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