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Pojo's Yu-Gi-Oh Card of the Day
 

 

Harpies' Hunting Ground
Common

When "Harpie Lady" or "Harpie Lady Sisters" is Normal Summoned or Special Summoned to the field, destroy 1 Spell or Trap Card on the field. Increase the ATK and DEF of all face-up Winged Beast-Type monsters on the field by 200 points.

Type - Spell Card
Card Number
- RDS-EN038

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

Date Reviewed - 01.03.04

Tranorix

Harpie’s Hunting Ground

 

We open the New Year by giving a look at those ever so neglected Harpies.  Rise of Destiny gave them a huge boost in playability, not least of which was the creation of their very own Field Spell, Harpie’s Hunting Ground!  And what a Field Spell it is:

 

First of all, this card has a delectable little S/T destruction effect.  Whenever you (or your opponent) summons a Harpie Lady or Harpie Lady Sisters, you get to destroy a Spell or Trap on the field.  Summon Harpie Lady and get rid of that Level Limit.  Summon HLS and get rid of that annoying Magic Cylinder.  The use of Harpies’ Hunting Ground essentially kills the need for excess S/T removal in decks centered around Harpie Lady; very nice.

 

Then there’s the ATK boost.  200 isn’t much, but it can definitely help.  It turns Harpie Lady from a mediocre 1300 attacker to a slightly better 1500 attacker.  It turns Harpie Lady 1 into a typical 1800 beatstick.  It turns Harpie Lady SB (whom I’m sure we’ll get sooner or later) into a 2000 attacker.  Hey, why not, right?  Add the slight ATK bonus to the awesome removal effect, and you have a Field Spell that almost single-handedly gives viability to the Harpie Deck. 

 

Traditional – CCCC: 1/5

Traditional – Harpie Deck: 4.5/5

Advanced – CCWC: 1/5

Advanced – Harpie Deck: 5/5

OVERALL RATING: 2.9/5

  

Snapper Harpies' Hunting Ground

Welcome to the first CotD of 2005! We’ll be kicking off the New Year with a week of Harpie cards, as seen in RDS. Today’s card is Harpies' Hunting Ground, a Spell with somewhat limited uses.

First off Harpies' Hunting Ground is a Field Spell Card, giving your opponent all the bonuses you get. With that out of the way, Harpies' Hunting Ground has a few effects. The first allows you to destroy a Spell or Trap card whenever a Harpie Lady or Harpie Lady Sisters is Normal or Special Summoned. You can think of it as a MST for Harpie Decks in a somewhat reusable form, but the odds that you’ll get to use this effect frequently are slim. Think about it; at the most you’ll be using six cards that that can activate this effect. Of the six, three have summoning restrictions, causing this effect’s chances of being used to low number.

The second effect is a little easier to use, although there are some down points to it as well. Much like the Field Spell Cards of old, Harpies'
Hunting Ground gives the highly significant boost of 200 ATK and DEF to all face-up Winged Beasts. Now you must ask yourself, “How many worthwhile Winged Beast Monsters are there?” The answer is not many. Of course Harpie Lady gets the benefit, but that’s about it. In addition to the low amount of Winged Beast monsters, the increase isn’t anything to be proud of. Sure you can make your Harpie Ladies 1500 ATK monsters, but so what? It isn’t enough of an increase to be worth it.

Obviously Harpies' Hunting Ground fits in Winged Beast Decks, but I think you’ll find that most Winged Beast Decks are in reality Harpie Decks. If you use Harpies' Hunting Ground in another Deck-Type you should be ashamed of yourself.

I don’t think Harpies' Hunting Ground will become a widely used card in Harpie Decks anytime soon. The effects aren’t beneficial enough and they don’t affect enough monsters to cause Harpies' Hunting Ground to be widely played (if you ask me anyway).

Advanced Format (Harpie Deck): 2.5/5. S/T removal is S/T removal.
Traditional Format (Harpie Deck): 2.5/5. S/T removal is S/T removal.
Overall: 2.5/5.
Art: 2/5. It’s Name That Monster Time! I see Harpie Lady 1, Ojama Black, Ojama Yellow, and Ojama Green.
 
ExMinion OfDarkness
Harpie's Hunting Ground
 
Welcome to Harpie Week!  The Harpie Deck is something many people wanted to imitate from the show, but unfortunately for them...Harpie cards sucked back in the day.  But now, there are actually decent Harpie cards out there that give the player a fighting chance.  Let's take a look, shall we?
 
Harpie's Hunting Ground is a field magic that, for the most part, will only benefit the Harpie Lady cards, giving Winged Beasts +200/200.  However, the more important effect here is that every Harpie Lady becomes an MST when it's summoned with this thing down.
 
Constant M/T kill is a great burn defense, and generally an advantage overall.  (Breaker's a staple, and this card makes Harpies all act like Breaker in a sense.)  Two things to watch out for:  This effect isn't optional, so if there aren't any other M/Ts to kill, Harpie's Hunting Ground kills itself...also, an opponent won't lay non-chainables once they see this thing...they'll set stuff like Scapegoat, Ring, Torrential...
The Triangles are Squares!
Harpie deck:  4/5 -- generally field magics get 5/5 in their respective decks, but you have to play this card at the right time to get a decent use out of it.
 
