Pojo's Yu-Gi-Oh Card of the Day
During each player's End Phase, each player can
Special Summon 1 Level 4 Normal Monster from his/her
- Continuous Spell
are based on a 1 to 5 scale
the worst. 3 ... average. 5 is the highest rating
Date Reviewed - 10.28.04
This is a promising field swarm card. We already have
quite a bit of
normal monster support - on top of this, we have
Heart of the
Underdog, Skill Drain, and Non-Spellcasting Area
under the belt for
Normal monsters. This is great since it provides a
means for a
fast-swarming beatdown. Swarming with 1900s that you
draw 3 of during
the draw phase thanks to Heart of the Underdog is a
cool thing. And
we now have the 1850's and 1900s necessary to use it
Just WATCH OUT for the Gorillas.
Note that this card only has the TURN PLAYER summon
during their End
Phase. So, no summoning your cards on their end
phase. Likewise for
I'd say it's a solid idea, but I've had no luck with
it myself, so all
I can say is that it's promising. For now. In an
unless you're playing a theme, you shouldn't be
5/5 in a Level 4 Normal Monster Swarm deck (it makes
1.3/5 anywhere else.
Two-Man Cell Battle
This card is pretty interesting. It's a Continuous
Spell, making it vulnerable in both formats; but
chances are your opponent won't bother removing it.
How much of a threat could a Level 4 Normal Monster
Well...they can be good. We have Archfiend Soldier,
Gemini Elf, and Mad Dog of Darkness. Those three
equate to a generally powerful Beatdown. This card
might be good when used with Familiar Knight;
swarming with high-ATK monsters gets fairly easy.
Use this in a Beatdown with a lot of Normal
Monsters. I don't see much use for it anywhere else,
unless you misread the text and think it includes
Traditional – CCCC: 1.5/5
Traditional – Beatdown: 2.5/5
Advanced – Beatdown: 3/5
Two-Man Cell Battle
Today’s card is Two-Man Cell Battle, a card whose
name is strange
considering there are three monsters in the picture.
Effect: The effect is simple, during each player’s
End Phase, each player
can Special Summon a Level 4 Normal Monster from his
or her hand. This
effect is filled with cons. First, it works for both
players, giving you the
opportunity to help out your beloved opponent.
Second, it only works on
Level 4 monsters, limiting the number of monsters
you can Special Summon to a smaller amount. If the
effect was Level 4 or lower monsters, it would be
fine. Finally, you can only Special Summon Normal
Monsters with the effect,
which is the final nail in the coffin. Why? When was
the last time you saw a
Normal Monster in competitive deck? Water Decks are
the only decks that use many Normal Monsters, so if
you use a Water Deck, there you go. Effect – Bad.
Combos: I really can’t think of anything that would
make this card worthy of
playing. A Legendary Ocean and Cost Down would allow
you to Special Summon higher level Normal Monsters,
but it wouldn’t be worth it.
Usability: A deck with tons of Level 4 Normal
Monster who enjoys helping
their opponent would love this card.
The card could have been so much better if the
effect was, “During each
player's End Phase, each player can Special Summon 1
Level 4 or lower
monster from his/her hand.” Wouldn’t that have been
great? Yep, it would.
Advanced Format: 1.5/5. Maybe you’d see it in a
Stalin Deck or something…
Traditional Format: 1/5. Stalin Deck.
Art: 2/5. It’s name that monster time! I see Blazing
Inpachi, Gagagigo, and
Two-Man Cell Battle
Another "equalizer" card that turns out to be
At first glance, this card is dead even. At the end
of a turn, a player can Special Summon a monster of
exactly Level 4 THAT DOES NOT HAVE AN EFFECT to the
field. Soul of the Duelist is trying to let the
"normal" deck come into play again, as we all used
our Beatdowns back in Pharaoh's Servant.
This card ends up being almost completely one-sided.
When is the last time you saw a non-effect monster
being played in any REALLY competitive area? It's
been a while, save the Archfiend Soldier/Mad Dog of
Darkness being used as an extra Dark type to bring
out a Chaos monster. The player using it will get to
pretty much get an extra summon at the end of turn.
However, this is just as much of a blessing as it is
The summon is at the END OF TURN -- this allows your
opponent their whole turn to deal with what you
might be planning. If you dropped a Lv. 4 beatstick
in hopes of Tributing it next turn, it most likely
won't happen. Letting the opponent know what you're
going to do a turn in advance is a death sentence
for any strategy you planned on with the card they
know about...not to mention the loss of hand
I WILL say this, however; a deck focusing COMPLETELY
on non-effect Beatdown can work well -- Archfiends,
Mad Dogs, Geminis, non-Spellcasting Area, Heart of
the Underdog (which can work more than once in the
same Draw Phase, last I checked!), and the other
Normal support cards can give non-effect monsters
abilities that rival the orange-colored monsters
we've all grown to love.
Deck focusing on it: 3.25/5
Two-Man Cell Battle is the ultimate special summon
card for the vanilla beats deck, which abuses cards
like Heart of the Underdog and Non-Spellcasting Area
to make these standard attackers insanely powerful.
This card easily helps in swarming the field with
massive attackers. It's also good for providing
sacrificial bait for larger beatsticks such as the
Summoned Skull. Unfortunately, traditional format
has a lot of ways to deal with these little beatdown
monsters, but this thing is a godsend for vanilla
monsters in the advanced format.
In limited, this card only works with Skull Dog
Marron. However, it's always good to have some sort
of special summon potential. This always helps for
summoning higher level monsters.
Traditional Format: 2/5
Advanced Format: 3.5/5