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

 Lost World
- #SR04-EN021

All monsters on the field lose 500 ATK and DEF, except Dinosaur-Type monsters. Once per turn, if a Dinosaur-Type monster is Normal or Special Summoned (except during the Damage Step): You can Special Summon 1 "Jurraegg Token" (Dinosaur-Type/EARTH/Level 1/ATK 0/DEF 0) to your opponent's field in Defense Position. While your opponent controls a Token, they cannot target monsters on the field with card effects, except Tokens. Once per turn, if a Normal Monster(s) on the field would be destroyed by battle or card effect, you can destroy that many Dinosaur-Type monsters in your hand and/or Deck instead.

Card Rating
Advanced: 3.0 

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


Date Reviewed: May 12, 2017

Back to the main COTD Page

 

RCG

Lost World

 

I honestly can’t remember the last time we reviewed a field spell card that didn’t generate an easy plus, but was still absolutely crucial to a tier 1 deck. But I guess that’s how good Lost World is, and frankly it’s a breath of fresh air, despite how quickly dinosaurs rose to the top of the Yu-Gi-Oh food chain. Field spell cards were getting a little boring and unimaginative.

 

Lost World is killer for protecting your plays, especially your big guys like Tyranno or the True Kings (if you run them). I’ve heard people argue that Lost World isn’t that great because a token is easily rid of, especially after link monsters enter the fray, but that’s not the point. You generate the token so you can have more peace of mind during your own turn, turning away targeting effects not just on your monsters, but also on your opponent’s monsters. And let’s not forget Lost World’s second effect that lets it protect Megalosmasher X from being destroyed (even by Miscellaneousaurus’s effect) and subsequently destroy game-winning mini-monsters in your deck. It’s one of my favorite plays in the game right now.

 

As all continuous spells and traps are, Lost World loses points because there’s so much spell/trap removal in the game right now, but it’s solid nonetheless, especially since it can be easily searched. It’s a must run in pure dino builds, and probably most hybrids. It doesn’t discriminate on what it protects, so True Kings and any other monsters get great security against targeting. Even after link monsters are introduced, I expect Lost World to be relevant as long as dinos are at full power.

 

Advanced: 4.5/5

Future Potential: 3/5


Warlockblitz
YouTube

The problem with this Field Spell is that it doesn't provide instant advantage. Lost World simply reduces every non-Dinosaur type monster by 500 Atk and Def points. This means that activating this turn 1 doesn't do that much for you. When either player summons a Dinosaur, the opponent gets a token that prevents them from targeting anything other than Tokens. You don't have to keep controlling dinosaurs for them to keep the token, which is nice. However, they can tribute, fuse, or synchro with it. It's an interesting form of protection, but I'm not a huge fan. You can only generate the token once per turn, so if you plan on attacking with your newly summoned dinosaurs, you're going to end up killing the token. Finally, the great effect only truly protects Normal Monsters. If a Normal Monster would be destroyed by anything from anyone, you can destroy hand or deck dinosaurs instead. That can be great because those hand or deck dinosaurs will gain their effects, but a consistently summoned Normal monster on the field at the same time as this Field Spell might not be worth it. All the effects are just once per turn and it doesn't really provide enough advantage for the Dinosaur deck. However, it is better than some of the alternative Field Spells, so it gets an average score.
 
Score: 3/5
Art: 4/5
 
-WarlockBlitz


Baneful

The stat reduction effect is customary but appreciated.  The token effect is very original and interesting; it inherently locks the opponent down from using some types of removal on your monsters and it prevents them from using combos of their own.  The downside, of course, is that you're giving the opponent free monsters.  Unless you have a piercing monster, this effect does limit the player's damage potential.  The last effect makes Normal Dinosaur monsters more viable since it triggers an effect from the deck each time it would be destroyed.
 
This card has a lot going on, but it sort of lacks in speed and card advantage.  But I can definitely see advantages for casual/rogue Dino players.
 
2.5/5


Crunch$G

Hello Pojo Readers, I am Crunch$G and I am officially joining the CotD review team. I've been playing Yu-Gi-Oh on and off for over a decade, but I will always have a soft spot for this game. I have never really attended any events, I am mostly just a casual player. With all that said, lets get into the review.
 
Lost World is a new field spell for the Dinosaur Deck, because every deck now-a-days has to have some sort of field spell. The first effect of this card is to reduce the attack and defense of all non-Dinosaur Type monsters by 500. This is a pretty solid effect for pure Dinosaur decks (unless you like going into Dolka and Laggia a lot). If your opponent is not playing Dinosaurs, then all of their monsters will suffer from this reduction. The second effect summons a 0/0 Dinosaur-type token to your opponents side of the field and prevents your opponent from targeting anything except tokens. This effect is to mostly work with Survival Line, a new trap in the Structure Deck which is kinda ok for pure Dinosaurs. The last effect lets you destroy a Dinosaur in the hand or deck for every Normal Monster that will be destroyed. If you are playing the vanillas, you can save them by destroying the babies in the deck to summon more Dinos. However, there are better ways to destroy the babies via card effects (one of which is a field spell, Dragonic Diagram) without running the vanillas.
 
Overall, if you are playing pure Dinosaurs, then go ahead and have fun with this card. It is a solid pick for that deck, as long as you run the vanillas and/or Survival Line. If you aren't playing pure, you are likely playing True King Dinosaurs, so you can just stick to Dragonic Diagram cause the True Kings you play are pretty good.
 
Advanced Rating: 2/5


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