Pojo's Yu-Gi-Oh Card of the Day
your opponent's monster attacks a monster on your
side of the field, you can activate this card during
the Damage Step. Increase the ATK of your attacked
monster by the ATK of 1 other face-up monster on
your side of the field during the Damage Step.
- Trap Card
are based on a 1 to 5 scale
the worst. 3 ... average. 5 is the highest rating
Date Reviewed - 01.20.05
Ooh.. Covering Fire is a good and rentsy card. On the
upside, Cory's mom i- I mean, the effect has a
rentsy kick to it. You attack their Spirit Reaper
(and this doesn't target, so Spirit Reaper won't be
killed) and they will use Giant Orc to turn this
into a 2500 attack monster. Better with Don Zaloog.
Too bad that it has a requirement of two monsters on
your side of the field and is intensely situational.
I won't say much more. Good effect (have I mentioned
it's rentsy yet), bad limitations considering how
the game is played.
Everyone just heard me say that, didn't they? Meh.
Covering Fire is a very interesting Trap.
Unfortunately, it’s a Normal Trap, and not chainable
– much like Sakuretsu Armor and the like, you must
wait for your opponent to attack to activate this.
If you do, however, the results could be
Imagine this: you flip up your Magician of Faith to
bring back Premature Burial, with which you revive
your mighty Dark Magician (we’ll assume you’re
running a Magician Deck). You end your turn. Your
opponent, though undoubtedly having nothing to stop
your Magician, summons a Don Zaloog, hoping to
attack your Magician of Faith and inflict enough
damage to your Life Points to finish you off.
Activate Covering Fire and your opponent’s Don
Zaloog will die, and he’ll take 1400 damage in the
It’s an unreliable card, but it has some potential.
I personally would not run this over Sakuretsu
Armor, Bottomless Trap Hole or Compulsory Evacuation
Device, but I still think it’s worth trying out if
you’re bored with or can’t find enough of those. It
might also be a nice option for certain Ritual and
Fusion Decks, which often have some very high ATK
Traditional – CCCC: 2.5/5
Traditional – Ritual/Fusion: 3/5
Advanced – CCWC: 3/5
Advanced – Ritual/Fusion: 3.5/5
OVERALL RATING: 3/5
This week seems to be filled to the brim with
interesting cards and today’s is no different
because we’re reviewing Covering Fire, a neat and
occasionally devastating Trap.
Covering Fire can only be activated during the
Damage Step in which an opponent’s monster attacks
one of your monsters, causing Covering Fire to fall
prey to S/T Card destruction prior to a time it gets
to activate. At this time increase the ATK of the
attacked monster by an amount equal to the ATK of
another one of your face-up monsters. This effect of
Covering Fire could be an unwelcome surprise for
your opponent and could cause them to lose a monster
as well as some Life Points. Unfortunately, this
effect requires you to have a second face-up
monster, a privilege you won’t always have. But with
an optimistic mind comes optimistic combos.
As the artwork of Covering Fire suggests, Covering
Fire works well with Machine monsters. How you ask?
Why with Limiter Removal of course. In the ideal
situation you’ll have a Machine monster being
attacked and you’ll have a second Machine monster
with which to use Covering Fire. Activate at least
1 Limiter Removal (3 would be great), doubling the
Machine’s ATK at least once, then activate Covering
Fire to hopefully bring your opponent’s Lie Points
to 0. Of course you can use other ATK increasing
cards at this time but Limiter Removal would be the
most successful me thinks.
Covering Fire is a neat card that can be used in any
Deck with relative ease. Unfortunately the terms in
which Covering Fire can be activated aren’t very
welcoming, making Covering Fire a situational card.
Advanced Format: 3/5. If you have room for it and
can easily activate it then by all means use it.
Traditional Format: 2.5/5. All the S/T Card
Destruction makes Covering Fire very vulnerable.
Art: 4.5/5. I deem this artwork avatar worthy.
This is one of the cards Metagame.com tried to
popularize before the Rise of Destiny Sneak Preview
event -- and failed miserably at doing so.
This card is great if it's pulled off, but extremely
situational in Traditional and only okay in
Advanced. Basically, it lets you add one monster's
ATK score to another monster's for one attack. Being
that it's in the Damage step, not much can stop it,
and it usually ends up with an opponent's monster
being destroyed and both of yours surviving. For
example, your opponent summons Blade Knight to take
out your Scientist, not worried about the Archfiend
Soldier you have on the field. You Covering Fire,
kill their Blade Knight, deal 200 to them, and
Scientist lives another turn.
However, you won't see that very often. In
Traditional, getting 2 monsters to stay on the turn
for more than 2 turns is a miracle, and if you DO
pull it off, Covering Fire probably isn't the first
thing on your mind. In Advanced, monsters last
longer with the (unfortunate) lack of mass removal,
so this card could see play -- but again, there are
simply better traps.
My opinion: Go with something more consistent in
your Trap lineup.
Rated For: Any Deck
Covering Fire is an interesting card that's highly
playable, but is overshadowed by far better options.
Now you know this card is activated in the damage
step, meaning it will trigger without spells such as
Book of Moon being able to chain to it.
The stipulation to this card is that your monster
should be in attack position to destroy your
opponent's monster and receive the effect, but this
card is a great alternative to two of the best
damage step contributors, Rush Recklessly and Mirror
Wall, the second of which is arguably the king of
damage step contributors.
This card can have far greater gains; say you have a
Berserk Gorilla and a Don Zaloog, they attack with a
Gorilla and they'll be taking 1400 and discarding.
Now if you had a Rush Recklessly, they'd only take
100, and a Mirror Wall would cause only 400 damage.
However, keep in mind that this card becomes far
less dependable because it requires two of your own
monsters to function, and for your monster to be in
attack position, which can make for some heavy
liabilities. As such, I'm still recommending
Advantage F/H: Simply put, this card is a wrecking
machine. You'll hand your opponent anywhere from
1000 to even 2000 damage with this card, and have
their monster destroyed. If Mobius attacks Breaker
and you have a gorilla, he'll be taking 1200! Very,
Traditional Format: 8.5/10
Advanced Format: 8.5/10
Best Draw for the Situation: This card is not nearly
as reliable as other defensive traps, mainly because
1) you'll have to put the monster in attack
position, risking this card being destroyed and your
monster being left dangling; and 2) you'll have to
possess two monsters on the field. This makes it a
dead draw often.
Traditional Format: 5/10
Advanced Format: 5/10
Attributes/Effect: It activates in the damage step,
which is a plus. Assuming you get the effect off,
you'll do 1000-2000 damage and destroy their
monster. Unfortunately, such a godly effect is
tempered by its two drawbacks, stated above.
Traditional Format: 6.5/10
Advanced Format: 6.5/10
Dependability: This score negatively affects the
Best Draw score. It's simply not as dependable as
Mirror Wall/Rush Recklessly, which themselves are
not as dependable as Sakuretsu Armor. Believe me,
I've playtested both this card and Mirror Wall in a
Don Zaloog abuse deck; they're not reliable at all
times because of the monster requirement. This one
requires two monsters!
Traditional Format: 3/10
Advanced Format: 3/10
The Bottom Line: Covering Fire is decent, but not
A BAD Score-- Traditional: 2.88/5
FORCE System Suggestions:
++ Contributes slightly to Enemy Disruption and
-- Detracts from Resource Replenishment.
*Note, due to its unreliable nature and attack
position monster requirement, this trap card does
not provide any defense. This makes it a liability.