Pojo's Yu-Gi-Oh Card of the Day
sent by Ryo Akiyama
- Increase a
selected monster's defense by 500 the turn this card is
- Trap Card
Reviewed - April 11th, 2002
again, DrZaPPeR84 is here, with another card of the
day for your looking pleasure.
Causual Play: 1.5
Tournament Play 1.5
-+ 500 defense
-. . . .
-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
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
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).
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 =\
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.
Raises Defense Rating
Hm, can I get back to you?
Sorry, can't think of anything >_<
1 Turn only
WASTE OF SPACE
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?
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
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