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Pojo's Yu-Gi-Oh Card of the Day

Snatch Steal
Secret Rare

Whent his card is Normal Summoned, put 1 Spell Counter on it (max.1). INcrease the ATK of this card by 300 points for each Spell Counter on this card. By removing 1 Spell Counter from this card, destroy 1 Spell or Trap Card on the field.

Type - Spellcaster/Effect
Card Number - SD2-EN013

Card Ratings
Traditional: 4.87
Advanced: 4.87

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

Date Reviewed - 05.18.06


ExMinion OfDarkness
Snatch Steal

See also my first line of comments on Heavy Storm and Breaker.

Yesterday I talked about natural +1s at the beginning of my review. This is the 2nd best example of a natural +1 -- Pot of Greed is the best example, and that's banned, so we're not counting that.

Snatch Steal has won almost as many games as Heavy Storm, and probably even more by being played AFTER a Heavy Storm. It's an instant +1 if it goes through for as long as you have the opponent's monster. You used one card (-1) to remove an opponent's monster from their field (0) and put a monster on your field (+1). Now if your opponent manages to destroy the Snatch Steal and get their monster back, tough break, you lost your advantage. But there are so many ways to ensure you keep your +1 or turn it into more advantage; tributing the monster, (if DDA/DDWL) ramming it into something else, or generally just beating the crap out of the opponent with it.

And let's not forget the beautiful combo with Tsukuyomi or Book of Moon -- if Snatch Steal resolves successfully, and then the monster it's on is flipped face-down, Snatch Steal goes to the Graveyard, but the opponent's monster "forgets" it should go back to them, and when you flip it back up, you have complete control of the opponent's monster without them gaining life or anything. But then again, if you play Snatch Steal and the opponent chains Book of Moon on the monster in question, then Snatch never resolves in the first place. It works both ways.

My comment on Breaker holds true here. If you're going to do ANY kind of attacking or Tributing, then you run this. You run this or you lose. And given that it's been in so many starter decks by now, you have no excuse not to run this.

5/5 all

Dark Paladin
Snatch Steal is another excellent card. Use it to hit for extra damage, to finish your opponent in lieu with Heavy Storm, or tribute their monster for something stronger. The card usually isn't around long enough to worry about the side effect.

Ratings: 4.5/5 all around

Art: 4/5 He did snatch that bag

You stay classy, Planet Earth :)

Dark Maltos


Snatch Steal ;

When people start complaining about how something deserves to be banned, more often than not they’re whining , but occasionally they have a point.. This is one of those rare instances.

Snatch steal has been with us essentially since the beginning, and right now is one of the most frustrating cards out there, winning games by itself. They effect is simple, too simple, and personally I find removing the opponents last defense and then hitting them with it a tad unfair myself.

Traditional ; 5/5
Advanced : 5/5

Art : 3/5
MPS ; 5/5



Snatch Steal

I am loving this week of cards. They all rock. Snatch Steal is a Staple. Of course it is not needed in every deck, but 9/10 need to run it. It can become a quick 2 for 1 and also helps shift the momentum of a game and or closes the win.

5/5 easily one of the best cards ever made. It is also one of my favorite spells, so many games I have won on behalf of it.

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