Otaku

The good news: I’ve been testing a Harpy deck.  The bad news: I am typing this pretty late at night. @_@

 

Stats                : Harpies’ Hunting Ground is a Field Spell.  This means it won’t eat up a S/T slot.  Hurray.  The only other way to do this effect would be a residual effect like Final Countdown, and given that you are sometimes going to want to nuke this due to the effect, that would be bad.

 

Effect(s)            : Okay, here’s what will make my earlier comment make a little more sense.  Harpies’ Hunting Ground has one two effects.  The first is that t boosts the ATK and DEF of all Winged-Beasts by 200.  On its own, that would be pretty lame.  Fortunately, there is a second effect: whenever a Harpy Lady or Harpie Lady Sisters is Normal or Special Summoned, I presume the controller of the this Field Spell gets to nuke a Spell or Trap card that is in play.  If it is the controller of Harpy Lady or Harpie Lady Sisters, it’s only going to matter in mirror matches.  In Traditional, this card’s effect isn’t so great: you still have Harpie's Feather Duster to annihilate the all opponent’s Spell and Trap cards that are in play.  Also, even with the new Harpy Ladies that were released, it still wouldn’t be worth it there.  In Modified though, with the lack of “fast” S/T removal, it’s pretty nice.  So an “average” effect plus a nice effect yields a good Field Spell.

 

Uses and

Combinations  : This is meant only for a Harpies deck.  From my tests, you should only run about two, and then include a third Field Spell that fits your theme (I recommend Rising Air Current).  Why?  Well, once you have all your Harpies in play, the +200/200 benefit isn’t going to do that much for you.  So once you have them all out, you drop Rising Air Current and now even a lone Harpy can be a solid beatstick (if it’s specifically tomorrow’s card, then she’d be able to take down even Berserk Gorilla, but we’ll talk about that more tomorrow).  Also, you may be forced to destroy this card yourself, since the effect will make you target it if no other S/T cards are in play.  You also might want to nuke it since, as stated, it’s of limited use the later in the game you go, and you might be forced to nuke something more important.  You definitely don’t want to nail your own Call of the Haunted or Pre-Mature Burial

 

Ratings

 

Traditional       : 2/5-It would help a Harpies deck, but I don’t think such a deck would be that great in this format.

 

Advanced        : 3.75/5-That’s specifically for a Harpies deck: it’s pretty important, though some variants might be able to do without it.  In my tests, it has decent rate of backfiring.  Since Harpies tend to excel at swarming, a Rising Air Current can sometimes be a better friend.  In a Winged-Beast deck that didn’t use Harpies, it’d probably be a 2/5.  Anywhere else, and it’d be a 1/5-near completely useless.

 

Limited            : 3/5-Out of three packs of RDS, I got two of these and two different new Harpy Ladies.  Too bad it wasn’t a limited event.  Anyway, there are a decent amount of Winged Beasts in the set to benefit from it, and it can even end up countering someone who drafted a lot of Harpies: do they nuke it, or their own S/Ts?  Not a hard call for the most part, but it can give you a psychological advantage.

 

Summary

If you are using Harpies, definitely run one or two.  Just remember it’s mostly for early game, where the stat boost and S/T destruction will come in handy.  Late game, it won’t do a whole lot for you.

 

Coin Flip Harpies Hunting Ground is pretty much one of around five field cards that actually have a useful effect. You have Fusion Gate, Necrovalley, A Legendary Ocean, Pandemonium, and this. (No offense to Sanctuary in the Sky, but its only use is meeting requirements of other cards.)

ALO, Necrovalley, and Pandemonium all have effects that make their respective decktypes. Fusion Gate is just plain better for Fusion monsters. You can run it alongside Mystic Plasma Zone and Terraforming to make Terraforming doubly useful.

Harpies Hunting Ground will join that group. First off, I have to warn you. The effect is not optional. If your opponent has no m/ts, and you summon a Harpy Lady, you're going to have to hurt yourself.
This isn't terrible if you know how to play, but be careful none the less.

The boost is a bit above negligible. 200 would help your Harpy Lady take out a Don Zaloog, and that's about it. I find the boost of Rising Air Current better, but you can easily run both.

The effect will break a lot of defenses. They've got an annoying Jinzo on the field with Premature Burial attached? Summon Harpy Lady #1, kill the Jinzo/Premature, attack for 1800. They've got some annoying f/d m/t? Summon a Harpy Lady, and you clear the field for your own attacks. Just want to get rid of an annoying continuous like Ectoplasmer, Gravity Bind, or others? Trust me, this'll do it.

Turning Harpy Ladies into MST is cool by me.

Pretty much, it's not quite staple in Harpy decks, and is useless elsewhere. The unfortunate thing is that you can't have more than 3 total of any card whose name counts as Harpy Lady, which would give you untold m/t breaking if it were possible. Running it with Harpy Lady SB and Harpy Lady 1 would get you some powerful monsters that have Breaker-style effects.

In a Harpy Deck:
4/5 Traditional
4/5 Advanced
 

 

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