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Pojo's Yu-Gi-Oh Card of the Day

Picture sent by Ryo Akiyama

Castle Walls

Effect - Increase a selected monster's defense by 500 the turn this card is activated.
Rarity - Common
Type - Trap Card
Card Number 44209392
Average Rating - 2.33/5

Date Reviewed - April 11th, 2002

Dr ZaPPeR Hey again, DrZaPPeR84 is here, with another card of the day for your looking pleasure.

Castlewalls:

Causual Play: 1.5
Tournament Play 1.5

Pros:
-+ 500 defense
-thinking here....
-still thinking
-. . . .

Cons:
-Waste decks space
-Only really has one use, for defense monz.

Reasons for pros:
Well, uh what more is there to say. I mean +500 defense, wow! thats really good(plz note sarcasm) The reason why IMO this card sucks so bad, is, because well there aren't any stall decks in this game. So a card that raises defense is useless. If when your oppenent attacked you, and your in attack mode, if you went by defense points, then maybe this card would be better, but if you are in attack mode, and you don't go by your monsters defense mode when it is being attacked. I see no real use for this card. Maybe if your oppenent gets to draw some mad cards, maybe this will help in an all out defensive deck, but since most of the really good decks in this current enviroment favor strong quick attacks, that makes this card crap, and quite frankly useless.

Reasons for cons:
What more do you want? It just wastes deckspace and the pros was really the con list, since this card isn't good at all.

Combos: . . . . hm... still thinking... wow there are none. I have litterly been here for five minutes trying to think of a combo, and I cant think of a single one... So uh yea to put it plain and simple this card is a waste of deck space, and if you use it IMO you are one crazy kid.

Stay tuned for Our next zainy adventure errrr card rating.......=/

Yugioh
master8
Rating-3

This card is not the best in the game, the only real great use for it is to get out you monster that are higher then level 5.  Like attach your castle walls to save a monster long enough to sacrafice it.  If you do play with this card you must be ware of it getting chained and your aponent plaing rainforcements.  There for I recommend you plaing with remove traps also.  I recommend you use this card if you need more defense, or if a card comes out that makes a monster go to defense mode (other then dragon capture jar).

 

Tamer_Brad
4.5/5

Oooo... I like this card ^_^ When you're defending, 500 points could mean
the difference between your monster being destroyed or continuing on. Use
this when you're opponent is over-confident ^_^

Combos: Uhm... basically, any other card that increases defensive points.
But this card is pretty straightforward =\
CGChewie


1.5/5 – Sure it has its psychological uses, but I wouldn’t play it. I’d go for Reinforcements above this thing.

Castle Walls, eh? Getting +500 DEF is nice… But how nice?

Obviously, you’re only going to get one use outta this bad boy. The best way to use this little bugger is for the opponent to attack the face-down Aqua Madoor with their La Jinn. Then they play dark Energy on him, and proceed to attack again… Only to have Castle Walls bite his butt again! Two ways to play this card. The first, is like direct damage. They attack your face down monster and would normally take, say, 100 damage. You flip Castle Walls over and they take 500 more. But if you’re going to play it like that, just use Ookazi, 300 lp better. The way above described above is more vicious. They think they’ll attack and kill, but you prevent it, even for one turn. That can really mess someone up. Once they see you play Castle Walls they’ll think twice before attacking your monsters with any face-down magics on the field.

Random Burner Rating 1/5

Pros:
Raises Defense Rating
Hm, can I get back to you?
Sorry, can't think of anything >_<

Cons:
1 Turn only
WASTE OF SPACE

      Maybe they'll attack you, thinking they'll destroy you, then you activate this, and they don't.  Might give you an extra turn, but that's not usually helpful, unless you're going to use it for tribute.  
      It's only 1 turn >_<  If it stayed on the field, I may play it.  It's only going to help you for one turn, if it helps.  Not really all that useful, is it?
      If you're monster screwed or anything, this won't help all that much.  IT"S A WASTE OF SPACE!!!  Just don't put it in, it's one turn more you have to wait to draw something.  Not all that great, is it? >_<  So, all in all, DON'T PLAY IT, unless you want to meet me in an angry mood.  It's not worth it, so let it sit in your binder =/
gK Crusader Rating - 2.5/5

This is most likely the most ...brutal trap card in the game. In one turn, you could boost Aqua Madoor's defense to 2500, and save it from being killed from a Summoned Skull or Dark Magician!

But, if your opponents monsters are too strong, this becomes a card that's just taking up space. Castle Wall, like Reinforcements, only works for one turn. So, the turn after you use this, odds are, your monsters dead.

 

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