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

 Magical Spring
- #DUEA-EN065 

Draw a number of cards equal to the number of face-up Spell/Trap Cards your opponent controls, then discard a number of cards equal to the number of face-up Spell/Trap Cards you control. Until the end of your opponent's next turn after this card is activated, Spell/Trap Cards your opponent controls cannot be destroyed (by battle or card effect), also their activation and effects cannot be negated. You can only activate 1 "Magical Spring" per turn.

Card Ratings
Traditional: 1.21
Advanced: 2.58 

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

Date Reviewed:
Oct. 21, 2014

Back to the main COTD Page



Magical Spring


This card would've been so good 6 months ago in the Fire Fist format.  The problem with this card is that most decks don't use face-up Spell/Traps.  Even in a format where the majority of the decks do use them, it's still not worth the risk.  It can 1-for-1 with ease if the opponent just controls 1 face-up card, but what's the point.


In some format where the opponent has lots of spells/traps (it's probably gonna happen some day ; like in the Pendulum era to come) it may be good.  But it's still really situational.  It's a side deck card at best, and if I'm going to side something, I'm going to side a floodgate that will kill their deck type, not just a card that MIGHT let me plus for a short moment.


Power – 2

Versatility – 1

Dependability – 2

Advantage – 3


Traditional – 1

Advanced – 2

3rd Place YCS Indianapolis
Magical Spring

This is a side card at best. I like the fact a powerful draw card like this exists honestly. I just feel it has to many draw backs to warrant it any play in the current meta game.

Advanced 2/5
Traditional 1/5



Magical Spring has a lot of text on it, but it's actually a relatively simple card to understand.  Honestly, it works fairly similar, at least in concept, to Mirage of Nightmare.  This is a very unique Draw card, as it has many variables.  It's dependent on something your opponent has (face-up Magic/Trap cards), it requires a discard based on the same variable for you, limits you to playing one a turn, so you can't manipulate this into a +12 (yes that's the extreme best case scenario if you were to play three in a turn).  I don't quite understand the protection of your opponent's face-up Magic/Trap cards though.  That seems a bit like overkill.  This card being Quickplay IS a big boost for sure, but it does give you a chance to set it up to your advantage by playing and/or simply not having any face-up cards to require a discard.  Still, turning this into a +1 or even a +2 shouldn't be the hardest thing to do.  It's a potential card, and a thinking mans card. I like those things
Traditional:  1.25/5 
Advanced:   2.75/5 
Art:  4.5/5  Very cool


Magical Spring


This is an interesting little Quickplay Spell card, and one that could very easily gain you quite a bit of advantage depending on what sort of Deck you are playing against.


The first thing to keep in mind with this card though is that at resolution it counts itself as 1 card, this means that you are always going to be discarding at least 1 card, but since many Decks actually like sending cards to the Graveyard anyhow that really isn’t a bad thing.


To break even with this card your opponent will need to have at least 2 face-up Spell or Trap cards, and to gain a +1 they will need to have 3.

As you are able to Chain this card to another cards activation, gaining a plus from this card really should not be quite as hard as many may consider at first glance.


This card is certainly useful against Pendulums, Fire Fists, Noble Knights and even could be used against Chain Burn! Any other Deck that uses Field Spells and other continuous cards such as Ghostricks and Madolches could also find this card to be used against them effectively.


Many people also hate the Deck H.A.T., well good news, this card can be used against that Deck since it prevents their Spell and Trap cards from being destroyed, making the -1 quite a worthwhile investment.


Sadly the biggest downside that comes with this card is that it prevents you from destroying or negating cards after this card has been activated… Luckily it says nothing about destroying cards first!


And since you can only activate just the one per turn, you aren’t going to be able to rip 2 or 3 of them at the one time and Draw several or more cards… This just means that you’ll have to save one for your opponents turn I’d guess.


Traditional: 1. So many other Draw cards as well as a huge lack of continuous type cards in general, so I would almost always expect this to –1 here.


Advanced: 3. Has potential for some really decent Drawing against some Decks, but not much against others, as such it’s really only Side Deck material. If there were less Draw cards than there are currently this could be considered.


Hello Pojo Fans,
Today we're reviewing a card I really like, but isn't one that will be main decked: Magical Spring. A Side Deck card to be used against decks that run an abundance of spell and trap cards. Magical Spring is like Mirage of Nightmare, but is a Quick-Play instead of a Continuous Spell, eliminating it as a target for MST, but Mirage of Nightmare could be done every turn. The potential to abuse this card is high, as you could have no face-up spell/traps while your opponent has several. While their spell/traps will be invincible and unable to be negated until your opponents next turn, this can also be evened out through playing Magical Spring at the right time.
If the opponent doesn't control a face-up spell/trap this card cannot be played, making it situational. Fire Fists are the #1 target of this card, giving you the best chance at plusing off their already active Tenki, Tensu, etc. Another option would be to use it against Artifacts to prevent the destruction of face-down Artifact monsters, stopping their Special Summonings for a turn. There are several decks that run enough face-up spell/traps that would allow you to play this and receive a plus 2 or more, though you want to minimize the downside to this card, that being the protection the opponents spell/traps receive until their next turn ends.
Use against Fire Fists for sure, but there are other decks out there that this will hit.
Until Next Time


Magical Spring
I love the idea of Magical Spring, but then again I’m a sucker for any type of card that profits from your opponent’s overextension. Maxx “C,” Shared Ride and Magical Spring all net you cards depending on how your opponent is trying to run the playing field. Magical Spring, however, kinda falls short of stardom in comparison to Maxx “C.” For every Spell and Trap your opponent controls, you draw one card and then discard one for every Spell and Trap you control. Against any Pendulum deck, it’s a miniature Graceful Charity, and against Noble Knights, it’s a straight +1.
The biggest problem is that it keeps your opponent’s spell and traps safe from destruction, so Quilporth Tool becomes invincible… and then you die shortly after. It’s honestly not a great card against Quilporths, but I could see Magical Spring’s uprising if Noble Knight and Fire Fists became a thing. Then again, Ghostrick Jackfrost is already a pretty neat counter to Noble Knights, but I won’t complain to have Magical Spring and Jackfrost against the deck.
Traditional – 1/5
Advanced – 2.5/5

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