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

Zoma the Spirit

[Continuous Trap Card]
After activation, Special Summon this card in Defense Position; it is treated as an Effect Monster Card (Zombie-Type/DARK/Level 4/ATK 1800/DEF 500). If this card is destroyed by battle, inflict damage to your opponent equal to the ATK of the monster that destroyed it. (This card is still treated as a Trap Card.)

Card Number - PTDN-EN095

Card Ratings
Traditional: 2.40
Advanced: 3.60

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


Date Reviewed - 03.27.08

 

Dark Paladin
Thursday

Today we look at the ever growing army of Trap monster cards, specifically Zoma the Spirit. When activated, it becomes a Monster in defense position, with 1800 attack and 500 defense. It's a Dark monster of the Zombie type and Level 4.

Now, being Special Summoned in defense position while only having 500 defense isn't a good thing. What IS a good thing is that when destroyed by Battle, Zoma the Spirit inflicts damage to your opponent equal to the attack of the monster that destroyed it.

Now, being a Trap, you could activate Zoma at the end of your opponent's turn, and switch it to attack position so your opponent will be forced to attack it and take more damage, as 1800 is a lot better to hold some ground.

However, their other other ways to destroy monsters and Trap cards...or even take them off the Field. Mobius, Zaborg, Raiza, MST, Heavy Storm, Jinzo, and all the others. It's a good card, but not to playable, in my opinion, not in this format anyway.

Ratings:

Traditional: 1/5 No need.

Advanced: 2.5/5 Not bad, just not terribly playable.

Art: 4/5

Jae Kim
Thursday- Zoma the Spirit

when you classify burn cards, or cards designed to deal damage to the opponent, you have to basically assess what a card's worth of advantage is worth. I'd say the baseline is about 1700-2200 life points, depending on the situation.

Obviously, this format is way too fast for burn so let's not even get into premier versus casual. But compare Zoma to other cards such as Secret Barrel, Wave Motion Cannon, Ceasefire, and Magic Cylinder/Dimensional Wall. WMC is a win condition, so let's ignore it for now.

Cylinder, Ceasefire, and Wall will probably do about 1500 damage. Of these choices, Cylinder is obviously the best (it negates an attack for 1500+).

Zoma the Spirit blocks an attack, and will deal probably 1400 or so damage to the opponent. That's if they chose to attack, but since Zoma will simply move to attack next turn and smash their monster's face, you'll probably get the effect through. This is obviously way more situational than Cylinder, but Zoma has extra utility.

You can end phase it, switch to attack on your turn, and swing for 1800. You can even set up tributes, or crash it into your opponent's monsters for huge damage.

It suffers from a few drawbacks to burn staples, but adds extra utility and stands out as a solid piece of design. Also, please don't ever splash this into a regular beatdown deck. Thank you.

Traditional: 1/5
Advanced: 4/5
Master Tricks
Zoma the Spirit
    We look at an interesting possible Burn card today called Zoma the Spirit, which we saw was played in the original Yu-Gi-Oh! series by a duelist who I can't remember his name. Let's examine the pros about Zoma and how you might or should use it in a proper duel:
  1. One of the few Continuous Trap cards which can produce itself into a monster token. Other Token-Producing traps include Metal Reflect Slime, Embodiment of Apophosis (Whatever spelling it is), Cyber Shadow Gardna (I think that's its name), etc.
  2. When activated, it become a monster token of a Zombie-Type with a Dark Attribute, 1800 ATK, 500 DEF, and Level 4, and is special summoned in DEF position.
  3. When destroyed by battle, you can inflict damage to opponent equal to ATK of monster that destroyed it.
  4. Can be used as tribute fodder for other powerful monsters such as Darklord Zerato, Monarchs, Jinzo, etc.
  5. Can also be used as a stall card to your opponent during late game if they are at a low LP count.
    Overall, this card isn't bad at all and is capable of being playable in burn decks or as a sidedeck option if wanted to be.
 
Traditional: 2/5 (Burn doesn't work too well here where Chaos and OTKs rule)
Advanced: 3.75/5
Art: 4.25 (Zombie!)
Pwii On my DS game called 'YUGIOH world championship2008', I made a deck. it was a mirror - burn, totally dominating anything it played. the key cards were 3 reflect bounder, 3 D.D. wall, magic cylinder, and 3 of this. however, I saw no point in putting it on pojo.com, because one of the main cards wasnt real.

or so I thought

Not really much to say about it, absoposifreakinlutely in my mirror burn.

3/5 trad.
3/5 adv.

--pwii
Ex`

Thursday March 27th:  Zoma The Spirit

 

We're getting somewhere good again.  Today we're talking about Zoma The Spirit.  Zoma happens to be the evolution of The Trap Monsters that Odion played in Battle City.  Like its previous bretherens Apophis and Metal Reflect Slime, Zoma is a Trap Card that is also treated as a Monster that sports 1800 ATK.  It's effect allows you to redirect damage to your opponent ala Magic Cylinder when killed in battle.  This card is obviously great late game when they can't attack your Zoma and you could just ram it to their monster for game later on

 

It's the second best Trap Monster next to Slime, but it is still good.

 

Rating:

 

Trad:  3/5

Advanced:  3.5/5

 

Until Next Time

 

Ex`


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