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					Pojo's Yu-Gi-Oh! Card of the DayDaily Since 2002!
 
						
						
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							Lightning Lord Rod- #SECE-EN037
 Neither player can activate Spell Cards during Main Phase 1. 
							Card RatingsAdvanced: 
							2.45
 
							Ratings are based on a 1 to 5 scale 
							1 is Horrible. 
							3 is Average. 
							5 is the highest rating.
 
 Date Reviewed:
 Jan. 26, 2015
 
							
							Back to the main COTD 
							Page 
							 |    
                        
                          |  Baneful
 | 
							
							
							Lightning Rod Lord 
							
							  
							
							It's not the next Denko Sekka because it's slow – 
							you wait until your opponent's turn for it's effect 
							to kick in rather than immediately. 
							1800 ATK is decent, especially with some 
							traps to back it up (like Anti-Meta decks have), but 
							it still won't take too much effort to run over it. 
							
							  
							
							This card could probably be really good in the right 
							meta, but (at the moment) while it's better than the 
							majority of the cards in this awful Secrets of 
							Eternity set, it isn't a very good card either. 
							
							  
							
							2/5 |  
                          |  Dark
 Paladin
 | Lightning Rod Lord opens our week continuing to 
							look at Secrets of Eternity.  Cards with things 
							like Lord in their name (or title, what have you) 
							should do Lordly things.  LRL doesn't at all.  
							I'm kinda conflicted here.  Being Light and 
							Thunder are still good things, Level 4 is also good, 
							and the 1800 attack is plenty solid.  The 
							paltry 100 defense is troublesome but I'm looking at 
							its effect here.  Neither player can activate 
							Magic cards during their Main Phase 1.  That 
							might be annoying...now and then, and something is 
							better than nothing, but that's not going to stop 
							much or often enough to be a reason to play this 
							guy.  Even in a dedicated Thunder Deck I'm not 
							sure I'd use this as a beatstick.  Oh, and that 
							guy is clearly a skeleton and bones actually help 
							protect you when you're struck by lightning as bones 
							aren't a conductor of electricity.  That's 
							science folks
 Rating: 2/5
 Art:  4/5
 |  
                          | T-REX | 
							
							Lightning Rod Lord
							
							Just when you though it was safe to go outside 
							because Dinosaurs were finally extinct, T-REX 
							returns again in 2015. And yes I did just refer to 
							myself in the second person… ;)  
							
							Here we have a Light-type Stun monster with the 
							rather useful effect of being able to prevent any 
							Spell cards from being activated during Main Phase 1 
							as a Continuous effect.Because of this, any Deck 
							that relies more heavily on the use of Spell cards, 
							especially if they need them to get started, will 
							either need to deal with it through already set Trap 
							cards, be able to Negate it’s effect with something 
							like Breakthrough Skill by removing it from the 
							Graveyard during one’s own turn or be able to 
							destroy it or play around it during the Standby 
							Phase. 
							
							Otherwise the only way to be able to get around its 
							effect will be to proceed through to Main Phase 2, 
							whether you actually battle or not, and lose a 
							tremendous amount of momentum in the process. 
							
							Decks such as Shaddoll, Fire Fist, Ritual (in 
							general), Hero’s, Fire Fist’s and of course 
							Qliphorts (because Pendulum Monsters being used as 
							Pendulum Scales are SPELLS!!!) all can have their 
							opening plays diminished by this card simply being 
							on the field.  
							
							And for those of you out there who like to find ways 
							to create further locks, look no further than 
							Terminal World, then no Normal Spell cards will be 
							able to be activated until Lightning Rod Lord is 
							removed from the field!  
							
							As for protecting this, since it is a Light and 
							since Honest in now questionably at 2, keeping this 
							on the field is now going to be just a little bit 
							easier.  
							
							And of course while it does prevent any Spell cards 
							from being activated during Main Phase 1, there is 
							nothing preventing you from activating your Spell 
							cards before you Summon this, so keep that in mind. 
							
