Card of the Day
TCG Fan Tips
Top 10 Lists
Anteaus on YGO
Dark Paladin's Dimension
Releases + Spoilers
Booster Sets (Original Series)
Booster Sets (GX Series)
Booster Sets (5D Series)
Booster Sets (Zexal Series)
Yugi 2004 |
GX: 2006 |
Jaden | Syrus
5D: 1 | 2 | Toolbox
Zexal: 2011 | 2012 | 2013
Yugi 2013 | Kaiba 2013
Dragons Roar &
Blaze of Destruction &
Fury from the Deep
Lord of the Storm
Rise of Dragon Lords
Saga of Blue-Eyes
Coll. Tins Spoiler
Jaden #2 | Zane
Aster | Jaden #3
Jesse | Yusei
Yugi | Yusei #2
Kaiba | Yusei #3
3 | 4
1 | 2 | 3 | 4 | 5
1 | 2
1 | 2 | 3 | 4
5 | 6 | 7 | 8
1 | 2 | 3 | 4
5 | 6 | 7
1 | 2 | 3 | 4
5 | 6 | 7
Evan T 08
X-Ref List w/ Passcodes
GX Character Bios
Millennium Duels (2014)
Nighmare Troubadour (2005)
Destiny Board Traveler (2004)
Power of Chaos (2004)
Worldwide Edition (2003)
Dungeon Dice Monsters (2003)
Falsebound Kingdom (2003)
Eternal Duelist Soul (2002)
Forbidden Memories (2002)
Dark Duel Stories (2002)
Pojo's YuGiOh Books
Life Point Calculators
DDM Starter Spoiler
DDM Dragonflame Spoiler
Millennium Board Game
Yu Yu Hakusho
Pojo's Yu-Gi-Oh Card of the Day
Activate by sending 1 face-up Synchro Monster you control to the Graveyard when your opponent Summons a monster. Negate the Summon and destroy that card. Your opponent cannot Summon a monster until the End Phase of this turn.
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - Nov. 18, 2010
Back to the main COTD
Gravity Collapse, a Counter Trap, that requires you
to send a face-up Synchro monster you control to the
Graveyard when your opponent Summon a monster.
Negate the Summon and destroy that card. Your
opponent cannot Summon a monster until the End Phase
of the turn.
So you give up this Trap, and a Synchro monster,
just to keep something else from hitting the Field?
I'm not a big fan of this, and there are better ways
to do this. Your opponent can still Summon at
the End Phase, and while that may not seem like a
big deal, if you have to give up a Synchro monster,
it should do more than what this card does.
Gravity Collapse …
It does what it does, and it does it fairly well. As
a counter trap, it’s the fastest thing u’ve got to
rely on in this game, so very few things can stop
it. As it negates the summon of a monster (be it
normal or special), it keeps opponents from getting
any trailing effect by that monster by its summon
(yes, I’m talking to you – Monarchs and Stardusts
and Black Roses and such)
The only crapside is that u have to give up a
Synchro monster to do it. Either A) u don’t HAVE a
Synchro, so it’s a dead card in hand or on field, or
B) u worked hard to bring out ur Synchro so u
actually WANT it to stick around and NOT sack it in
order to activate this trap.
That being said – not only does it shut down the
monster summoned, but it keeps your opponent from
summoning anything else this turn, which is good …
although they can still set something, so …
Overall – it’s just an average card.
You probably shouldn’t bother.
|Gravity Collapse is another one of those trash
filler cards. Why would you give up a powerful
Synchro monster just to stop a summon? You have
Solemn Judgment for that, and rich people can just
use Solemn Warning. You don't need to give up this
card and a freaking SYNCHRO just to stop one summon
and some potential summons.
You may think there's some potential or lock in
this, but the opponent can still set.
Art: Naked paper airplane men were looking for moar
Fun Fact: Like Gradius and the Sasuke Samurais,
they're based on Konami arcade games.
Tomorrow: There's nothing telepathic about this guy.
Talk about a random name.
Hey, Pojo, Assailant here with your Card of the
Day, which today happens to be Gravity Collapse.
This is a rather interesting card, it allows you to
negate the summon of an opponent's monster AND they
can't summon for the rest of the turn. That means
ANY kind of summon. Special, normal, ritual, flip,
summon bunnies out from a hat, whatever it may be,
it says no to them all. Now I know what you're all
saying; "But we liked the bunnies." Well that's too
bad. This card doesn't care. But here, as with most
cards like this, is the catch: you must send one
face-up synchro monster you control to the
Now, while that is a somewhat hefty price, there are
many circumstances where it would be affordable. The
real problem here is having a synchro monster on the
field at the exact same time you have this card. I
generally don't like cards that are completely
dependent on another card to even play. Especially
when it's a card that you will only probably have on
the field. So for the majority of decks I'd say this
card is too chancy.
On the other hand, it must be said that those decks
that synchro summon out the wazoo (X-Sabers, Junk
Synchro) might actually find this card playable.
Traditional: 3/5 (I'm thinking there's a lot more
synchro power in traditional)
Art: "Moria... You fear to go into those mines. The
dwarves delved too greedily and too deep. You know
what they awoke in the darkness of Khazad-dum...
shadow and flame. "-Saruman
Here we have Gravity Collapse. Which is crap.
Whenever your opponent summons a monster you send a
synchro monster you control to the grave to negate
and destroy the monster summoned. Also your opponent
cannont summon untill the end phase of this turn.
Now this would be a good card if it was any monster,
because then you get crazy combos with Sangan and
other such cards. But synchro monsters are a -2 as
it is, and just blowing the synchro monster as a
cost to negate a summon isnt worth it. The only time
it would be worth it is if your opponent summoned
Cauis and was going to remove the synchro from play
Art- This actually looks more like an Earthquake
then Gravity Collapsing, though I dont know what
that would look like.