecting Virus or Breaker
the Magicial Warrior w/o a counter.
+ It kills Spirit Reaper
+ The monster canNOT switch position
+ Ryu Senshi canNOT negate this card
- Don't you rather wish the monster was dead?
- It's not chainable like Ring of Destruction, etc...
- Lowering a monster's attack so you can destroy it is
NOT the point of this card
- Mystical Space Typoon really destroys this card
- There's just no more room for traps! >_<
So what is this card? Another Spellbinding Circle?
yeah...it is. So is Nightmare Wheel but this card has
the added bonus of making your opponent take 500 life
points. Personally, I like Shadow Spell better because
it is BOTH those cards but the ATK changing ability is
pretty good. * shrugs*
This card has impressive combos though. On YOUR turn,
activate this card on a monster to destroy another
monster. Your Sangan just became a strong creature.
Also, a Mystic Tomato can take down a Vampire Lord or
Also, it prevents an attack. You don't really want a
Vampire Lord or Airknight Parshath attacking your life
points. eh, it's a good card but I don't know if it
will make constructed very often.
Just for the record, Ryu Senshi ONLY negates NORMAL
Traps; not counter traps, continuous traps, just
normal traps. This card (along with Call of the
Haunted, Imperial Order, Mirror Wall, etc...) cannot
be negated by Ryu Senshi's effect. Hopefully you were
never a victim of that =\
Now let's think about it: the most common card in
anyone's deck: Mystical Space Typoon. That card can
destroy that card DURING battle FROM your opponent's
hand. Not too good. Also, Harpie's Feather Duster,
Heavy Storm, Royal Decree, Jinzo all ruins this card.
Other cards like Ring of Destruction can be chained to
most of those and it destroys the monster which in my
opinion is better.
There's also this fact that no ONE, and I mean NO ONE,
has enough room for traps in their decks. It's a very
slow trap and it is normally never good as Torrential
Tribute, Drop Off/Time Seal, or even Waboku.
But don't look at this card and laugh at it. Try it.
Use cards like DD Crazy Beast and Gravity Bind to
REALLY control your opponent's field. *shurgs* it's an
Constructed: 4/10 (not to good really...run other
Limited: 7/10 (most decks do not have many answers to
1900+ attacking monsters)
Your opponent has an Airknight Parshath on the field.
During your opponent's battle phase, you activate
Shadow Spell (making Airknight Parshath into 1200).
Next turn, you use your Pyramid Turtle/Mystic
Tomato/Giant Rat/DD Crazy Beast to destroy this card.
You regained field control again.
Shadow Spell is a permanent Trap card (talk about
false advertising). It can only be activated if your
opponent has a face-up monster on their side of the
field, and most people destroy Traps before
they summon a monster for the turn. At least itís not
as easy to negate as a Spell Card (Trap negation may
exist, but itís not as heavily played). Given the
effect (which weíll get to), itíd have been nicer as a
Quick-Play Spell, even if it remained on the field.
This card both weakens a face-up monster and prevents
it from attacking. The problem is I could probably
just destroy the monster with Fissure in this case.
Iíd rather use Nightmare Wheel if I wanted to stop one
monster from attacking-that way Iíd tack on some burn
Lava Golem from doing anything but using up your
opponentís LP. Weaken Vampire Lord to the point even
a Mystic Tomato can kill it. UmmÖ Canít think of much
else, and both of those have other options (Nightmare
Wheel or powering up your own monster instead).
2/5-I suppose if you really need to keep monsters
uselessly on the fieldÖ
1.5/5-Well, it does do something.
3.5/5-Itís enough to let most of your monsters run
over the opponentís best stuff. Since this is a
Starter deck card, you can even plan its use out ahead
does stuff, but does it do it well? I think not. Iíd
rather destroy the monster outright or inflict LP
damage than just weaken it and keep it stuck on the
field, even if it canít switch positions.