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

Big Burn

You can only activate this card when your opponent activates a card that specifically designates a monster in the Graveyard as a target. Remove all monsters in both players' Graveyards from play.

Card Ratings
Traditional: 1.60
Advanced: 2.00 

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


Date Reviewed - 01.29.09

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Dark Paladin
Thursday

Big Burn is a fun card, that can also be rather devastating to your opponent, and only for you if you aren't playing something where you need monsters in your Graveyard.

Big Burn removes all monsters in both players Graveyards', that's one hell of a punch, and all it requires for activation is your opponent has to specifically designate a target from the Graveyard, either one even, and then you can cripple them.

Big Burn is tricky, it's not your average removal card, and the timing of it has to be just right, or it could be too early, or too late when
you play it. Don't get me wrong, it does have some potential though,
and it can be the center of some crazy Decks.

Ratings:

Traditional: 2/5
Advanced: 3/5
Art: 3.5/5
General Zorpa Big Burn

Well, we have a trap card that removes all cards in graveyards from play when a card is targeted in the graveyard. as 60% of all decks have something to do with the graveyard it is odd that no-one has considered playing this. The answer is of course that they don't want to lose access to their own graveyard effects.

Once again, Gladiator Beasts are the answer. They generally don't hate having their cards removed, so using this card to counter opposing copies of Malicious and such is a real boon to the strategy fo the deck, which forces your opponent to play the Battle Game, which you will generally win if you play your cards right.

It is really situational, but it can be really good if we can find a better use for it, or a deck where it would fit better.

Traditional-2/5
Advanced-2/5

Jeff Lang
Big Burn
You can only activate this card when your opponent activates a card that
specifically designates a monster in the Graveyard as a target. Remove all
monsters in both players' Graveyards from play.

    Todayʼs card is Big Burn. This card used to be so much fun back when this game was really fun. Even now, it has its uses. Once again, a lot of todays deck use stuff in the graveyard, and they use stuff a lot for stuff like Mezuki, Monster Reborn. D.D Crow etc. Make your opponent pay for their plays. This card wonʼt necessarily win you the game, since it is a -1 in most cases in card advantage, but it may give you a few extra turns to try to win. I don't see why you shouldn't try this card in your side board in this format

Trad: 2/5
Adv: 3/5
Mr. Random Big Burn

You can only activate this card when your opponent activates a card that
specifically designates a monster in the Graveyard as a target. Remove all
monsters in both players' Graveyards from play.

This card is basically an anti reborn card. D.D. Crow wouldn't work if they are targeting your graveyard, but Big Burn will remove everything taking away that target. It wouldn't work well against TeleDAD and Gladiator Beasts, but it would be better against Lightsworns and Plants. When playing someone that has Lightsworn, their Lumina will target something and Big Burn can remove any Lightsworns and/or Necro Gardnas. If people aren't even running D.D. Crow right now, then as slow as Big Burn is, it won't and probably never see play.

Traditional: 1/5
Advanced: 1/5
Anteaus Big Burn

I've been thinking about using this card a lot more, especially with all the Graveyard manipulation that's been going on recently. The main problem with this card is timing; obviously, if it's just sitting on your side of the field for several turns while your opponent's monsters are attacking, your opponent isn't going to be thinking this is too much of a threat. It's not the best stall card, because it can only be used in certain situations, and as the metagame gets more and more advanced in terms of gameplay, it's hard to fit a card with little versatility into an already small lineup of traps. At best, this card is a Sidedeck card, useful for hardcore Zombies or some crazy, out there decks, but for the most part it's a difficult, unwieldy card to play, and is mostly just a dead draw.

Traditional: 1/5
Advanced: 2/5

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