							Overall this adds a new aspect for Stun in general, 
							but more importantly it may find a place in the Side 
							Deck since it will have the ability to be used 
							against the Meta.  
							
							RATING: 3.75. Only time will truly tell how good 
							this card will be, however I do see some great 
							potential with it. Sadly, Side Deck space is tight 
							and that may effect how much play it sees. For those 
							that do want it, it’s a Super Rare and that will 
							make it a bit easier to acquire. |  
                          |  Kingof
 Lullaby
 | Hello Pojo Fans,
 Lightning Rod Lord is a decent and simple monster. 
							Good ATK, good Attribute, good to great effect. 
							Simple cards are often good cards to use, and LRL is 
							no exception.
 
 1800ATK for a Level 4 is pretty standard. Weak DEF 
							isn't liked, but your opponent will likely save 
							their Book of Moon for something stronger. 
							LIGHT-Attribute lends support to this card and then 
							it turns around and can become fodder for others if 
							run in the deck. Locking both players down in their 
							Main Phase 1 from playing Spell Cards is an 
							interesting effect. Normal, Ritual, Pendulum, and 
							Continuous Spell Cards are locked down until Main 
							Phase 2. Even if this card is destroyed in Main 
							Phase 2, it will have stalled the opponent for the 
							turn, and that can be the difference in a duel. 
							Decks that rely on Spell Cards to gain advantage 
							will suffer worse while Lighting Rod Lord is out. 
							Play your spells first, then Special Summon Lord out 
							with Summoner Monk and lock your opponent out next 
							turn until Lord is off the field.
 
 While you can protect Lighting Rod Lord, and 
							stopping your opponent until Main Phase 2 from 
							activating Spell Cards, this monster may not stay on 
							the field long enough to make a significant 
							difference in the duel. In a lockdown-based deck it 
							is a sure pick, while in any other deck it could be 
							a side deck choice much like Thunder King Rai-Oh.
 
 Advanced-2.5/5
 Art-3/5
 
 Until Next Time
 KingofLullaby
 |  
                          |  Misdreavus
 "Mean and Evil"
 | Meet Anti-Raigeki on legs! When I considered what 
							cards the Secrets of Eternity set holds, I found 
							myself hoping that Lightning Rod Lord could be my 
							first ever review, seeing how its pretty artwork 
							warrants a closer look. When one looks at its 
							effect, we notice that Lightning Rod Lord is a new 
							addition to the list of floodgate monsters, of which 
							every new set seems to pack one or two these days, 
							some more successful than others.
 For readers that are unfamiliar with the word 
							"floodgate", it's a rather logical name for a card 
							that prevents certain actions from happening. In the 
							case of Lightning Rod Lord, both players are stopped 
							from activating spell cards during their main phase 
							1; how does this help?
 
 Actually, this could be quite helpful indeed! Both 
							the popular "Qliphort" and "Shaddoll" decks rely 
							rather heavily on the use of spell cards, and 
							stopping the opponent from activating any during 
							main phase 1, should mean that they enter their 
							battle phase before making their best plays! A 
							"Shaddoll" player may mitigate this problem by using 
							El Shaddoll Fusion during the battle phase, but a "Qliphort" 
							deck has no choice but to postpone the activation of 
							their Pendulum spells or Saqlifice until main phase 
							2. It turns out that Lightning Rod Lord is a 
							defensive card, that stops the opponent from making 
							the best of their battle phase.
 
 Indeed, in a format where the top decks will whipe 
							you life points in the blink of an eye, Lighting Rod 
							Lord stands firm and ensures that the opponent gives 
							up their chance to attack you before they make their 
							best plays!
 
