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

 White Veil
- #DUSA-EN032

While the equipped monster battles, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. When an attack is declared involving the equipped monster: Face-up Spell/Trap Cards your opponent controls have their effects negated until the end of the Damage Step (even if this card leaves the field). When the equipped monster destroys an opponent's monster by battle: You can destroy all Spell and Trap Cards your opponent controls. When this face-up card in a player's Spell & Trap Zone leaves the field, that player takes 3000 damage.

Card Rating
Advanced: 1.75 

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


Date Reviewed: April 5, 2017

Back to the main COTD Page

 

RCG

White Veil

 

While this new card from Duelist Saga is interesting, I wonder if it can have an impact when the game currently has such a glut of generic spell and trap removal. White Veil is one of those cards that came at the wrong time, and makes me wish it had been what we received instead of broken cards like Twin Twisters.

 

Besides being a card that can ensure you get to wipe out the opponent’s spells and traps if you get past the main phase, the benefit this card has over others is that it’s searchable via Hidden Armory. But, as mentioned before, the problem isn’t the lifepoint loss. It’s the better options available that is the real difficulty. People have attempted to use solid alternative spell/trap removal before, such as Galaxy Cyclone, but the sad fact of the game state is that cards like Harpie’s Feather Duster, Twin Twisters, MST, and Cosmic Cyclone exist and they’re virtually perfect, regardless of which ones you pick. And let’s not forget Heavy Dust Storm coming in Code of the Duelist, which is practically Konami’s way of telling us it has no intention of abandoning this practice of offering easy spell and trap removal.

 

Frankly, it’s one of the things I hate most about the current state of the game, but it is what it is. The only kind of deck that I could see White Veil being used in is some kind of deck that utilizes a lot of equip spells or really any deck that uses Hidden Armory and thus can add White Veil to the toolbox. Currently, there aren’t any outside of Noble Knights. But I see some potential in the future. Equipment spells won’t be ignored forever. And who knows? Maybe one day, Konami will decide to reverse course and ban all the worthy spell/trap removal cards, bumping this spell to the top of the new list of available resources. You never know.

 

Advanced: 2/5

Future Potential: 2.5/5


Baneful

Wow.  This is a very interesting and complicated card.  The first effect of negating Spells/Traps during an attack is not significant at all.  They can still be activated when your other monsters attack or at any other time during the Battle Phase  The second effect of face-up Spells/Traps being negated during that time is extremely situational, except maybe if there's a Pendulum monster which has an effect regarding battling.
 
The third effect gets a little better, there is potential for card advantage here.  But all of these effects so far as just too slow.  Traps/Spells are often chainable, so by the Battle Phase, it may be too late.  The last effect was a plot twist I didn't expect.  It's capable of being a game-finisher, but it can also work against you, especially since you are playing a face-up spell card that can be removed from the field if either the card or the equipped monster is removed from the field.
 
There's just too much working against it.  It requires the opponent to have Spells/Traps in play, especially face-up ones.  It's not a reliable main deck choice.  Side deck space is tight.  Equip cards are generally unreliable -1's and this card does nothing to alleviate the fact that it depends on having a monster in order to work and the opponent can plus by destroying the monster, plus the risk of you losing life points.
 
1.5/5


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