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

Stim-Pack

Card Number - MRD-141
Average Rating -  2.9 (based on 3 reviews)

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

Date Reviewed - July 15, 2002

Zap

No review.

SomeGuy

Monday - Stim-Pack

My favorite ATK enhancer for one reason. It turns a La Jinn or 7 Colored Fish into a Summoned Skull for a turn. That one turn can be crucial.

The best part about it's "drawback" is that most the time it won't come into effect because of all the monster removal that Yu-Gi-Oh! has. If your lucky, your monster will last 2-3 turns. Which makes Stim-Pack a strong booster.

It turns weak 1000 ATK weenies into fairly decent 1700 ATK attacker.

There's not much else to say about it. Stim-Pack is a good card that deserves more recognition in my opinion.

Rating:3.5/5

CGChewie

Mon- Stim Pack
 
Stim Pack, eh? Well, let’s see what we can do, eh?
 
First of all, if you use it on your own monsters it starts as 700 ATK increaser, since the decrease is during the monster controller’s standby phases.  Your opponent gets 500 ATK, if you use it on him…
 
So you have two options, obviously. Use it offensively and play it on your own monsters as a better replacement for Sword of Deep Seated (for a turn anyway), or you can play defensively, and use it on THEIR monster. The downside? For three turns, they get a power boost. =\
 
How to overcome it? Use Swords of Revealing Light. By the time SoRL is finished, they’ll have ­100 ATK.
 
Of course, if you really wanted to use Stim Pack in that fashion, you’d just as soon use Germ Infection- It decreases ATK by 300 per standby without an ATK increase. While Stim Pack does have flexibility, Germ Infection is overall better and faster.
 
Rating: 1.7/5 ­ Well, it’s like a Germ Infection and Sword of Deep Seated combined in one, but way suckier. =\

NickWhiz1

Well, after 2 weeks off of CotD (1 week for 4th of July, 1 week for trip to New Orleans), I'm back!  This week, we're looking at 5 cards picked by SomeGuy.  The first card this week is Stim Pack, a very interesting card.
 
Card Text:
Equipment Magic
A monster equipped with this card increases its ATK by 700 points. Its ATK is then decreased by 200 points at each of it's Standby Phases.
 
Analysis:
This is an interesting card, to say the least.  I can equip it on one of my monsters and give it a 700 point increase.  That is currently the highest amount available from a single equipment card (tied with Salamandra).  Furthermore, it works on ANY monster.  You can probably see this being used as yet another way for Summoned Skull to nuke that blasted Blue Eyes White Dragon.
 
Then we read further on.
 
It says it lowers my monster's attack power by 200 during each of my Standby Phases.  That means the next turn, it'll have a 500 net gain, then 300, then 100, then -100, and so on.  So basically, after a few turns, I begin to go below my base attack power.  This isn't a problem, because odds are the monster this card is attached to won't be on the field for more than a couple of turns, either due to Tributing or monster removal.
 
A 700 point increase is nice, though, at least for the next couple of months.  With Magic Ruler, we're going to get the infamous Demon Axe, which raises your attack power by 1000, and has no negative effects.  Use this card while it lasts.
 
Combos:
Stim Pack + Heavy Storm = There's one way to get rid of it.
 
Stim Pack + De-Spell = There's another way.
 
Stim Pack + use equipped monster for Tribute = Very easy way.
 
Counters:
Magic Jammer: But honestly, who would waste Magic Jammer on this, unless it's the extra point boost you need to destroy an opposing monster and/or win the game.
 
Should YOU play it?
If you feel it will help, by all means play it.  I'm taking a brief hiatus from equipment cards until I can get my hands on 3 Demon Axes =).
 
Score:
I think I'll give this guy a 2.9.  It's not necessarily a game-changing card, but it's good in a tight spot.

Melkor

No review.
Trunks the Swordsman No review.
Codith No review.

 

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