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

Lose 1 Turn
- #CROS-EN075

Activate this card only if you currently control no Special Summoned monsters. During the turn a monster is Special Summoned, negate its effects. If an Effect Monster(s) is Special Summoned in Attack Position: Change it to Defense Position.

Card Ratings
Advanced: 3.75 

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


Date Reviewed:
June 1, 2015

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Baneful

The runaway success of Vanity's Emptiness has taught us not to dismiss potent lockdown cards just because they affect the person playing the card too.  There's always skillful ways to use them.  In this case, you can go off on your opponent and then use this card as protection in a bad situation.  Or you can play conservatively, lock down your opponent a bit and then go aggressive on them once they waste their removal on this.
 
In the recent YCS, Qliphorts have been running 2-3 copies of this card.  Nekroz play a bit too fast for it and Burning Abyss has its own strategies going on, but a number of decks could benefit from this card.  Especially anti-meta decks and decks that otherwise don't Special Summon a ton (or intend to play a slower more control-oriented strategy).
 
This is a strong card.  If effect negation outright is not enough, it also keeps Special Summoned monsters in defense position to protect your monsters, as well as making them vulnerable in battle.  I don't see Special Summoned effect monsters going away anytime soon, so this is will be hot for a while.
 
4.25/5


Dark

Paladin

Lose 1 Turn...this is a Continuous Trap, with all the bane thereof, but this is actually a nifty piece of Tech, assuming you can protect and keep it on the Field.  This might be a Trap to build a Deck around, as an integral part of the effect is you can't control any Special Summoned Monsters.  First, when a Monster is Special Summoned, during said turn, it's effects is/are negated.  It has a nice stall aspect to it as well, in the fact that if a Special Summoned Monster is brought to the Field in attack position, it's immediately changed to Defense position.  Honestly, my jury is kind of out on this card.  I really think it has potential to be rather disruptive, and as mentioned, at least some fun tech.  I suggested its own Deck cause you aren't very likely to have room to tech it in, but maybe a Side-Deck option?

Rating:  3/5
Art:  3.5/5

T-REX

Just when you thought that dinosaurs were extinct, again…

I have returned!

Sorry for the short break for those of you who enjoy reading my reviews, but be assured that I have not left the Card of the Day review team. J 

Here is the new must have card that everyone is hoping to pull and for good reason!

This Continuous Trap really punishes Decks that rely on Special Summoning hard as not only does it Negate the effects of any monsters that are Special Summoned (for the turn that they are Summoned only) but it also changes them to Defence position, potentially making them easy picking for attacks.

And since almost every Deck Special Summons, this hurts everything! 

The downside to this card is that in order to activate it, you must control no Special Summoned monsters so even if you activate it on your turn and then Special Summon there are very few ways to get around this cards effects, unless you are also using this alongside Forbidden Lance. However normally you will be activating this on your opponent’s turn and more likely in response to your opponent’s Special Summon.

The good thing about this card is that it only effects Special Summoned Effect monsters, meaning that if you’ve just Special Summoned your Blue-Eyes White Dragon, it will be staying in ATK position. 

Even better is that because it only effects Special Summoned effect monsters, it does not effect something like Tour Guide From the Underworld from Special Summoning a monster from the Deck, and nor does it effect the Graveyard’s, meaning that even if your opponent flips Lose 1 Turn against you you’ll still be able to find some wiggle room. 

While at first glance Lose 1 Turn may seem like a replacement for Skill Drain, in all it is far fairer and more balanced overall.

What it can really hope to do is slow down the sheer and pure glut of Special Summoning ability that exists in the game.

All in all, I see it as a potential brake on Special Summoning as well as a way to penalise the reliance that the game has on Special Summoning. 

Lose 1 Turn is certain to be an automatic choice against Satellarknights as it will prevent them from being able to gain the effect of Vega, Altair or Deneb very consistently, and it will also be able to be chained to Call of the Haunted or A Hero Lives, which leads me to its ability to be able to be used against Hero’s as well. Lose 1 Turn turns A Hero Lives into a costly Summon, but not only that, anything Summoned via Mask Change doesn’t gain its effect(s) during the turn that it is Special Summoned, providing you with that 1 additional turn to find a way around something annoying like Dark Law. 

While it is certainly going to be a valuable asset, Lose 1 Turn will not be beneficial against everything, so more likely it will find at least a couple of slots in the Side Deck, and anything that Main Decks it will be Anti-Meta based such as Stun or Yosenju’s for example. 

Rating: 4. Great card but actually quite well balanced as well, this punishes Special Summons but does not prevent an opponent from playing Yu-Gi-Oh!


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