This week we're looking at cards that have had their
status changed on the most recent Banned/Restricted
List, and we open with Monster Reborn. There's
pretty much two things to say about Monster
Reborn...First, everyone plays it for obvious
reasons, and second, Monster Reborn is one of those
cards that just should stay Banned, forever.
It is positive advantage, immediate, and there is no
cost for playing it.
Traditional: Monster Reborn is actually better
in Traditional because there are awesome monsters to
revive that you can't in Advanced...we're looking at
something like 10/5
This week's theme is all about the Unforgivable
Cards, which were recently released from Azkaban
after I read waaay too much Harry Potter and dreamed
about Quidditch. Our first criminal? Monster Reborn.
But you already knew that.
Monster Reborn becomes an instant super-monster.
It's too versatile, costless and fast to be able to
exist. Nobody knows why this was allowed to become
Limited for the second time, especially when Call of
the Haunted is still at 1.
You run this in every deck or don't play.
Art: Why does the thingy have hair?
Fun Fact: I found two Sickles and a dung bomb. Oh,
and, "This Dumboldore won't open."
Tomorrow: The other new staple.
This week we seem to be looking at some of the TCG’s
biggest mistakes… by which I mean some of the most
powerful cards, two of which have been banned and
three of which have been at one-per deck status at
some point in their life.
Now I originally planned on explaining
exactly how and why this card is “broken”, but I
decided I should just write a separate article if I
really want to delve into it.
I mean, broken itself means different things
to different people.
Monster Reborn is the standard by which monster revival cards are
measured, partially due to it being among the very
first cards released in the United States
(as well as many other territories, if I am reading
the information correctly).
The other reason we compare all subsequent
revival cards to it is that it is the simplest and
yet also the most versatile.
The text of
wasn’t always so simple, but it came from
redundancies owed in part to the game essentially
being “new” when it was first printed.
So now the card just reads “Special Summon 1
monster from either player’s Graveyard to your side
of the field.”
As long as there is a legal revival target,
it is very hard to be unable to use this card for
In the modern era, perhaps the card is at its
most versatile: most decks can now use “fodder”
monsters as Tribute or Synchro Materials.
That alone is incredibly useful and would
secure a spot in probably half the decks in the
The fact that many of the best or most powerful
monsters in the game can be revived with it, even if
they aren’t your monsters originally, pushes it
clear over the top.
A format where this card isn’t a must run at
the maximum allowed is almost inconceivable.
It is possible to “improve”, or rather, make this
card more potent.
It could be a Quick-Play Spell.
It could allow you to revive to the
opponent’s side of the field, as there are a select
few circumstances where that would help.
You could even just jack up the power by
allowing more monsters to be revived or tacking on
It still scores perfect fives when it comes
Instead of rating art and name separately,
especially since they are intertwined – how good can
a name be when it doesn’t fit the art or effect – I
am combining them into an Aesthetic score.
Hardly a huge deal and it will rarely affect
how a card is played, but still a part of the card.
Monster Reborn is an odd sounding name with an odder symbol.
I know the Japanese art is an ankh (an
Egyptian symbol for life), but that little charm was
introduced for international release to avoid
possible religious connotations.
Looking at a translation of the Japanese
name, over there it is Raise Dead.
Given the time when this happened, guess we
should be grateful we got what we got.
I mean, just two sets later gave us
becoming Mystical Space Typhoon.
All in all, it is a functional card and name, but
nothing really brilliant.