|  |  |  |   Pojo's Yu-Gi-Oh Card of the Day
 
                        
                          |  | 
                      Shadow 
                      SpellSuper Rare
 
                            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 
                            also destroyed. 
                      Type
                      - Continuous TrapCard Number 
                      - SKE-041
 Ratings
                            are based on a 1 to 5 scale
                            1 being the worst.  3 ... average.  5 is the highest rating
 
                      
                      Date Reviewed - 3.08.04 |  
                        
                          | infinitekhaos | 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 
                          little goth.
 
 Closing Line - NOW MY CHAINS! ENSNARE THAT GEMINI ELF 
                          AND BRING IT DOWN TO 1200!! YEAAAAA
 |  
                          | ExMinion OfDarkness | 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.)
 
 1.5/5
 Same goes for Banlisted: One less M/T removal spell 
                          isn't going to make this card that much greater.
 |  
                          | Omega | Ah Shadow Spell. Of all the cards that stop your 
                          opponent’s 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 
                          you’re able to turn things around.
 
 I’m giving Shadow Spell a strong 3/5 it’s really good 
                          in the right situations, however with all the 
                          Spell/Trap removal cards out, any continuous traps 
                          should be used with caution.
 |  
                          | Tony | 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
 
 Pro
 + 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
 
 Con
 - 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
 - Jinzo?
 - 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 
                          Airknight Parshath.
 
 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 
                          idea.
 
 Ratings:
 Constructed: 4/10 (not to good really...run other 
                          traps)
 Limited: 7/10 (most decks do not have many answers to 
                          1900+ attacking monsters)
 
 Best Situation:
 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.
 |  
                          | Otaku | 
                          
                          Stats: 
                          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 it’s not 
                          as easy to negate as a Spell Card (Trap negation may 
                          exist, but it’s not as heavily played).  Given the 
                          effect (which we’ll get to), it’d have been nicer as a 
                          Quick-Play Spell, even if it remained on the field.  
                          Card 
                          Text (Effects): 
                          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.  
                          I’d rather use Nightmare Wheel if I wanted to stop one 
                          monster from attacking-that way I’d tack on some burn 
                          damage too.  
                          
                          Uses/Combinations: 
                          
                          Keep 
                          Lava Golem from doing anything but using up your 
                          opponent’s LP.  Weaken Vampire Lord to the point even 
                          a Mystic Tomato can kill it.  Umm… Can’t think of much 
                          else, and both of those have other options (Nightmare 
                          Wheel or powering up your own monster instead).  
                          
                          Ratings  
                          
                          Casual: 
                          2/5-I suppose if you really need to keep monsters 
                          uselessly on the field…  
                          
                          Constructed: 
                          1.5/5-Well, it does do something.  
                          
                          Limited: 
                          3.5/5-It’s enough to let most of your monsters run 
                          over the opponent’s best stuff.  Since this is a 
                          Starter deck card, you can even plan its use out ahead 
                          of time.  
                          
                          Summary 
                          It 
                          does stuff, but does it do it well?  I think not.  I’d 
                          rather destroy the monster outright or inflict LP 
                          damage than just weaken it and keep it stuck on the 
                          field, even if it can’t switch positions.  |  |