 So on to splashing it in our favourite decks! With a 
							decent ATK stat, Lightning Rod Lord seems like a 
							decent choice for any deck with a disposable normal 
							summon, which brings us to the next question: how 
							does this card compare to Denko Sekka? "Shaddoll" 
							decks have been using this floodgate on legs to 
							decent success, and seeing how they only have one 
							normal summon to spend in a turn, it's logical that 
							Denko Sekka has to go out if Lightning Rod Lord 
							comes in.
 
 The small detail that Lightning Rod Lord is a 
							dubious card to include in a deck as reliant on 
							spell cards as "Shaddoll" decks aside, one must 
							admit that Lightning Rod Lord gives up a good part 
							of Denko Sekka's offensive utility: Denko Sekka 
							ability to stop the opponent from responding to any 
							plays its controller makes, is its best feat, 
							something Lightning Rod Lord cannot at all boast. In 
							a format where "Qliphort" decks run supreme, and 
							"Burning Abyss" decks become increasingly less 
							control oriented, dealing damage quickly and cleanly 
							is more important than ever, a purpose Lightning Rod 
							Lord does not directly support.
 
 But there's hope! With the dawn of the "Nekroz" 
							theme upon us, we are supposedly looking at yet 
							another centralizing deck that will enter game 1... 
							trapless! With that in mind we realize that 
							Lightning Rod Lord might actually stop quite a lot 
							during our own turn: Book of Moon, El Shaddoll 
							Fusion, Enemy Controller, Mystical Space Typhoon... 
							A large part of the reactionary cards that will see 
							play in a format where the majority of decks will 
							forego traps as they cannot afford to wait a turn to 
							play their cards.
 
 Will Lightning Rod Lord be enough however? "Burning 
							Abyss" will gladly harrass you with the few but 
							powerful trap cards they still use, "Qliphort" are 
							not intimidated by a normal summon with 1800 ATK 
							unless you get rid of their Pendulum scales (in 
							which case they may have to use their next turn's 
							normal summon to overcome Lightning Rod Lord!), and 
							"Nekroz" intend to protect themselves with monster 
							effects that activate in hand if necessary... I 
							can't see this card helping decks much in their 
							quest to reduce the opponent's life points to 0 I'm 
							afraid.
 
 But at least Lightning Rod Lord will disrupt my 
							opponent during their turn, won't it? To be 
							completely honest, the card is probably nothing 
							special, as it turns out that every deck I can think 
							of is already prepared for it: Shaddoll Dragon and 
							any "Qliphort" normal summon can run over it in 
							battle, Burning Abyss used to go spellless (a word 
							we rarely use in Yu-Gi-Oh!, probably because it 
							looks so silly) just a few months ago, so I can't 
							imagine them being bothered by a spell lock now, and 
							Nekroz will come well equipped to handle your 
							floodgates, believe me: Book of Moon during the 
							standby phase, and Tsukuyomi are an example of the 
							main deck options they have to not even care about 
							the card.
 
 All things said, Lightning Rod Lord may save you for 
							just another battle phase; I can't see it 
							complementing our strategy in a meaningful way I'm 
							afraid. Lightning Rod Lord is an example of a well 
							designed card in a game where only the most 
							overpowered releases see play. The Yu-Gi-Oh! Wiki 
							suggests that I mention Terminal World to stop 
							players from activating spell cards other than 
							Quickplay spells and Curse of Fiend, altogether, but 
							such a strategy is nothing more than a gimmick.
 
 The card's still very pretty though :3
 
 Lastly, since I think I'm supposed to give scores:
 
 Traditional: actually I think it could have some use 
							if summoned before the opponent takes their turn, 
							but who would use their costly normal 
							summon/Premature Burial on a card like this? If I'm 
							not mistaken, if you don't set up a board that wins 
							you the game then and there during the first turn, 
							you had a suboptimal start in this format; then 
							again, who plays Traditional these days? I won't 
							give it the lowest possible score for reasons stated 
							however: 2/5.
 
 Advanced: 3/5. A decent card in a game where only 
							the best of the best sees play.
 
 Art: Anti-Raigeki's Special Attack won't go any 
							higher!/5."
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