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

Scrap Sheen

Select 1 face-up "Scrap" monster you control and destroy it. All face-up "Scrap" monsters you control gain 1000 ATK until the End Phase.

Card Ratings
Traditional: 1.75
Advanced: 3.00 

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

Date Reviewed - Oct. 13, 2010

Back to the main COTD Page


Dark Paladin
Scrap Sheen is a Magic Card that gets a huge boost by being a Quickplay.  The fact that you can surprise your opponent and use this on their turn is awesome.  You select and destroy a Scrap monster you control (not a big deal) and all face-up Scrap Monsters you control gain 1000 attack until the End Phase.
It's quick, easy, and efficient, I like it :)
Traditional:  3/5 
Advanced:   4/5 
Art:  3/5


Today we look at Scrap Sheen.  Is it accurate to think of this as the Limiter Removal of Scrap decks?  Let’s find out. 

Scrap Sheen has you select a face-up Scrap monster you control and destroy it.  Then all face-up Scrap monsters you control gain 1000 ATK until the End Phase.  Also note that like Limiter Removal, it is a Quick-Play Spell but unlike Limiter Removal it cannot be activated during the Damage Step (that’s been ruled on).  I surmise this is because of the destruction clause: unlike Limiter Removal, which blows up all your face-up Machine-Type monsters during your End Phase, this card selects and destroys a Scrap monster right away.  That isn’t normally allowed during the Damage Step, plus it might technically trigger a replay, making things more confusing than just saying “It can’t be activated during the Damage Step”.  Remember that if you activate it after an attack has been declared but before the Damage Step, you’re going to trigger a replay: the amount of attack targets on your side of the field has changed. 

The rest of the official rulings are that you can’t activate the card if you only control one face-up Scrap monster, that the card is considered to target one face-up Scrap monster due to the destruction effect, the targeted monster is destroyed when the effect resolves, the destruction and ATK boost are considered to happen at the same time, and if the targeted monster is no longer face-up on the field when Scrap Sheen resolves, it won’t be destroyed and none of your Scrap monsters receive the 1000 ATK boost.  Well, at least this is less of a rulings headache than that of Limiter Removal. 

So the similarities are there: same card type, ATK boost can hit multiple targets and something of yours blows up for your trouble.  The differences are also pretty prominent: it targets, selects by name and not by type, simple ATK increase instead of a doubling effect, only one monster is destroyed instead of all of the selected group, the selected monster is destroyed at the same time as the boost as opposed to during the End Phase, and the destruction is required for the boost.  The differences all fall into tweaking the effect to fit the Scrap theme or avoiding the “mistakes” that made Limiter Removal so fantastically potent.  Specifically, the flat ATK boost instead of the doubling and putting the destruction up front avoid the biggest pitfalls of Limiter Removal.  Doubling made the card combo insanely well with itself, especially since you could wait until the Damage Step to drop Limiter Removal and avoid almost all possible defense (back then, I think it was just Kuriboh to soak damage).  Plus, even back in the early days of the game there were plenty of cards to bump your ATK up before the doubling, and in the modern game there are more and better options.  Basically ATK doubling that stacks is begging for a OTK.  The destruction happening at the beginning keeps this from being a “surprise” drop from the hand during the Damage Step (I can’t emphasize that enough), means you’ll only ever boost four monsters at once and means it’ll actually matter more often than not – with Limiter Removal so often the destruction never happened because the player won. 

Unlike Machines, Scrap monsters tend to want to blow up, especially to the effects of Scrap cards.  So the “sort of” cost of the card isn’t even much of a cost.  Scrap Sheen is where near as potent for Scrap decks as Limiter Removal is for Machines, but all-in-all a good card due to it being Spell Speed 2.  If it was a Normal Spell, I wouldn’t recommend it, but since you can use it to “save” a Scrap monster from missing its effect (as long as it had a buddy in play to boost) and use it to protect a card from being run over (even though you can’t trick an opponent into crashing into something due to replays) or simply use it to pump up an all out assault when you manage to swarm it becomes a good card in the end.  Must run?  No.  Definitely an option, and testing will tell you if you should be running this or Shrink or some form of removal. 

As for the aesthetics of the card… should adding sheen to a scrap really justify a 1000 ATK increase or require you blow up a monster?  Not really, but at least it kind of makes a loose kind of sense in normal TCG fashion.  The name and art fit and both seem pleasing enough to score above average. 

Ratings (Scrap decks only) 

Traditional: 1/5 

I am still selling my former collectables on eBay.  I’ve had a lot of hobbies over the years, so at various times I’ll have comic books, manga, action figures, and video games on the auction block.  You can take a look at what’s up for bids here.  Just a reminder, Pojo is in no way responsible for any transactions and was merely kind enough to let me mention the auctions here. ;) 


Hey Pojo, Pheano here with another Card Of The Day for you. Today we will be looking at Scrap Sheen a Quick-Play Spell Card from Duelist Revolution. Scrap Sheen will destroy one of your Scrap Monsters so the rest of your Scrap Monsters will gain 1000 Attack. Like Scrap Rage this card isn’t needed in the deck. Random buffs in Attack and/or Defense aren’t good since like in this case your using two cards just to gain some muscle. I would rather just play a 1-4-1 (one card for one card) like Smashing Ground and destroy their monster than get some extra Attack to run over it. The only cards in the game for gaining Attack have been Honest and Blackwing – Kalut The Moon Shadow since they have multiple uses and they come out as a surprise. The mind game the present is what is more important since you don’t have to set them to be able to use them on your opponents turn.  And in Traditional battle doesn’t matter since your never gong to get a Battle Phase given that the format is about FTK’s and deck outs.
Bottom line:
Bad card is bad, your loosing two cards to gain some temporary muscle.
Advanced: 1.5/5
Traditional 1/5

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