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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!

Top 10 Cards of 2013
#4 - Sixth Sense
- #LCJW-EN273

Declare 2 numbers from 1 to 6, then your opponent rolls a six-sided die, and if the result is one of the numbers you declared, you draw that many cards. Otherwise, send a number of cards from the top of your Deck to the Graveyard equal to the result.

Card Ratings
Traditional: 4.17
Advanced: 4.67 

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

Date Reviewed - Dec. 30, 2013

Back to the main COTD Page




Well, we're getting closer to #1, and start this week at #4, with a newly (enough) released Trap in Sixth Sense.  Sixth Sense can be one of those cards that lets you gain incredible advantage, even if you are unsuccessful in your role of the die.  If you're using this, you would always call 5 or 6, hence if you're right, you Draw that many cards.  Also, if wrong, you lose only up to 4 cards from your Deck, in the worst case scenario.  Milling cards like that isn't a bad thing in the right Deck...Dark World, Lightswarm, Dragons, Zombies, and Fire Fist, just to name a few, plus it can dump for Chaos too.  I feel that it's great tech, and if you have one, and have the room for it, use it.  It can break a game open. 

Traditional:  3/5
Advanced:  4/5 
Art:  5/5 


Sixth Sense
Normal Trap
Declare 2 numbers from 1 to 6, then your opponent rolls a six-sided die, and if the result is one of the numbers you declared, you draw that many cards. Otherwise, send a number of cards from the top of your Deck to the Graveyard equal to the result.
At Number 4 of the Top 10 cards of 2013 is Sixth Sense, the main talking point of Joey's World.
Sixth Sense is a Normal Trap so all the pros and cons of a Normal Trap apply here. Its effect is simple which is often the case with a very powerful card. Basically you declare two numbers the opponent rolls a die and depending if (one of) your numbers came up (hey it’s just like the Lotto) you will either draw cards or mill them. Of course for most decks this is a win/win situation and since nearly everyone picks 5 and 6 the chances of drawing a lot of cards is good or they will discard a reasonable about of cards which can still be of benefit to most decks.
Of course this is random so you might not draw when you need to or you may not discard enough cards, but that is why this is a gamble card.
Overall, yes it is random but the chance to draw a large amount of cards is worth the risk, especially since a lot of decks will benefit from the “bad” effect as well.
Traditional: 4.5/5
Advanced:  4.5/5 


Welcome back from the weekend everyone, and welcome to our #4 review in the top 10 countdown, covering Sixth Sense, a controversial release that came out in the Joey's world collection.
There's not a lot to say about this card honestly.  You pick your two numbers, based on what deck you're playing.  Playing Lightsworns?  Call 1 and 2, and hope for a big mill.  E-Dragons?  Doesn't matter, call what you want.  Spellbooks?  Same story.  Any other deck?  Call big and hope to draw big.  Most decks these days benefit from either scenario with this card, so there's hardly a drawback to using it.
"But wait," you say.  "This card is banned in Japan and has been since it was printed.  Why is this even an issue here?"  Well for some reason Konami decided that Harpie's Dancer wasn't enough to push sales on the Joey' World packs, so they threw this in there and made it legal for a format.  It was great while it lasted and a game-breaking card in almost any situation, but as of January 1st you're never going to see it again.  I expect it to come back around the same time as Fiber Jar and Painful Choice.
Traditional: 5/5
Advanced: 5/5
Art: 2/5
Thanks for reading!


Since my colleagues will no doubt provide you an in depth analysis of the combinations and uses of this card in relation to it's overall effectiveness within the meta environment, I decided to write my review centered more so around the underlying cause, effect, and impact that this card has had on the Yu-Gi-Oh TCG from a physical product and revenue standpoint. Since this is the case, my write-up today will be much longer then my standard reviews.

Sixth Sense is a card that was met with overwhelming controversy upon the announcement that it would be tournament legal in the TCG. Rightfully so, as it marked a very sad and low time for the Yu-Gi-Oh TCG in general. A card so unbalanced, so unnecessary, and most importantly, so unhealthy for this game it brought a sickening feeling to all competitive players hearts and wallets. This card is a prime example of an instance when a company is out to make an unnecessary and greedy amount of profit, and nothing more. Sixth Sense did nothing positive for the players, or the community, of this game. It threw a wrench into the already suffering format hampered by unbalanced decks such as Dragon Rulers and Spellbooks.
Sixth Sense was made legal for the sole intent and purpose to sell a new product, Legendary Collection: Joey's World. It was practically admitted to be a shameful scheme by the fact that the next immediate ban list (January 1st, 2014), moved this card from playable copies of 1, to 0. 
Sixth Sense works by declaring 2  numbers on a six-sided die. Dice are the epitome of luck, chance, and randomization. Tools used for gambling, and unarguably lacking of skill in any manor, it should be no surprise it would be unhealthy to allow them to determine such consequential effect. If your opponent rolls one of the two numbers you have declared (assuming you declared 6), you can draw up to 6 cards, netting a potential +5 in card advantage. Cards with +1 card advantage, such as Pot of Greed, have been outright banned since almost the inception of this game. So why would they allow such a sickening instant resource advantage to exist? Simply put, and ironically, greed is the reason. 
Sixth Sense is the rarest and hardest to obtain card in all of Legendary Collection: Joey's World when purchasing from the retail product as intended. Being close friends with several different TCG/Hobby store owners, I have witnessed literal cases of Joey's World being opened without including even 1 copy of Sixth Sense. A case is 12 individual copies of the product. Each copy of product retails for about $40. That brings the retail value of a case to $480, and the reality of opening that much product without one copy of Sixth Sense included is undeniably sickening.
The fact that this card was made legal for use upon release in the TCG is one of, if not the largest, acts of immorality Konami has ever committed, since the creation of this game. The era of Sixth Sense was a very dark time for the entire Yu-Gi-Oh franchise, and from an optimistic standpoint all we can do is be very glad it's time has past.
For the amount of controversy this card has caused, and for it's baffling ability to randomly generate stupendous amounts of advantage, it has earned the spot of #4 on our top 10 cards of 2013.
Traditional: 5+/5 
Advanced: 5+/5 (Sure, it has the capability to be a waist of a resource, it also has the ability to ruin competitive duels and is the true epitome of the slang phrase "luck sack")
Mechanic Design: .5/5 (Rolling a die is neither creative nor skillful, and is an insult to the intelligence of all competitive duelists. The fact that the effect can be a complete waist of a resource, or can instantaneously win a game, is reason for this card to be ranked as some of the poorest mechanic design this game has ever seen)
Art: 1.5/5 (realistically some of the worst art in all of the game. Looks bland and dull compared to most of the awesome artwork)


Hello Pojo Fans,
Today we're reviewing the #4 card in our countdown, a card that took 10 years to get to the TCG...and was banned almost instantly (as expected). The legendary, fabled, easy-to-play Sixth Sense. This Trap card has been known by those in the TCG ever since it came out, but we never got a chance to play it. The time was short for it seeing play in the TCG, but I'm sure at least a few duelists made good use of their shot at it. “Declare 2 numbers from 1 to 6, then your opponent rolls a six-sided die, and if the result is one of the numbers you declared, you draw that many cards. Otherwise, send a number of cards from the top of your Deck to the Graveyard equal to the result.”
There's a reason why I said it was “easy-to-play”, it is. Select the numbers 5 and 6 and roll and let the opponent roll the dice. If you get a 5 or 6, you draw that amount. If they happen to not roll a 5 or 6, then you cards off the top of your Deck by the number they rolled. The max you'd lose would be 4. This card's potential for massive hand advantage is so great they had to ban it. Top deck it early on in a game when you are cardless, set it, activate it in the opponents Draw Phase. Call 5 and 6, they roll 6, you're back in business. Decks that use their Graveyard heavily (Lightsworn, Zombie, Inzektor, Dragon Ruler) lose very little if they are forced to mill, in fact, it may end up helping them.
The only reason I could see someone not picking 5 or 6 would be if the resulting number would cause a deck-out for them, but at that point Sixth Sense would be pretty useless. If you had the chance to play this card you did, it can work in pretty much any Deck just on the possible hand advantage alone. Being a Trap card doesn't hurt it, you have to restrict a powerful card somehow, right?
Traditional- 3.5/5- Too much other draw support to play, but still wouldn't mind playing it
Advanced- 4.5/5- Play it, even if you never works  for you, at least you're playing it
Art-5/5- Sure looks like a sixth sense is activating
Until Next Time,


Sixth Sense

You have a 33.3% chance of drawing 5 or 6 cards, which nets you a +4 or +5. In a game of attrition, this is a meaningful advantage that will almost ensure that you win the duel. You have a 66.6% chance of having to mill 1 to 4 cards from your deck, which is not a huge penalty, but by doing nothing meaningful you are put at a loss. Thankfully, it's chainable, which can prevent a -1.

A pure luck-based card with an absurd amount of potential card advantage was a poor design choice for sure, but in an Advanced Format where it's legal, you are kind of bullied into playing it because you know your opponents will be using it too.

The only mark it bears when judging it by Traditional Format is that it's a trap card (you have to wait a turn) and it isn't Imperial Order. And with the looming ban, that's exactly where you're going to be using it.

Advanced: 5/5 (Great) – note: will become Forbidden on January 1st 2014

Traditional: 4/5 (Very Good)

Contact: banefulscolumn@gmail.com

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