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

Guard Penalty

Select 1 monster on the field. If the selected monster is changed to Defense Position this turn, draw 1 card from your Deck.

Type - Spell
Card Number - EOJ-EN045

Card Ratings
Traditional: 1.15
Advanced: 1.45

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

Date Reviewed - 01.24.0


ExMinion OfDarkness
Guard Penalty

Umm...useless compared to Jar of Greed?

I don't see any reason why you'd play this over Jar. Both cards end up drawing you 1 card when used at their best, both can draw out M/T removal, but Jar requires nothing further than activating it, and Guard Penalty requires a monster go to defense. The only use I see for this is if you had some kind of weird OTK or combo deck (Exodia maybe?) that you wanted to cut another few cards out of (3 Jar of Greed + 2 Reckless Greed + 2 Upstart Goblin + 3 of this) it might help, but otherwise it can become a dead card in so many situations.


Dark Paladin
Today we look at perhaps a very overlooked Quickplay Magic card, Guard Penalty. I'm not sure why this is called Guard "Penalty", as this can very easily be a 1 for 1.

If the monster you select with this card is changed to defense position in the turn you activate Guard Penalty, you get to draw one card. So, activate it on your turn, change your face up monster to defense mode, and you get a card.

Perhpas it's called "Penalty" because it's assumed your monster will get destroyed? With the lack of draw cards in the Advanced format, go ahead and try this. Drawing outside the Draw Phase is always good.


Traditional: 1.5/5 No need

Advanced: 3/5 Could be used as tech, go for it.

Art: 3.5/5

You stay classy, Planet Earth :)

Go Colts in the Super Bowl

Guard Penalty :
I can't quite understand why one would penalise a guard for doing his/her job? They stand around enough as it is.

This could be a 1-4-1. If you target your own monster, it is anyway. Target your opponent and they'll just decide that monster is fine where it is. You can't chain to a player deciding to change a position. Like summoning, they just do it. Thus, there are much better ways to draw cards.

Traditional: 1/5
Advanced: 1/5

Share and enjoy,

Guard Penalty


If it killed something and allowed us to draw a card, changed the battle position itself and allowed us to draw a card, etc. it would be good. But it requires another card in order for us to simply draw a card. Not worth the deck space.
Turkeyspit Guard Penalty

"I'll take situational support for non-competitive cards for 500 Alex"

Hrmph. I had to actually sit down and think about how this card could be of use. That can't be good.

The best scenario that I can see is if you were running this card in an uber-beatdown deck, running monsters like Goblin Elite Attack Force, Spear Dragon, or Destiny Hero Dasher.

At that point, this card will serve to thin your deck, to dig for your power cards.

On the other hand, I could see this card seeing "some" play in a Prickle Fairy deck to bait out S/T removal.

- chain this card to your opponent's Breaker / MST, and target their monster.
- when they attack into your face-down Prickle Fairy, and end up being switched to Defense, you get to draw a card.

Still, I'd run Jar of Greed over this any day of the week.



2/5 - not altogether useless, but there are better cards to run then this.


1/5 - Pot of Greed, Graceful Charity, Mirage of Nightmare...why do we need this?

Card Art:

2/5 - reminds me of those WWF matches where the bad guy always knocks out the referee, before he and and his buddy gang up and beat down the Intercontinental Champion and steal his....well, you get the picture.

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