Pojo's Yu-Gi-Oh Card of the Day
"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.
- Spell Card
are based on a 1 to 5 scale
the worst. 3 ... average. 5 is the highest rating
Date Reviewed - 01.03.04
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;
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
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
Traditional Format (Harpie Deck): 2.5/5. S/T removal
is S/T removal.
Art: 2/5. It’s Name That Monster Time! I see Harpie
Lady 1, Ojama Black, Ojama Yellow, and Ojama Green.
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,
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
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...
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.
The good news: I’ve been testing a Harpy
deck. The bad news: I am typing this pretty
late at night. @_@
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.
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.
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.
2/5-It would help a Harpies deck, but I
don’t think such a deck would be that great in
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
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.
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.
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
In a Harpy Deck: