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

Limiter Removal
- #PSV-EN064

Double the ATK of all Machine-Type monsters you controlled at both the activation and resolution of this card, until the End Phase. During the End Phase, destroy those monsters.

Card Ratings
Traditional: 3.62
Advanced: 4.12

Ratings are based on a 1 to 5 scale
1 is Horrible. 3 is Average. 5 is the highest rating.


Date Reviewed:
March 25, 2014

Back to the main COTD Page

 

Dark

Paladin

Speaking of old cards, the second card this week is the Quickplay Magic Card Limiter Removal, which I suppose can fit in nicely with the various Cyber Dragon cards we covered recently. Currently Limited, and for good cause, cause even though Machines aren't something you see everywhere, everyday, it sure can be. Limiter Removal, for those who haven't been around long, or just don't know, is one hell of a card in many OTK/FTK combo decks, mainly in Traditional Format. Doubling the attack of all your Machines for a single turn, and all Monsters who were enhanced by this card, are destroyed during the End Phase of the current turn. Balanced pay off, but the fact of the matter is, you dun damn messed up son if you see the latter half of that effect. If you're running Machines, or enough to capitalize on that, you play the one you can.

Ratings:

Traditional: 4/5 Yes, higher in Traditional for aforementioned OTK/FTK possibilities that don't exists in Advanced.
Advanced: 3.5/5
Art: 5/5

Leo
Kearon

Limiter Removal
Quick-Play Spell
Double the ATK of all Machine-Type monsters you controlled at both the activation and resolution of this card, until the End Phase. During the End Phase, destroy those monsters.

Next in our ye olde card week is Limiter Removal, which since it first appeared has been a staple of Machine Decks.

Limiter Removal effect is simple and dangerous; all Machines you control have all their ATK doubled. This has been the cause of so many OTKs and easily turns the tide of any duel, if not finish it completely. It is also a Quick-Play so you can surprise your opponent with a super powerful monster.

Of course there is the slight problem of all the monsters that got their ATK doubled being destroyed during the End Phase, but most often you will have won the duel before that will become an issue.

Overall, still a dangerous card even after all these years, if you play machines you will be using this, if you don’t be carefull of any machine players.

Traditional: 4/5
Advanced: 4/5

Cyberplum

Happy Tuesday folks.  We roll right along with old-school week with another classic card, all the way from Pharoh's Servant, Limiter Removal.

Limiter has been limited pretty much forever, and there's a reason for that.  Due to its wording, it doubles the CURRENT attack of your machines, meaning they'd stack.  That would be nutty, given that Limiter is used in a variety of OTK situations.  In this day and age, it gets even more ridiculous.  With the new Cyber Dragon support, a quick dupe of your Cyber Dragon Core gets you two Cydras, all you have to do is trap stun, attack, Limiter, and if you don't get the game there, XYZ with your Cyber Dragons into whatever to keep yourself from blowing up.

Oh but folks, it can be used defensively too.  Use it in the damage step to catch an unsuspecting opponent for a good deal of damage.  Do something crazy like Limiter your monster, attack, and Creature Swap, I don't know.  It doubles attack.  Pretty much every Machine deck in the history of forever has used Limiter Removal.  Its versatility is only as potent as your imagination.  Generally yes, you will use it to push for game, but it has other applications as well.  If you play a Machine-heavy deck, you should certainly be using this.

Traditional: 3/5
Advanced: 5/5 In a Machine deck
Art: 4/5

Thanks for reading!


Baneful

Limiter Removal

Day 2 of “where are they now” week. Limiter Removal was released in 2003 from the set Pharaoh's Servant. It was a good card then, but it got better and better as more Machine-type monsters and more Machine-based archetypes were released.

Being a quick-play spell, it can be used defensively in emergency situations, but you would usually use this during your turn. Since your monsters die at the End Phase, you have to use this carefully. Today, we can just XYZ or Synchro them, but you still would want to clear the opponent's trap cards before you go for the kill.

Limiter can give you a break-even in card-advantage if you destroy monsters in battle, but more importantly, it can win you the game by allowing you to double the damage. You can end up inflicting 5000-8000+ damage by this card. This will win you games. Any deck with at least 6 or 7 Machine-type monsters should consider this card. If you don't want to go through some the risks, I understand.  It's not mandatory for all Machine decks.

But the payoff is big!  Those who can use it right and find room for it in their deck will find it rewarding.

Traditional: 3.5 (Very Good)
Advanced: 4.0 (Great)

tails512
YouTube

Limiter Removal is a weird card in that it is powerful enough that it deserves a ban, but isn't good enough to run in most decks. The card is great at contributing to OTKs, especially when you consider that most Machine type decks are already pretty good at putting damage on the board (Cyber Dragons and Geargiakuri). If your opponent can't stop your attack, then Limiter Removal is great at sealing the win. Limiter Removal is even better with Xyz monsters out, as you can use your Machines as Xyz material before they destroy themselves (overlay 2 Burei for a Dracossack in Geargiakuri).

The problem with the card is that it is only good when you already have a large field presence, such as Cyber Twin Dragon or multiple Karakuri synchros. By the time you have this field, you already have a good chance of winning without Limiter Removal. For this reason, many Machine decks don't even play Limiter Removal in order to increase consistency.

Rating: 3.5/5 (Good)


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