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

Water Hazard

Once per turn, if you control no monsters, you can Special Summon 1 Level 4 or lower WATER monster from your hand.

Card Ratings
Traditional: 1.50
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 - 10.28.09

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Dark Paladin

Water Hazard, is a very interesting Continuous Magic Card, that almost makes me want to play a Water Deck. First, it's good this isn't a Field Magic Card, as it's NOT better than A Legendary Ocean.

The effect is very simple...once per turn you can Special Summon a Level 4 or lower Water monster from your Hand, although the "if you control no monsters" is a downside, it can be a good card for you to play early or late game I figure.


Traditional: 1.25/5
Advanced: 2.25/5
Art: 4/5

Jeff Lang
    Today’s card up for review is Water Hazard. I like this card, and wouldn’t mind seeing this type of card for a few other monster types. You would most likely only use 1 copy of this card, possibly two. Water monsters rely on their bigger guys for victory, so this card can let you bring them out easier. You can even special summon a monster through this, then drop a tuner

Trad: 1/5
Adv: 3/5

Water Hazard …

Hmmm … its ok. It’s fair enough spell support for a deck type that a lot of people don’t really play so much but has always been pretty good. Water support. As the subject briefly touched on by all reviewers from yesterday’s COTD, “strict theme decks” is something of “retro dueling” nowadays. Many of the best decks today are an amalgam of VARIOUS Monster types and Attributes. (Dark & Light being the exception) Blackwings maintain a strict monster type, but they are played BECAUSE they are Blackwings … which just HAPPEN to be all be Winged Beasts.

Anyway, with Retro Dueling – an attribute themed deck like Water can be very strong, and Water Hazard only helps that out. No monsters on your field – u get to special summon a level 4 or lower monster from your hand. Everybody knows why this is excellent without having to list the benefits.

However, being a continuous spell ISN’T what makes this card lose points … it’s the functionality of its basic effect. As the duel progresses, the likelihood of using its effect diminishes as either u are controlling the field with monsters so can’t make use of the special summon, or your hand size dwindles and u just don’t have enough monsters in hand to make the most of the effect (swarming or tributing). Which means that this card only functions well during the opener of the duel, within the 1st few turns. Drawing it any time in the middle of the duel or later, u’ll be wishing u decked something else …

Thus, I might consider it for a Water deck … but u can probably make better use of your deck space with something else.

Traditional: 2/5
Advanced: 2.5/5


N o V a
Water Hazard is probably the 3rd best of the continuous type/attribute special summon spells. Valhalla and Call of the Mummy are the other 2. Think of the possible monsters you can special summon, now you cant just special summon any water monster, but think about Deep Sea Diva decks, as well as Frog decks. Most monsters from both decks have 1500 or less attack. So Mother Grizzly and Inferno Reckless Summon are really good choices for both of these decks. Special summoning Substitoad sets up a lock and if you Inferno Reckless Summon it, you could put out 3 Des Frog in a single turn, anyone say Des Croaking? The problem with these cards is they become dead weight on the field though.

Traditional: 1.5/5
Advanced: 1.5/5

Here we have water hazard. A continous spell card out of Ancient Prophecy and a decent one. This is pretty much Valhalla or Call of the Mummy except with water type monsters. But it can only special summon a level 4 or lower water monster and you must control no monsters. It might be okay in a wetlands based deck because it has a lot of decent targets but it won't be tearing up the metagame any time soon.

2/5 Advanced
Xu, Lightsworn Sage

Water Hazard

Here we have Water Hazard, Today's Card of the Day.

Once per turn, if you control no monsters, you can Special Summon 1 Level 4 or lower WATER monster from your hand.

Now water hazard is an ok card. It allows you to add a little swarm to you water decks if you don't control any other monsters first. Its effect is similar to Valhalla, hall of the fallen, except everything has to be level 4 or lower. Luckily if you are playing a legendary ocean, at least you can get out some level 5's as well.

Overall the effect isn't bad, but from what I can see, water decks really aren't that competitive right now. Konami has been releasing a lot of water support lately, with even more on the way. All things considered, this card only belongs in a water deck, but even so, there are better options in my opinion.

Advanced: Casual 3/5 only in water decks, Competitive 1/5

Art: Lots of Ocean's keepers, that's interesting 3/5

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