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

Absorbing Jar

FLIP: Destroy all Set Spell/Trap Cards on the field, then each player draws 1 card for each of the cards they controlled that was destroyed by this effect. You cannot Set any cards this turn.

Card Ratings
Traditional: 1.67
Advanced: 2.50 

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

Date Reviewed - May 22, 2012

Back to the main COTD Page





A new member of the Jar family, Absorbing Jar, who like most Jars its attack and defense are pretty irrelevant (at 600 and 500 respectively.)  This is a Level 3, Earth attributed, Rock type Monster.  Although it looks like a Machine...so what does the new Jar do?  When Flipped, it destroys all Set Magic and Trap cards on the Field.  That's actually not a bad thing at all, even though it hits your own, but we're in a pretty aggressive Format with triple MST and a Heavy Storm, and odds are if you're opponent has a large back row, there is something back there they want hit...say Starlight Road?  Then, each player Draws one card for each card they controlled respectively, that was destroyed by this effect.  Here's where we run into a problem, you generally don't want to play something that allows your opponent to Draw, even if you get to Draw also.  Now, odds are at best (or worst) you're probably looking at an average of 2 cards.  Destroying two face down Magic or Trap cards is reasonable, and it could be one (or even none and then only you Draw assuming you had cards set) but I suppose it could be as high as three (or even more).  Now, it seems too that the "intelligent" thing to do would be spring this on your opponent on YOUR turn when you have whatever useless cards of your own Set to destroy, and again ideally, your opponent has none.  But again, this is a Flip effect, so somehow it would need to survive your opponent's turn.  BUT that brings up another problem, the turn the Flip effect is activated, you cannot Set any cards.  I'm not sure the original effect is so powerful or broken (it isn't) that said text was required, but the guys who make the cards seem overly concerned with creating the next uber broken card.  I mean, I don't think Absorbing Jar is the most splashable thing out there.  Might be a decent side-deck card, could be used for combos maybe in Exodia, or in Stall/Burn, just as a couple random ideas.  Could work I think with Protector of the Sanctuary so your opponent can't Draw.  Just a few ideas off the top of my head.


Traditional:  1.75/5
Advanced:   2.75/5
Side-Deck/Combo/Exodia/Stall-Burn:  3.5/5
Art:  4.5/5


First off, I have no clue how Absorbing Jar is a Rock-Type when it looks clearly like a machine. Anywho, our second card is, well you already know. Jar is yet another of the Jar archtype. We all know of the jars, and that most of them have some great to crazy effects. Absorbing Jar is leaning towards crazy. Also like the other jars, it has weak stats, but has a flip effect, when flipped, you destroy all set spells and traps on the field and both players draw cards to the amount of cards that they controlled that was destroyed. About 80-90% of cards in the spell/trap zone are face down, So cards like Inzektors that are used as equip cards, Call of the Haunted, Ultimate Offering, or even Sword of Revealing Light and Crystal Beasts are safe. This card is worth a spot in the side deck at the very least, if not almost splashable. Don't be surprised if you see this sleeper card used in tournaments soon.
Traditional: 2
Advanced: 3
Tomorrow: Hail to the Queen.


Aesthetics: 4.3/5 I like the traditional Morphing Jar face on it. The "Flip Jar/Pod" family is just something that's pretty cool. The only issue with Absorbing Jar is that, unlike Cyber Jar (Forbidden for cleaning the field of all monsters and allowing the player for swarming like crazy for a brutal assault) or Morphing Jar (Limited for its capability to mess up the opponent's advantage while giving you a complete refresh), Absorbing Jar has a problem: It's "fair." We don't like fair. Fair won't win you games. Ideally, you want minimal destruction to your own cards and maximum destruction to your opponent, but it will completely refund your opponent every card you destroyed. This is contradictory to Absorbing Jar setting up a sweep or any kind of advantage. I suppose you can go the backwards route, setting the obscure Traps that benefit from being destroyed to give yourself draws, but...situational much?


An interesting tidbit is that, since Flip Effects can activate in the Damage Step, Absorbing Jar is nigh-impossible to chain to if attacked, but, like I said, not good enough.

Remember that if you chain a card to make it faceup, it will not get destroyed by this Pot.


If I could change this card:

Wind, 900 ATK, 900 DEF

"FLIP: Destroy all Spell and Trap cards on the field."


See, that's a good effect, and it's not broken enough to add any more restrictions. Here's an example of something being broken:

"FLIP: Destroy all Spell and Trap cards on the field. Cards and effects cannot be activated in response to this effect. Both players then pick up 5 cards from the top of their respective Decks and Set all Spell and Trap Cards. All other cards are sent to the Graveyard."


Traditional: 1/5

Advanced: 1.5/5 (if you really want S/T destruction that badly, but even then it's quite slow, being a Flip Effect)


Philosophy Corner: I was talking to a friend this past weekend. He said that it was not worth the effort to invest hope into someone that was hopeless. I contradicted that statement by saying that if you were patient enough to give so much hope to a hopeless person that you revive hope in that person, it is worth all the effort in the world. (We share some common friends that can be described as different forms of "hopeless" and constantly try our patience, although this was not how the conversation started.) I'll leave it up to you to decide whether it is worth investing time with someone that seems hopeless.


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